Solanum jamesii
Wild potato (Solanum jamesii) is a ruderal bulb in Supplant β a native-only buffer whose game role is set out below.
The wild potato is a small tuber-bearing relative of the cultivated potato. In battle it is a Bulb β a Ruderal on the succession chart. It is native to eastern North America and western North America and invasive nowhere, so it only ever plays the native buffer role β there is no attacker version of this card.
Its starter attack, Shoot, is available from Lv 1 for 2 Sun and deals about 40 damage. The free once-per-battle ability, Storage Climax, unlocks at Lv 25: Everything the season banked, at once: heal 40%, and the foe stalls. The advanced attack, Lycorine Lash (Lv 40, 6 Sun), hits for about 30.
From Lv 10 it carries Duff Stuff, which raises its effective DEF by half the combined DEF of your still-standing benched ruderal plants (annual forbs, grasses, aquatics and bulbs), recomputed live so the bonus fades as those allies faint. At Lv 68 a second always-on trait stacks on: Resprout, a 60% chance (it triggers about three times in five) to cling on through one otherwise-lethal hit at roughly a quarter HP, once per battle.
For field gear, a Calcium/Magnesium amendment adds flat DEF, which a soft-bodied plant like this feels most; feeding it Potassium (K), the nutrient matching its edible root, pays bonus coins. Its growth habit is not recorded as a climber, so it is not Moss Poleβeligible.
Read at the snapshot level (Lv 40, where its whole kit is unlocked), it shows 103 HP and 20 ATK with 2 DEF. As a native it carries a 15% HP cushion and, while benched, projects an HP overshield bar onto your active. On defence, its DEF stays near the floor, so it relies on tempo and offence rather than soaking hits. Its opening tempo (turn 1) is 50 and its sustained tempo (turn 2 onward) 34 β making it a quick starter that is out-paced as the fight goes on. Retreating it costs 16 Sun. See Stats and Native Strength for the full picture.
By Lv 100 its HP swells toward 190, but its DEF barely leaves its band at 3 β a soft-category plant stays soft no matter how much biomass it puts on. Attack reaches 35, retreat rises to 33 Sun, and its inverted tempo has sunk to a sliver, so the speed it relied on young is spent. It grows bulkier but never becomes a wall.
On the succession chart a Bulb is a Ruderal. Ruderal plants hit Specialist categories hard (Γ1.5) and are resisted by Competitor categories (Γ0.667); against everything else the matchup is neutral. Weird categories are off the wheel entirely, so it trades neutrally with those.
Fast off the mark with a punchy starter, but paper-thin on defence unless you bench ruderal allies to feed its Duff Stuff. Native only, so no attacker role β its real value is as a root-edible coin-earner with a late survival trait. Because its edible part (root) is recorded, feeding it Potassium pays Γ1.25 coins; any other nutrient banks Γ1.25 XP instead.
It fights as a fast skirmisher until about Lv 31, after which its growing bulk and attack take over from its early speed edge.
Leveling trades speed for power. A plantβs tempo (SPD + INI, the turn-order edge) fades as it grows, while its power (HP + ATK + DEF, net of the rising Sun cost to retreat) climbs. The crossover is the level where power overtakes tempo: below it the plant is a fast skirmisher, above it a heavyweight. Shown for each stance this plant can actually hold β native adds a HP cushion, invasive an attack edge, neutral neither β with the card at its crossover and fully grown at LvΒ 100.