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Currant tomato

Solanum pimpinellifolium

Currant tomato (Solanum pimpinellifolium) is a ruderal annual forb in Supplant β€” a native buffer and invasive attacker whose game role is set out below.

XP 100%SUN 120HP 165Currant tomatoAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalQuick Bloomβš” 43β˜€ 0r-Selected Riotfree1Γ— / battleretreat β˜€33speed 0.56Ephemeral BoltactiveBallisticDispersalactiveChoke Bloomβš” 43β˜€ 2Currant tomato β€” full-size photoCurrant tomatoSolanum pimpinellifoliumLVL 100

Overview

The currant tomato is the wild ancestor of the cultivated tomato. In battle it is a Annual forb β€” a Ruderal on the succession chart. Native across South America, it plays as a defensive buffer; where it has spread as an invasive into Africa, Europe and Oceania, it turns attacker.

Moves

Its starter attack, Quick Bloom, is available from Lv 1 for 2 Sun and deals about 39 damage as a native and 40 as an invasive. The free once-per-battle ability, r-Selected Riot, unlocks at Lv 25: All-out reproduction: +8 ATK and speed, kept. The advanced attack, Choke Bloom (Lv 40, 6 Sun), hits for about 39 native and 40 invasive.

Quick Bloom carries the initiative rider. In a wild encounter that move takes hard priority and lands before the opponent regardless of either tempo stat (if both sides bring a rider, they cancel and normal turn order decides). In the arena it works differently: a rider strike does not go first, but if it scores a kill β€” the struck plant actually drops β€” its user seizes the turn and acts again, and the chain continues as long as it keeps finishing plants.

Abilities

From Lv 10 it carries Ephemeral Bolt, +4 ATK while it is above half HP and gone once it drops below. At Lv 68 a second always-on trait stacks on: Ballistic Dispersal, which chips about 4% of the maximum HP off every enemy still standing when it is knocked out.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF, which a soft-bodied plant like this feels most; feeding it Phosphorus (P), the nutrient matching its edible fruit, pays bonus coins. Its growth habit is not recorded as a climber, so it is not Moss Pole–eligible.

Stats

Read at the snapshot level (Lv 40, where its whole kit is unlocked), it shows 103 HP and 18 ATK as a native, or 89 HP and 22 ATK as an invasive, with 2 DEF. As a native it adds a 15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it trades that for the higher attack ceiling and pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. 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 51 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.

At Level 100

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 31, 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.

Weaknesses & Resistances

On the succession chart a Annual forb is a Ruderal. Ruderal plants hit Specialist categories hard (Γ—1.5) and are resisted by Competitor categories (Γ—0.667); against everything else the matchup is neutral. Weird categories are off the wheel entirely, so it trades neutrally with those.

Gameplay uses

A fast glass-cannon annual: an initiative-seizing starter, an attack boost while it stays healthy, and fruit-edibility for coins. Soft and low-HP-cushion; a hit-first invasive racer that needs cover. Because its edible part (fruit) is recorded, feeding it Phosphorus pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead.

It fights as a fast skirmisher until about Lv 33 (a little later as an invasive, around Lv 36), after which its growing bulk and attack take over from its early speed edge.

Total power

Leveling trades speed for power. A plant’s 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.

Nativepower overtakes tempo at Lv 33

CrossoverLv 33
HP
92
ATK
17
DEF
2
SPD
38.08
INI
56.78
Retreat
βˆ’14
Tempo94.86
Power97
Fully grownLv 100
HP
190
ATK
31
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power191

Invasivepower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
21
DEF
2
SPD
36.40
INI
54.27
Retreat
βˆ’15
Tempo90.67
Power92
Fully grownLv 100
HP
165
ATK
41
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power176

Neutralpower overtakes tempo at Lv 37

CrossoverLv 37
HP
85
ATK
18
DEF
2
SPD
35.84
INI
53.44
Retreat
βˆ’15
Tempo89.28
Power90
Fully grownLv 100
HP
165
ATK
31
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power166

Sources

  1. https://www.inaturalist.org/taxa/search?q=Solanum%20pimpinellifolium
  2. https://en.wikipedia.org/wiki/Solanum_pimpinellifolium
  3. https://powo.science.kew.org/results?q=Solanum%20pimpinellifolium