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Riverbank Grape

Vitis riparia

A soft climbing herb that opens with poison and heals itself, playable as either a native buffer or a European invader.

XP 100%SUN 120HP 165Riverbank GrapePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorRhizome Creepβš” 37β˜€ 0HemicryptophyteHoldfree1Γ— / battleretreat β˜€27speed 0.55Basal RosetteactiveResproutactiveWinterkillβš” 35β˜€ 2Riverbank Grape β€” full-size photoRiverbank GrapeVitis ripariaLVL 100

Overview

Riverbank grape is a soft Perennial herb that fights as a self-healing skirmisher with a poison opener. It is native to Eastern and Western North America and invasive in Europe, so the arena can cast it either way - as a native buffer or as an invasive attacker. It is a middling card: low armor, but persistent through its heal and Resprout.

Moves

Its starter attack, Rhizome Creep, unlocks at level 1 and costs 2 Sun, dealing about 30 damage native / 32 invasive and leaving poison on the target (see statuses). The free once-per-battle ability, Hemicryptophyte Hold, comes in at level 25: Hunkers at ground level β€” Bind and Wither the foe. The advanced attack, Winterkill, unlocks at level 40 for 6 Sun (27 native / 29 invasive) - a plain heavy strike. Most of your grapes sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

Grape keeps a single always-on trait: Resprout. Because it draws only one eligible trait, Resprout arrives at half strength on the level 10 riser and matures on the level 68 one. When it fires it lets the plant survive one otherwise-lethal hit at roughly a quarter health, but it triggers only about 60% of the time - a coin-flip reprieve, not a guarantee. See Abilities.

Features

Grape carries no special trait keywords - no thorns, no toxin, no spore chemistry - so nothing punishes an attacker for hitting it. It is non-toxic, showing no hazard ring. Its growth habit is terrestrial, so despite being a climber it is not eligible for a Moss Pole. As a native, defensive field gear suits its stalling game; as an invasive, lean into offense.

Stats

At level 40 grape reads 103 HP native / 89 invasive, with ATK of 26 native versus 31 invasive - native ATK 26 rising to invasive ATK 32. DEF is just 3, low in the perennial-herb band, so it takes hits with almost no armor. Its tempo is a slow starter and faster cruiser: turn 1 runs on its initiative (18), where it is clearly out-paced, and every turn after on its SPD (33), where it grinds on. Retreat costs 14 Sun. As a native it gains a +15% HP cushion and a bench HP overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, grape reaches 190 HP native / 165 invasive and 47 / 60 ATK, but its DEF only climbs to 6 - as a soft herb it banks bulk in health, almost none in armor, so it stays fragile against any real hitter. Retreat rises to 27 Sun, and its tempo has sunk to roughly 1% of cap, so a mature grape acts last against almost anything young. See Stats.

Weaknesses & Resistances

As a perennial herb, grape is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and is struck for only x0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play grape as a cheap, poison-and-heal skirmisher that trades over time. As a native buffer its cushion and overshield support a fragile ally; as an invasive its higher ATK plus the poison make it a decent chip attacker, though its thin armor means it folds to a real hitter. It is inedible, so any nutrient banks x1.25 XP rather than coins - grow it for stats. It opens slow and leans on its bulk and healing as it climbs, crossing over around level 14 native and 16 invasive; higher levels always help.

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
17
DEF
2
SPD
47.52
INI
25.99
Retreat
βˆ’8
Tempo73.51
Power76
Fully grownLv 100
HP
190
ATK
47
DEF
6
SPD
0.55
INI
0.30
Retreat
βˆ’27
Tempo0.85
Power216

Invasivepower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
19
DEF
2
SPD
46.43
INI
25.39
Retreat
βˆ’8
Tempo71.82
Power72
Fully grownLv 100
HP
165
ATK
60
DEF
6
SPD
0.55
INI
0.30
Retreat
βˆ’27
Tempo0.85
Power204

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
60
ATK
18
DEF
2
SPD
45.88
INI
25.09
Retreat
βˆ’9
Tempo70.97
Power71
Fully grownLv 100
HP
165
ATK
47
DEF
6
SPD
0.55
INI
0.30
Retreat
βˆ’27
Tempo0.85
Power191

Sources

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