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Foamflower

Tiarella cordifolia

A quick-opening groundcover that plays either role but hits softly, healing and poisoning to stretch fights out.

XP 100%SUN 120HP 165FoamflowerPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 32β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveVernalizationMemoryactiveTaproot Canalβš” 30β˜€ 2Foamflower β€” full-size photoFoamflowerTiarella cordifoliaLVL 100

Overview

Foamflower is a low groundcover Perennial herb that fights as a quick-opening, self-healing skirmisher. It is native to Eastern North America and invasive in Europe, so the arena can cast it either way β€” as a native buffer for your bench or as an invasive attacker. It is a weak hitter: its damage is low in both roles, so it leans on a fast start, poison, and healing rather than on raw offense. See nativity.

Moves

Its starter attack, Taproot Anchor, unlocks at level 1 and costs 2 Sun, dealing about 27 damage native / 27 invasive and leaving the target poisoned β€” see statuses. The free once-per-battle ability, Autogenic Reaction, arrives at level 25: Remakes its own ground: +6 ATK and heal 25%. Its advanced attack, Taproot Canal, unlocks at level 40 for 6 Sun (25 / 25) and mends the plant as it strikes. Most of your specimens sit below level 40, where only the starter is available. See moves.

Abilities

Foamflower keeps a single always-on trait: Resprout. It draws only one eligible trait, so 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, but it triggers only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See abilities.

Features

It carries no trait keywords β€” no thorns, no toxin β€” so nothing punishes an attacker for hitting it, and it is non-toxic with no hazard ring. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear such as a Cloche helps its thin frame survive; as an invasive, offensive gear helps offset its low base ATK.

Stats

At level 40 it reads 103 HP native / 89 invasive, with ATK of 19 native versus 19 invasive β€” a small invasive bump, but the damage stays low either way. DEF is just 4, low in the perennial-herb band, so it takes hits with almost no armor. Its tempo is front-loaded: turn 1 runs on a high initiative (51), so it usually leads the opening exchange, but every turn after runs on a lower SPD (34), so it is out-paced once the fight settles. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and projects a bench HP overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100 it swells to 190 HP native / 165 invasive and 33 / 34 ATK, but its DEF only reaches 8 β€” as a soft herb it gains bulk in health, never armor, so it stays fragile against any real hitter. Retreat rises to 33 Sun and its tempo sinks to roughly 1% of cap, so a mature plant acts last against almost anything younger. Maturing buys HP, poison, and healing volume, not toughness.

Weaknesses & Resistances

As a perennial herb it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and is struck for only x0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

As a native, play it as a bench-sitter and early poker: its high initiative lands the first poison, and its cushion and overshield help a fragile partner, but its soft ATK and thin armor mean it should not stay in a slugfest. As an invasive, it is a weak attacker best used to chip and poison rather than to finish. Its value is also economic: it is inedible, so any nutrient banks x1.25 XP rather than coins. It fights as a fast opener whose thin bulk only slowly takes over, crossing around level 32 β€” always stronger in raw stats higher up, so never hold it back.

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 32

CrossoverLv 32
HP
91
ATK
17
DEF
3
SPD
38.64
INI
57.61
Retreat
βˆ’14
Tempo96.25
Power97
Fully grownLv 100
HP
190
ATK
33
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power198

Invasivepower overtakes tempo at Lv 37

CrossoverLv 37
HP
85
ATK
19
DEF
4
SPD
35.84
INI
53.44
Retreat
βˆ’15
Tempo89.28
Power93
Fully grownLv 100
HP
165
ATK
34
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power174

Neutralpower overtakes tempo at Lv 37

CrossoverLv 37
HP
85
ATK
18
DEF
4
SPD
35.84
INI
53.44
Retreat
βˆ’15
Tempo89.28
Power92
Fully grownLv 100
HP
165
ATK
33
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power173

Sources

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