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Water lily tulip

Tulipa kaufmanniana

Waterlily tulip β€” the heaviest bulb burst here, but slow to open.

XP 100%SUN 120HP 165Water lily tulipBulbβ˜…β˜…β˜…β˜…β˜…RuderalTriple Noseβš” 66β˜€ 0Storage Climaxfree1Γ— / battleretreat β˜€33speed 0.56Tunic LayersactiveContractile PullactiveSplit the Differenceβš” 54β˜€ 2Water lily tulip β€” full-size photoWater lily tulipTulipa kaufmannianaLVL 100

Overview

The waterlily tulip is a bulb with the heaviest multi-hit burst in this batch (Triple Nose and Split the Difference both hit hard) and armor that stiffens round by round. It is native to East Asia and invasive nowhere the game tracks. So it plays only as a native buffer.

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 51 damage. Three noses at once, each a lighter hit.

At level 25 it gains a free, once-per-battle ability, Storage Climax: Everything the season banked, at once: heal 40%, and the foe stalls. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Split the Difference, arrives at level 40 for 6 Sun, dealing 46 damage. Divides into offsets and strikes from both.

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.

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 carries a +15% HP cushion (103 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

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 31), 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

Native to East Asia and invasive nowhere, it is a native buffer that also punches. Its low initiative keeps it from striking first, so pair it with a fast opener and let it clean up.

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 13, 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 13

CrossoverLv 13
HP
63
ATK
13
DEF
1
SPD
49.28
INI
19.03
Retreat
βˆ’8
Tempo68.31
Power69
Fully grownLv 100
HP
190
ATK
31
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power191

Neutralpower overtakes tempo at Lv 18

CrossoverLv 18
HP
61
ATK
14
DEF
1
SPD
46.48
INI
17.95
Retreat
βˆ’10
Tempo64.43
Power66
Fully grownLv 100
HP
165
ATK
31
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power166

Sources

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