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Siberian Barren Strawberry

Waldsteinia ternata

A control-oriented ground-cover herb whose whole kit binds and locks the foe down, but which holds no arena role and stays a middling collection piece.

XP 100%SUN 120HP 165Siberian BarrenStrawberryPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 35β˜€ 0HemicryptophyteHoldfree1Γ— / battleretreat β˜€29speed 0.67Basal RosetteactiveVernalizationMemoryactiveRhizome Lockβš” 27β˜€ 2Siberian Barren StrawberryWaldsteinia ternataLVL 100

Overview

Siberian barren strawberry is a low, spreading perennial herb, and it plays as a Perennial herb card built entirely around locking the foe down. Its arena regions are empty β€” it is native nowhere and invasive nowhere β€” so it never takes the native buffer role or the invasive attacker role. In every arena it fights at its plain neutral baseline, which makes it an unusual, role-less card.

Moves

Every one of its moves is about pinning the foe in place.

  • Taproot Anchor (unlocks at level 1, costs 2 Sun) deals 29 damage and anchors deep, holding the foe with it so it cannot retreat.
  • Hemicryptophyte Hold (unlocks at level 25) is the free once-per-battle ability: Hunkers at ground level β€” Bind and Wither the foe. It binds the foe and withers it at the same time, for no Sun.
  • Rhizome Lock (unlocks at level 40, costs 6 Sun) deals 21 damage while locking the foe down underground and sapping it β€” a lower-damage move traded for heavy control.

None of the kit carries an initiative rider, so it never seizes first strike or an extra turn.

Abilities

The card keeps two drawn traits from the perennial-herb pool. Notably it did not draw Resprout, the pool's headline survive-a-lethal-hit save, so it has no comeback trick β€” read it as a card that must win before it is knocked out, not one that shrugs off a killing blow.

  • Basal rosette arrives at level 10: the ground-hugging rosette resists grazing and mowing, adding +3 to DEF.
  • Vernalization memory stacks on at level 68: after its cold requirement is met "it bolts", adding +5 ATK from turn 3 onward β€” a reward for dragging a fight long, which suits its lock-down kit.

Features

Siberian barren strawberry carries no certain trait keywords, and it is not Moss Pole-eligible (it is not a climber). Its DEF is low, so a Calcium/Magnesium amendment is the most useful slot if you intend to battle it; otherwise it is happier as a collection card.

Stats

Because it holds no nativity role in any arena, it gains neither the native +15% HP cushion nor the invasive attacker edge β€” it always plays at its base. Read at level 40, that baseline is soft: HP around 89 (the no-cushion reading), ATK 22 (native-breadth only, with no invasive term added), DEF 3, retreat 14 Sun. Its tempo splits as usual β€” initiative 37 for turn 1 and SPD 41 for turn 2 onward β€” leaving it a middling mover. With no buffer role it also projects no bench overshield and, with no attacker role, pays no Faustian self-damage.

At Level 100

As a perennial herb its DEF band is low-to-mid, so even fully grown its DEF only reaches 5 β€” it never becomes a wall. HP swells with biomass toward the endgame while armor barely moves, and retreat climbs to 29 Sun as it roots in. Its inverted tempo has fallen to near its floor by the cap, so the plant is slow and soft-but-bulky in the late game, still leaning on control rather than trading blows.

Weaknesses & Resistances

Perennial herb is a Competitor category on the succession wheel: it deals x1.5 to the Ruderal group (annual forbs, grasses, aquatics, bulbs) and takes x1.5 from Specialists (succulents, conifers, ferns, epiphytes), whose own defense resists it to x0.667. Point it at weeds; steer it clear of conifers and ferns.

Gameplay uses

Siberian barren strawberry is a control card and a collection piece rather than a strong fighter. Its entire kit binds, withers and locks the foe down, and its late-arriving attack buff rewards a long, grinding fight β€” but its damage is low, it has no survival save, and its role-less neutral stats mean it never gets the buffer's bulk or the attacker's punch. It is best used to stall a foe while a stronger ally does the work, or simply kept for the family tree. It is not edible, so fertilizer banks x1.25 XP rather than coins. It fights as a quicker skirmisher until about level 33, after which its (modest) bulk leads β€” and, as always, it only grows stronger with level.

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.

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
20
DEF
2
SPD
45.81
INI
41.77
Retreat
βˆ’13
Tempo87.58
Power89
Fully grownLv 100
HP
165
ATK
40
DEF
5
SPD
0.67
INI
0.61
Retreat
βˆ’29
Tempo1.28
Power181

Sources

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