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Didier's tulip

Tulipa gesneriana

A garden tulip that opens with a heavy multi-hit burst, then coasts.

XP 100%SUN 120HP 165Didier's tulipBulbβ˜…β˜…β˜…β˜…β˜…RuderalTriple Noseβš” 57β˜€ 0VernalizationCompletefree1Γ— / battleretreat β˜€33speed 0.56Tunic LayersactiveContractile PullactiveBulb Momentβš” 32β˜€ 2Didier's tulip β€” full-size photoDidier's tulipTulipa gesnerianaLVL 100

Overview

The garden tulip is a bulb that opens with Triple Nose, a heavy multi-hit burst, and hardens its armor round by round through its tunic and contractile pull. It is native to Europe and invasive in East Asia and eastern North America. That gives it two roles: a native buffer, or an invasive attacker.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Triple Nose, is available from level 1 for 2 Sun. It deals 48 damage as a native or 60 as an invasive. Three noses at once, each a lighter hit.

At level 25 it gains a free, once-per-battle ability, Vernalization Complete: The cold requirement met at last: heal 60% and +5 ATK. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Bulb Moment, arrives at level 40 for 6 Sun, dealing 28 damage as a native or 32 as an invasive. Everything the bulb saved, spent now: +4 ATK, kept.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Tunic Layers (from level 10) β€” papery bulb tunics soak up 3 points of every direct hit.
  • Contractile Pull (from level 68) β€” the bulb drags itself deeper each round, adding +1 DEF per checkup up to +5.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 2 DEF and retreats for 16 Sun.

It is slow off the mark (opening initiative 13) but faster in the long exchange (sustained Speed 34 from turn two).

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 15 to 26, a steep jump, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 3 DEF β€” leveling buys it bulk and attack (climbing to 25 native / 51 invasive), not toughness. Retreat climbs to 33 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Bulb, is a Ruderal. It deals Γ—1.5 damage to succulents, conifers, ferns and epiphytes, but perennial herbs, vines, shrubs and broadleaf trees hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

As an invasive its attack jumps well above its native self, making it a passable early aggressor; as a native it is a stiffening buffer. Its low initiative means it rarely strikes first, so pair it with a fast partner.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 16, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever 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 14

CrossoverLv 14
HP
65
ATK
11
DEF
1
SPD
48.72
INI
18.81
Retreat
βˆ’9
Tempo67.53
Power68
Fully grownLv 100
HP
190
ATK
25
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power185

Invasivepower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
15
DEF
1
SPD
47.60
INI
18.38
Retreat
βˆ’9
Tempo65.98
Power66
Fully grownLv 100
HP
165
ATK
51
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power186

Neutralpower overtakes tempo at Lv 19

CrossoverLv 19
HP
63
ATK
12
DEF
1
SPD
45.92
INI
17.73
Retreat
βˆ’10
Tempo63.65
Power66
Fully grownLv 100
HP
165
ATK
25
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power160

Sources

  1. iNaturalist β€” Tulipa gesneriana
  2. Wikipedia β€” Tulipa gesneriana
  3. Plants of the World Online (Kew) β€” Tulipa gesneriana