Trifolium arvense
A legume annual-forb skirmisher that pools armour from its benched ruderals and pins its target, playing either arena role β an Old World native or a wide invader with a hard attack jump.
Hare's foot clover is a soft Annual forb that fights as a bench-fed skirmisher, drawing armour from the ruderals behind it while it mends and pins through a fight. It is native across Africa, East Asia and Europe, where it serves as a native buffer, and invasive across Eastern and Western North America, Oceania, South America and South Asia, where the arena fields it as an attacker with a markedly higher punch. It leans on tempo and its pooled armour, and the invasive form hits noticeably harder than the native.
Its starter attack, Quick Bloom, unlocks at level 1 for 2 Sun and carries no fixed damage number β it hits harder each time it lands. The free once-per-battle ability, Ecesis, arrives at level 25: Establishes fast: heal 35% and gain speed. The advanced attack, Covercrop Crush, unlocks at level 40 for 6 Sun, dealing about 32 damage as a native and 36 as an invasive, and pinning the target in place as it strikes. Most of your clover sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Hare's foot clover keeps two always-on traits. Duff Stuff arrives on the level 10 riser: while it is your active its effective DEF rises by half the combined DEF of your still-standing benched ruderals β annual forbs, grasses, aquatics and bulbs β recomputed every turn, so the cushion shrinks as those allies faint, and the donors keep their own armour. It is a real, always-on defence, not a chance effect. Reseed arrives on the level 68 riser: when the plant is knocked out, a fresh Seedling token steps up in its place. See Abilities.
Hare's foot clover is non-toxic: it holds no Toxin trait, so striking it costs an attacker nothing in contact recoil and it lays no poison. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β a Cloche, or a calcium or magnesium amendment for a little DEF β helps offset its thin armour; as an invasive, offensive gear presses its much higher attack. See statuses.
At level 40 hare's foot clover reads 103 HP as a native and 89 as an invasive, with ATK jumping from 27 native to 38 invasive β one of the wider gaps in this set. DEF is just 1, at the soft floor of the annual-forb band, so it takes hits with almost no armour of its own and depends on the pooled Duff Stuff bonus instead. Its tempo is close to even, tilting slightly to the cruise: turn 1 runs on its initiative (45) and every turn after on its SPD (46), so it is a touch slow off the mark but steady after. Retreat costs 14 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; 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.
Matured to level 100, hare's foot clover swells to 190 HP native / 165 invasive and 49 / 78 ATK, while its DEF creeps only to 2 β as a soft forb it buys bulk in health and almost none in armour, so it stays exposed to any real hitter and still leans on its bench for defence. Retreat rises to 28 Sun, and its tempo has sunk to about 1% of cap, so a mature clover acts last against almost anything younger.
As an annual forb, hare's foot clover sits in the Ruderal succession group. It hits Specialist plants β succulents, conifers, ferns and epiphytes β for Γ1.5 while taking only Γ0.667 from them; it is weak to Competitor plants β perennial herbs, shrubs and trees β which strike it for Γ1.5 and shrug off its blows. Against other Ruderals and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play hare's foot clover with a bench of other ruderals behind it so Duff Stuff can prop up its armour, and use its mend and pin to grind out trades. As a native it is a serviceable buffer whose pooled defence lets it stand above its own DEF; as an invasive its much higher attack makes it the more threatening form, though its thin armour still limits it. It is inedible, so any nutrient you feed it banks Γ1.25 XP toward faster growth rather than coins. As a legume, though, about one in four caught wild arrives already carrying a free Nitrogen amendment β an economy head start that decomposes after about a month. It plays as a near-even skirmisher that leans harder on its bulk as it levels, crossing over around level 32 as a native and 33 as an invasive β but it is always stronger at higher levels, 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.