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Grey Goldenrod

Solidago nemoralis

An even-tempo perennial herb that opens with poison and self-heals, playing either arena role but fragile throughout.

XP 100%SUN 120HP 165Grey GoldenrodPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 37β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€23speed 0.86Basal RosetteactiveVernalizationMemoryactiveAlkaloid Ambushβš” 32β˜€ 2Grey Goldenrod β€” full-size photoGrey GoldenrodSolidago nemoralisLVL 100

Overview

Grey goldenrod is a low Perennial herb that fights as a steady, self-healing poisoner. It is native to Eastern North America and invasive in Oceania, so the arena can cast it either way β€” as a native buffer or as an invasive attacker. It is a middling card: it puts out reasonable damage and mends itself, but it is soft and never gains armor.

Moves

Its starter attack, Bitter Sap, unlocks at level 1 for 2 Sun and hits for about 30 native / 30 invasive, leaving poison on the target. The free once-per-battle ability, Autogenic Reaction, arrives at level 25: Remakes its own ground: +6 ATK and heal 25%. β€” it mends the plant. The advanced attack, Alkaloid Ambush, unlocks at level 40 for 6 Sun (25 native / 25 invasive) and mends the plant as it strikes. Most of your goldenrods sit below level 40, where only the starter is live. None of its moves carry an initiative rider.

Abilities

Grey goldenrod keeps a single always-on trait: Resprout. Because it draws only one eligible trait, Resprout comes in at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health β€” but it fires only about 60% of the time, so treat it as a coin-flip reprieve. See Abilities.

Features

Goldenrod carries no trait keywords, so nothing punishes an attacker for hitting it. Its poison comes from a move, not the plant β€” it is non-toxic, with no contact hazard ring and no passive poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear suits it; as an invasive, offensive gear presses its damage.

Stats

At level 40 goldenrod reads 103 HP native / 89 invasive, with ATK of 26 native versus 26 invasive β€” the invasive edge is modest here. DEF is just 1, at the soft floor of the perennial-herb band, so it takes hits with almost no armor. Its tempo is even: turn 1 runs on initiative (53) and every turn after on SPD (53), which sit at the same value, so it is neither a fast opener nor a fast cruiser. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and a bench HP overshield; as an invasive it pays self-damage to its own bench per attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, goldenrod swells to 190 HP native / 165 invasive and 47 / 47 ATK, but DEF stays at 1 β€” a soft herb gains health and no armor, so it stays fragile against any real hitter. Retreat rises to 23 Sun and its tempo has sunk to roughly 1% of cap, so a mature one acts last against almost anything young.

Weaknesses & Resistances

As a perennial herb, goldenrod is in the Competitor succession group. It hits Ruderal plants for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants, which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play goldenrod as a self-sustaining trader: land poison early, mend through the ability, and let the status tick while it recovers. As a native it is a passable buffer; as an invasive its slightly harder punch makes it a serviceable early aggressor, though its thin armor caps how long it lasts. It is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster leveling. It fights as an even-tempo skirmisher early and leans on bulk later, crossing over around level 37 as a native and 41 as an invasive β€” always worth leveling.

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 37

CrossoverLv 37
HP
98
ATK
25
DEF
1
SPD
55.34
INI
55.34
Retreat
βˆ’12
Tempo110.68
Power112
Fully grownLv 100
HP
190
ATK
47
DEF
1
SPD
0.86
INI
0.86
Retreat
βˆ’23
Tempo1.72
Power215

Invasivepower overtakes tempo at Lv 41

CrossoverLv 41
HP
91
ATK
26
DEF
1
SPD
51.88
INI
51.88
Retreat
βˆ’12
Tempo103.76
Power106
Fully grownLv 100
HP
165
ATK
47
DEF
1
SPD
0.86
INI
0.86
Retreat
βˆ’23
Tempo1.72
Power190

Neutralpower overtakes tempo at Lv 41

CrossoverLv 41
HP
91
ATK
26
DEF
1
SPD
51.88
INI
51.88
Retreat
βˆ’12
Tempo103.76
Power106
Fully grownLv 100
HP
165
ATK
47
DEF
1
SPD
0.86
INI
0.86
Retreat
βˆ’23
Tempo1.72
Power190

Sources

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