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Crimson glory vine

Vitis coignetiae

Crimson glory vine (*Vitis coignetiae*) is a native-only vine that plays as a defensive buffer.

XP 100%SUN 120HP 165Crimson glory vineVineβ˜…β˜…β˜…β˜…β˜…CompetitorTwineβš” 26β˜€ 0CompetitiveExclusionfree1Γ— / battleretreat β˜€27speed 0.52AllelopathyactiveApicalDominanceactiveThigmo-Trapβš” 26β˜€ 2Crimson glory vine β€” full-size photoCrimson glory vineVitis coignetiaeLVL 100

Overview

Crimson glory vine (Vitis coignetiae) is a vine, a light, aggressive skirmisher in battle terms. It is native to East Asia and invasive nowhere on the map, so it only ever fields its native, defensive form β€” there is no attacker version of this card. Read across the fight it is slow to open but faster once the fight settles into a rhythm.

Moves

The kit fills in as the card levels β€” most of your copies will be well below the snapshot level of 40 used for the numbers here.

  • Twine (unlocks at Level 1) is the starter attack: Twines around and holds it fast. As a native defender it deals 22. It costs 2 Sun.
  • Competitive Exclusion (unlocks at Level 25) is the free once-per-battle ability: Leaves no room at all β€” the foe stalls and withers. It costs no Sun and deals no damage β€” it is pure utility.
  • Thigmo-Trap (unlocks at Level 40) is the advanced attack: Coils the instant it touches, before the foe can pull away. It deals 22 as a native defender. It costs 6 Sun.

Abilities

This card keeps two always-on traits, drawn from its category's pool and locked in once and for all β€” everything else the pool offered was dropped.

  • From Level 10, Allelopathy projects a wilting aura onto the enemy's active plant, chipping its health every checkup; it now works in both single-player battles and player-versus-player (PvP).
  • From Level 68, Apical Dominance adds +5 ATK while the plant is at full health, so it strikes hardest on an opening blow, before it has taken any damage.

Features

It carries no special keyword traits β€” no innate toxin, thorns, carnivory or succulence β€” so it plays as a straight vine. Its growth habit is not recorded as a climbing one, so it does not take a Moss Pole. For field gear, a native copy leaning into the defender role wants a Calcium/Magnesium soil amendment to firm up its otherwise thin DEF; an attacker copy would rather spend the slot on the fertilizer that suits its role, and a Cloche is worth holding if you expect a poison-heavy opponent. See nativity for how region sets its role and abilities for the trait model.

Stats

Read at the snapshot level of 40, where every move is unlocked: 103 HP (native, including the roughly 15% cushion), 7 DEF, tempo of 18 opening / 32 sustained, and a 14 Sun retreat cost. Its Sun bar caps at 120 and refills in real time; from Level 52 it also regenerates Sun mid-battle, and a Level 85 capstone makes the starter free. Its DEF is soft (7 at the snapshot level), the low vine band, so it leans on health and recovery rather than armor. As a native defender it gains a roughly 15% HP cushion (103 HP at the snapshot level) and, while benched, projects a green overshield bar onto whatever card is active for you. See stats for the full model.

At Level 100

Grown to the cap, its HP reaches 190 while DEF firms only modestly to 14 β€” the middling vine band, tougher than a weed but no wall. The retreat cost rises to 27 Sun, and the inverted tempo has fallen to about 1% of cap from its higher early reading. Maturing buys bulk and a little more staying power, at the cost of the speed it had when young.

Weaknesses & Resistances

By category it belongs to the Competitor succession group. On the type wheel, Competitor deals extra damage to Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and takes extra from Specialist plants (succulents, conifers, ferns and epiphytes); a strong matchup lands at Γ—1.5 and a resisted one at Γ—0.667. Everything off those two edges β€” including the Weird categories β€” is neutral. See weaknesses and resistances.

Gameplay uses

With no invasive form, it is purely a defender: park it as a native on the bench to feed the overshield, or lead with it as a durable body. It is a serviceable mid-weight card β€” usable in single-player and worth collecting, without being a top-tier pick. It is edible with a resolved edible part (fruit), so feeding it the matching phosphorus fertilizer pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead. Leveling steadily trades falling turn-order speed for rising bulk and attack: it fights as a fast skirmisher up to about Level 14, after which its power takes over β€” it is monotonically stronger the higher you level it, so there is never a reason to hold it back. The Total power panel below charts this trade-off for each stance it can hold.

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
13
DEF
4
SPD
45.37
INI
25.99
Retreat
βˆ’8
Tempo71.36
Power74
Fully grownLv 100
HP
190
ATK
31
DEF
14
SPD
0.52
INI
0.30
Retreat
βˆ’27
Tempo0.82
Power208

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
60
ATK
13
DEF
5
SPD
43.81
INI
25.09
Retreat
βˆ’9
Tempo68.90
Power69
Fully grownLv 100
HP
165
ATK
31
DEF
14
SPD
0.52
INI
0.30
Retreat
βˆ’27
Tempo0.82
Power183

Sources

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