Every plant belongs to one of 16 categories, and that category is the single biggest driver of how it fights โ its move pool, its always-on traits, its DEF band, and its succession group.
Your category is baked in at capture and sets four things:
Retreat cost and rooted-turns are no longer set by category โ they scale with a plant's rootedness (root depth + above-ground mass) and its level (see stats).
Category also sets your succession group for the type-matchup wheel: Ruderal (annual-forb, grass, aquatic, bulb), Competitor (perennial-herb, vine, shrub, broadleaf-tree), Specialist (succulent, conifer, fern, epiphyte), or Weird (carrion-aroid, carnivorous, mycotroph, vascular-parasite). Groups beat each other ร1.5 / ร0.667; Weird sits out. Status immunities (see statuses) are separate.
Each row lists the pool's headline passive first, then the rest of the traits it can draw. A plant keeps two of them โ see abilities for how the two risers pick.
| Category | Combat identity | Rest of the trait pool |
|---|---|---|
| annual-forb | Reseed: leaves a weak Seedling token on KO. Damage-capped. | Duff Stuff, Photoblastic, Rapid Cycling, Ephemeral Bolt, Ballistic Dispersal, Soil Seed Bank |
| perennial-herb | Resprout: survives one lethal hit at 25% HP. | Deep Taproot, Basal Rosette, Bitter Principle, Contractile Roots, Vernalization Memory |
| grass | Allelopathy: wilts the enemy active each checkup. Damage-capped. | Duff Stuff, Fungal Endophyte, Bulliform Collapse, Silica Phytoliths, Intercalary Meristem, Tussock Crown |
| succulent | Photosynthesis heal in sunny arenas; succulence regen in any weather. | Caudex Reserve, Crassulacean Acid Metabolism, Waxy Cuticle, Raphide Crystals, Root Sloughing |
| vine | Allelopathy wilt aura; climber, Moss Pole eligible. Damage-capped. | Thigmotropic Coil, Heteroblasty, Adventitious Roots, Apical Dominance, Structural Load |
| shrub | Sapromyophily: the dense thicket pulls the foe's focus onto it. Mid DEF band (~20โ35). | Extrafloral Nectaries, Sclerophylly, Marcescence, Lignotuber, Drupe Mast |
| broadleaf-tree | Network Sun overshield + mycorrhiza bench heal. Hardest DEF (โ100 ร wood density). | Buttress Roots, Tannin Load, Heartwood Core, Epicormic Buds, Canopy Gap |
| conifer | Network Sun overshield + sunny-weather photosynthesis. Hard DEF (โ100 ร wood density). | Resin Canals, Xylem Tracheids, Evergreen Canopy, Serotinous Cones, Needle Duff |
| carnivorous | Carnivory lifesteal (~50%) + an innate self-fertilizer: permanent N/P/Ca-Mg burned as +ATK/+SPD/+DEF. | Sapromyophily, Decay-feed, Digestive Enzymes, Thigmonasty, Pitfall Slick, Peat Acidification |
| aquatic | Allelopathy wilt aura. Damage-capped. | Duff Stuff, Anoxic Tolerance, Aerenchyma, Heterophylly, Nutrient Stripping, Turion Dormancy, Waterlogged |
| fern | Spore-burst (poison the killer) + spore-drift bench chip. | Ptaquiloside, Circinate Vernation, Thiaminase, Rhizome Mat, Prothallial Reserve |
| bulb | Resprout: survives one lethal hit at 25% HP. | Duff Stuff, Perennating Reserve, Tunic Layers, Lycorine Load, Spring Ephemeral Burst, Contractile Pull |
| epiphyte | Sapromyophily taunt on a light, frail air-plant frame. | Canopy Anchorage, Tank Reservoir, Velamen Radicum, Peltate Trichomes, CAM Idling |
| carrion-aroid | Sapromyophily: the carrion mimic draws the attack onto itself. | Thermogenesis, Raphide Bundles, Putrescine Aura, Corm Reserve, Spathe Insulation |
| mycotroph | Sun Siphon: drains benched Sun for economy boosts. Always takes the level-10 riser. | Achlorophylly, Mycelial Tap, Ghost Pallor, Network Parasitism, Subterranean Dormancy |
| vascular-parasite | Haustorial-drain: on KO, drains ~5% of the enemy's max HP straight to base HP, bypassing the overshield. | Sun Siphon, Haustorial Bridge, Strigolactone Sensing, Viscotoxin Load, Xylem Tapping, Holoparasitic Lock |
Spore-drift is the one trait that isn't purely category-sourced: it's appended off a species' dispersal mode, so windborne seeds, rhizomes and root-suckers carry it into pools this table never lists it under โ and it competes for a riser there like anything else.
Mycotrophs are the pool built around taking rather than giving: Sun Siphon claims their level-10 riser outright and drains Sun from your own bench, and the rest of their pool leans the same way โ Network Parasitism drains a benched ally, Achlorophylly ignores the weather entirely (it has no chlorophyll to drive, so a drought can't suppress it), and Subterranean Dormancy is the game's most reliable revive at a 45% save. Nothing eats a mycotroph, so no fertilizer pays it coins โ any N/P/K you give one converts to ร1.25 XP instead, levelling it faster (see field gear). Run them for value and attrition, not front-line staying power.
Nativity (full detail) rides on top of category โ the same species swings between roles by arena region.
| Native (buffer) | Invasive (attacker) | |
|---|---|---|
| Stat tilt | +15% HP cushion | Wider ATK ceiling, realized as it matures (dialed back if toxic) |
| Overshield | Projects HP segments to the active | None; pays self-damage each hit |
Pick categories whose passives point outward (fern, broadleaf-tree, vascular-parasite) when playing native support; lean the damage-capped spreaders into invasive attacker roles. The taunt pools (shrub, epiphyte, carrion-aroid, carnivorous) do the opposite job โ they soak the single-target picks an ally would otherwise eat. See combat overview and stats to tie it together.