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Sessile leaf bellwort

Uvularia sessilifolia

A bulb buffer that pools armour from its benched ruderals, mends and pins with its ability, and can cling to one killing blow β€” an Eastern North American native with no invasive form.

XP 100%SUN 120HP 165Sessile leaf bellwortBulbβ˜…β˜…β˜…β˜…β˜…RuderalDouble Noseβš” 66β˜€ 0Geophyte Dormancyfree1Γ— / battleretreat β˜€33speed 0.56Tunic LayersactiveContractile PullactiveScape Goatβš” 33β˜€ 2Sessile leaf bellwort β€” full-size photoSessile leaf bellwortUvularia sessilifoliaLVL 100

Overview

Sessile leaf bellwort is a low Bulb that fights as a bench-fed buffer, drawing armour from the ruderals behind it while it grinds through longer exchanges. It is native to Eastern North America, where it plays a native buffer; no invasive form of this species exists, so it is only ever a defensive piece. Its attack is fair, and it does its best work once a fight has settled in.

Moves

Its starter attack, Double Nose, 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, Geophyte Dormancy, arrives at level 25: Retreats underground to mend: heal 45%. The advanced attack, Scape Goat, unlocks at level 40 for 6 Sun (25 damage). Most of your bellwort sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Sessile leaf bellwort 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. Resprout arrives on the level 68 riser: it survives one otherwise-lethal hit at roughly a quarter of its health, but it fires only about 60% of the time, so treat it as a lucky reprieve rather than a guarantee. See Abilities.

Features

Sessile leaf bellwort 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. See statuses.

Stats

At level 40 sessile leaf bellwort reads 103 HP with ATK of 26, a fair figure for a ruderal. DEF is 2, at the soft end of the bulb band, so it takes hits with little armour of its own and depends on the pooled Duff Stuff bonus instead. Its tempo is uneven: turn 1 runs on its initiative (32) and every turn after on its SPD (34), so it is slightly out-paced off the mark but steadier once a fight settles in. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, sessile leaf bellwort swells to 190 HP and 47 ATK, while its DEF creeps only to 3 β€” as a soft bulb it buys its bulk in health and barely any in armour, so it still leans on its bench for defence. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature bellwort acts last against almost anything younger.

Weaknesses & Resistances

As a bulb, sessile leaf bellwort sits in the Ruderal succession group. It hits Specialist plants β€” succulents, conifers, ferns and epiphytes β€” for Γ—1.5 while taking only Γ—0.667 from them; it is weak to Competitor plants β€” perennial herbs, shrubs and trees β€” which strike it for Γ—1.5 and shrug off its blows. Against other Ruderals and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play sessile leaf bellwort as a native buffer: keep a bench of other ruderals behind it so Duff Stuff can prop up its armour, lean on its ability's mend and pin to stretch out trades, and hope Resprout buys an extra turn once it is mature. It is a modest support card rather than a threat. It is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a slow-opening buffer that leans harder on its bulk as it levels, crossing over around level 23 β€” but it is always stronger at higher levels, 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 23

CrossoverLv 23
HP
78
ATK
20
DEF
1
SPD
43.68
INI
41.00
Retreat
βˆ’11
Tempo84.68
Power88
Fully grownLv 100
HP
190
ATK
47
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power207

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
21
DEF
2
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power83
Fully grownLv 100
HP
165
ATK
47
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power182

Sources

  1. https://www.inaturalist.org/taxa/search?q=Uvularia%20sessilifolia
  2. https://en.wikipedia.org/wiki/Uvularia_sessilifolia
  3. https://powo.science.kew.org/results?q=Uvularia%20sessilifolia