Trillium grandiflorum
A slow native woodland bulb that poisons attackers on contact and carries a spendable Sun reserve.
White Trillium is a bulb, and it plays as a Bulb card. It is native to Eastern North America and invasive nowhere, so in the arena it only ever fights as a native buffer, never an attacker.
None of its moves carries an initiative rider, so it never seizes first strike or an extra turn β its turn order is set by its tempo (see Stats). As a mild plant it also carries a Poison rider: every damaging attack it lands Poisons the target (1 stack). Poison is damage-over-time that ignores DEF and slips past the overshield, so it wears down even armored walls.
Read off the card's actual trait schedule, it keeps these always-on traits, arriving at the levels shown:
It carries the Toxin keyword. It is not Moss Pole-eligible (it is not a climber). A Calcium/Magnesium amendment is the most useful slot for its soft body; a Cloche shields an attacker from contact poison.
Read at level 40, where every move is unlocked: HP 121, ATK 25, DEF 2, retreat 19 Sun. Its tempo splits the usual way β initiative 3 orders turn 1 and SPD 7 orders turn 2 onward β and it is slower off the mark but steadier afterward β it cruises faster than it opens.
Being native-only, it always fights as the buffer: the +15% HP cushion is baked into that HP, and while benched it projects a green HP overshield bar onto your active. It never takes the invasive attacker role, so it pays no Faustian self-damage and concedes no attacker prizes.
Maturity swells its HP toward 233, but its soft category keeps DEF at only 3 β it never becomes a wall. Retreat rises to 41 Sun and its inverted tempo bottoms out; it ends soft but bulky, and a strong attacker still punches through it.
White Trillium is in the Ruderal group on the succession wheel. It deals x1.5 to Specialists (succulents, conifers, ferns, epiphytes) and takes x1.5 from Competitors (perennial herbs, vines, shrubs, broadleaf trees), whose defense resists it to x0.667.
A slow native woodland bulb that poisons attackers on contact and carries a spendable Sun reserve. A defensive, low-damage control piece and collection flower. It is not edible, so any fertilizer you feed it banks x1.25 XP rather than coins. The Total power gallery below marks its crossover β where its rising bulk overtakes its falling speed β at level 1; it only grows stronger with level, so never 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.