Veronica × sooana
Nothing in Veronica × sooana's stat line sets it apart from the other perennial herbs in the game, so what it brings is its kit: the ability Perennating Bud, the advanced attack Deep-Seated Grudge and the Bitter Principle and Deep Taproot traits.
Nothing in Veronica × sooana's stat line sets it apart from the other perennial herbs in the game, so what it brings is its kit: the ability Perennating Bud, the advanced attack Deep-Seated Grudge and the Bitter Principle and Deep Taproot traits.
Veronica × sooana fights as a perennial herb (categories) in the Competitor succession group. It has no recorded native or invasive range, so it plays neutral wherever it turns up, with neither the native HP cushion nor the invasive attack edge (nativity).
Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.
Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).
Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall.
| Stat | Lv 40 | Lv 100 |
|---|---|---|
| HP (neutral) | 71 | 119 |
| ATK (neutral) | 26 | 47 |
| DEF | 4 | 9 |
| Initiative | 37 | 0.61 |
| Sustained tempo (SPD) | 35 | 0.58 |
| Retreat cost (Sun) | 12 | 23 |
Veronica × sooana is in the Competitor group (weaknesses and resistances). Its hits land at ×1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at ×0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at ×1.5 and Ruderal plants at ×0.67. Everything else is neutral.
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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.