Tetrastigma obtectum
A native-only vine that saps the enemy active with a wilt aura and binds the whole bench late β soft-bodied and slow to come online.
Hairless rockvine is a scrambling Vine that fights as a disruptor: it wilts the enemy active with a draining aura and, at higher levels, reaches past the front line to throttle the whole bench. It is native to East and South Asia, and no invasive card exists β the arena only ever fields it as a native buffer for your bench. It is a control-flavored support card, not a heavy hitter, and its signature trait comes online slowly.
Its starter attack, Creeping Crush, unlocks at level 1 for 2 Sun, a lashing tendril for about 26 damage. The free once-per-battle ability, Liana Loop, arrives at level 25: Loops around the foe β Bind and Wither. β control that pins and wears the foe. The advanced attack, Liana Leverage, unlocks at level 40 for 6 Sun (31 native) and reaches past the front line to throttle the enemy's whole bench. Most of your rockvine sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.
Hairless rockvine keeps a single always-on trait: Allelopathy, a wilt aura that saps the enemy active while the rockvine is out. Because it draws only one eligible trait, that aura arrives at half strength on the level 10 riser and matures to full only on the level 68 riser β so for most of its life the drain is a light chip, not a real pressure. See Abilities.
Hairless rockvine carries no trait keywords β no thorns, no toxin, no spore chemistry β so nothing punishes an attacker for striking it, and it is non-toxic, so nothing chemical bites back either. Its disruption is all in its moves and its wilt aura, not in contact recoil. Although it is a climbing vine by habit, it has no climbing growth habit on record here, so it is not eligible for a Moss Pole; as a native, general defensive field gear β a Cloche, or a calcium/magnesium amendment for a little extra DEF β helps it survive long enough to matter.
At level 40 hairless rockvine reads 103 HP and 21 ATK. DEF is 7, low β a vine carries little armor, so it takes hits nearly unblunted; damage is diminishing armor (ATK Γ· (ATK+DEF)), not flat subtraction, and there is little here to diminish it. Its tempo splits across the fight: the opening turn runs on its initiative (21) and every turn after on its SPD (34) β read the two together, since if initiative is the higher number it opens fast and fades, and if SPD is higher it starts slow and grows relentless. Retreat costs 14 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, hairless rockvine swells to 190 HP and 37 ATK, but its DEF only reaches 14 β as a vine it gains bulk in health and almost none in armor, so it stays soft against any real hitter. Retreat rises to 27 Sun as it roots in, and its tempo has sunk to roughly 1% of cap, so a mature rockvine acts last against almost anything young. Maturing does bring the Allelopathy aura to full strength, which is the main reason to level it; it never buys armor.
As a vine, hairless rockvine sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ1.5 and takes only Γ0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play hairless rockvine as a native disruptor: lead with it to bind and wilt the enemy active, or use its advanced attack late to throttle the whole opposing bench while a real hitter cleans up. Be honest about its limits β the wilt aura is at half strength until level 68, its armor is thin, and its own damage is modest, so it is a support piece, not a carry. It is inedible with no resolved edible part, so fertilizer does not pay coins β any nutrient instead banks Γ1.25 XP, a plain growth boost. It plays as a soft, slow control card whose disruption and bulk both improve as it levels, crossing over around level 15 β and it is always stronger at higher levels in raw stats, so there is no reason to hold it back.
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.