Melampyrum sylvaticum
There are too few vascular parasites in the game to rank them against each other, so Small cow wheat's numbers stand on their own: an initiative of 41, a sustained tempo of 39 and DEF 5 at Lv 40.
There are too few vascular parasites in the game to rank them against each other, so Small cow wheat's numbers stand on their own: an initiative of 41, a sustained tempo of 39 and DEF 5 at Lv 40.
Small cow wheat fights as a vascular parasite (categories) in the Weird succession group. It is native to East Asia and Europe, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).
Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.
Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities). A feeding mode is different: it is innate, on from Lv 1 and never dropped.
Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.
| Stat | Lv 40 | Lv 100 |
|---|---|---|
| HP (neutral) | 64 | 100 |
| HP (native) | 73 | 115 |
| ATK (neutral) | 25 | 44 |
| DEF | 5 | 7 |
| Initiative | 41 | 0.67 |
| Sustained tempo (SPD) | 39 | 0.64 |
| Retreat cost (Sun) | 11 | 20 |
Roughly USDA zone 2a β it should come through winters that bottom out near -44 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.
Its measured range runs from a cold edge of -11.2 Β°C to a warm edge of 16.3 Β°C, in the boreal band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.
| Chip | Meaning | Battle XP |
|---|---|---|
| Thrives here | the local winter low and summer heat both sit inside its range | Γ2 |
| In range | it survives here, but near one of its edges | Γ1.25 |
| Colder than its range | winters here go below what it tolerates | no bonus |
| Hotter than its range | summers here run past its warm edge | no bonus |
Small cow wheat is in the Weird group (weaknesses and resistances). Weird sits outside the succession wheel, so it neither deals nor takes a matchup multiplier.
Leveling trades speed for power. A plantβs 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.