Trifolium pallescens
A small European native legume that can survive a lethal hit, plays only the native role, and often arrives with a free nitrogen amendment.
Pale Clover is a small Perennial herb that fights as a cheap, self-healing survivor. It is native to Europe and has no invasive form, so the arena only ever fields it as a native buffer for your bench (see nativity). It is a modest card whose appeal is durability and a legume's economy head start rather than damage.
Its starter attack, Taproot Anchor, unlocks at level 1 and costs 2 Sun, dealing about 29 damage and laying a poison status that chips the target over following turns. The free once-per-battle ability, Perennating Bud, arrives at level 25: Breaks a stored bud: heal 40%. The advanced attack, Deep-Seated Grudge, unlocks at level 40 for 6 Sun (36 damage) and mends the plant as it strikes. Most of your copies sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.
It keeps one always-on trait: Resprout. Because it draws a single eligible trait, 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 fires only about 60% of the time, so treat it as a coin-flip reprieve. See Abilities.
Pale Clover carries no trait keywords beyond its move status effects, so nothing punishes an attacker for hitting it. 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 suits its stalling game.
At level 40 it reads 103 HP with ATK of 22 β light damage, in line with a small forb. DEF is only 3, near the floor of the perennial-herb band, so it has little armor. Its tempo leads then fades: turn 1 runs on its initiative (44) and later turns on its slightly lower SPD (42), so it opens quickly but is out-paced in a long fight. 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, it climbs to 190 HP and 38 ATK, but its DEF only reaches 5 β a soft herb gains health, never real armor, so it stays exposed. Retreat rises to 28 Sun and its tempo has sunk to roughly 1% of cap. Maturing buys a larger, self-mending body that is still thin-skinned.
As a perennial herb it is in the Competitor succession group. It hits Ruderal plants for Γ1.5 and is struck for only Γ0.667 by them; it is weak to Specialist plants, which hit it for Γ1.5 while resisting its blows. Other Competitors and the off-wheel Weird group are neutral. See Weaknesses & Resistances.
Play it as a cheap native bench buffer whose cushion, overshield and survival trait help a stronger active endure; it is not a card you want out front trading. Its usefulness is limited by low damage. Its value is economic: it is inedible, so any nutrient banks Γ1.25 XP toward leveling, and as a legume about one in four caught wild arrives with a free Nitrogen amendment β an early economy head start that decomposes after roughly a month. It fights as a quick opener until about level 31, after which its bulk carries it β keep leveling it.
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.