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Shiny bedstraw

Galium lucidum

A non-toxic perennial herb from Africa and Europe that plays as a native buffer β€” a quick opener that heals through the fight but softens as it drags on.

XP 100%SUN 120HP 165Shiny bedstrawPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 33β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveResproutactiveTonicβš” 41β˜€ 2Shiny bedstraw β€” full-size photoShiny bedstrawGalium lucidumLVL 100

Overview

Shiny bedstraw is a Perennial herb that fights as a native buffer: a quick opener that heals itself through the exchange. It is native to Africa and Europe and has no invasive form, so it only ever plays the buffer role β€” there is no attacker version to field. Its damage is unremarkable; it earns its place through healing and a fast first turn.

Moves

Its starter attack, Volatile Oils, unlocks at level 1 for 2 Sun, dealing about 26 damage β€” a plain hit with no rider. The free once-per-battle ability, Allelochemical Priming, arrives at level 25: Primes root chemistry β€” Poison the foe. It is a mid-fight mend. The advanced attack, Tonic, unlocks at level 40 for 6 Sun (34 damage) and mends the plant as it strikes. Most of your bedstraw sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

It keeps one always-on trait, Resprout, which arrives at half strength on the level 10 riser and matures on the level 68 riser β€” a real difference for most of the card's life. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter of its health, but it fires only about 60% of the time, so treat it as a lucky reprieve rather than a guarantee. See Abilities.

Features

Shiny bedstraw is non-toxic: it carries no contact recoil and no poison rider on being struck, so nothing punishes an attacker for trading with it. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native it wants defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little DEF β€” to offset its thin armor. See statuses.

Stats

At level 40 it reads 103 HP with ATK of 23 β€” modest damage that never amounts to much. DEF is just 4, at the soft floor of the perennial-herb band, so it takes hits with almost no armor and relies on its healing instead. Its tempo is front-loaded: turn 1 runs fast on its initiative (51), but every turn after falls back to its slower SPD (34), so it leads the opening exchange and is out-paced once a fight drags on. Retreat costs 16 Sun. As a native it gains an HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, it swells to 190 HP and 42 ATK, but its DEF only reaches 8 β€” as a soft herb it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature plant acts last against almost anything younger β€” even the fast first turn is gone by then.

Weaknesses & Resistances

As a perennial herb, it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors (perennial herbs, shrubs, trees, vines) and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play it as a native buffer: open fast, heal through the fight, and shield your active from the bench. It is a fairly weak card β€” a collection and support piece, since its attack is low, it fades in longer fights, and it has no attacker form. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a quick opener that leans harder on its healing and bulk as it levels, crossing over around level 31 β€” but it is always stronger at higher levels, so there is no reason to hold it back.

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 31

CrossoverLv 31
HP
90
ATK
20
DEF
3
SPD
39.20
INI
58.45
Retreat
βˆ’13
Tempo97.65
Power100
Fully grownLv 100
HP
190
ATK
42
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power207

Neutralpower overtakes tempo at Lv 35

CrossoverLv 35
HP
83
ATK
22
DEF
3
SPD
36.96
INI
55.11
Retreat
βˆ’15
Tempo92.07
Power93
Fully grownLv 100
HP
165
ATK
42
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power182

Sources

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