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Purple globe clover

Trifolium alpestre

A soft, relentless-cruising European clover that poisons and self-heals, and often arrives with free nitrogen β€” a native-only legume.

XP 100%SUN 120HP 165Purple globe cloverPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 34β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€27speed 0.75Basal RosetteactiveContractile RootsactiveHerbaceous Assaultβš” 39β˜€ 2Purple globe clover β€” full-size photoPurple globe cloverTrifolium alpestreLVL 100

Overview

Purple globe clover is a soft Perennial herb that fights as a slow starter and a relentless cruiser: out-paced on turn 1, then increasingly hard to shake as a fight drags on. It is native to Europe and has no invasive form, so the arena only ever plays it as a native buffer for your bench. It is a fragile card that leans on poison, self-healing, and a survival trick β€” and, as a legume, it comes with a handy economy perk.

Moves

Its starter attack, Volatile Oils, unlocks at level 1 and costs 2 Sun, dealing about 27 damage and it can poison the target for ongoing damage. The free once-per-battle ability, Allelochemical Priming, arrives at level 25: Primes root chemistry β€” Poison the foe. It mends the plant. The advanced attack, Herbaceous Assault, unlocks at level 40 for 6 Sun (32 damage), a plain hit. Most of your clovers sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.

Abilities

Purple globe clover keeps a single always-on ability: Resprout. It draws only one eligible trait, so Resprout arrives 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 triggers only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See Abilities.

Features

Purple globe clover carries no special trait keywords β€” no thorns, no toxin recoil β€” so nothing punishes an attacker for hitting it, though its starter can still apply poison. It is non-toxic on contact: no recoil 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 that shores up its paper-thin armor helps it survive.

Stats

At level 40 clover reads 103 HP with ATK of 25 β€” a decent figure for a herb. It is a native-only card, so it has no separate invasive attacker form. DEF is just 3, at the perennial-herb floor, so it takes hits with essentially no armor. Its tempo is back-loaded: turn 1 runs on a lower initiative (43), but every turn after runs on a higher SPD (46), so it loses the opening exchange but pulls ahead the longer a fight lasts. 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.

At Level 100

Matured to level 100, clover swells to 190 HP and 44 ATK, but as a soft herb its DEF stays at 5 β€” it gains health and almost no armor, so a real hitter still cuts through it. Retreat rises to 27 Sun, and its tempo has sunk to roughly 1% of cap, so its late-fight speed edge disappears. Maturing buys HP and a matured Resprout, not resilience.

Weaknesses & Resistances

As a perennial herb, clover is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and is struck for only Γ—0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit 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 clover as a native poisoner that wants long fights: the HP cushion, self-heal, and Resprout stretch its slim body far enough to grind an opponent down with poison and tempo. Its bare armor keeps it out of straight trades against real hitters. It is inedible, so any nutrient you feed it banks Γ—1.25 XP toward leveling rather than coins. As a member of the bean family (Fabaceae), about one in four caught wild arrives with a free Nitrogen amendment already equipped β€” an economy head start that decomposes after about a month. It fights as a slow skirmisher that grows relentless with time, and it only gets stronger at higher levels, crossing over around level 32 β€” so there is no reason to 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
22
DEF
2
SPD
51.88
INI
48.80
Retreat
βˆ’12
Tempo100.68
Power103
Fully grownLv 100
HP
190
ATK
44
DEF
5
SPD
0.75
INI
0.71
Retreat
βˆ’27
Tempo1.46
Power212

Neutralpower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
23
DEF
2
SPD
48.87
INI
45.97
Retreat
βˆ’13
Tempo94.84
Power96
Fully grownLv 100
HP
165
ATK
44
DEF
5
SPD
0.75
INI
0.71
Retreat
βˆ’27
Tempo1.46
Power187

Sources

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