Every plant carries up to three move slots that unlock as it levels; attacks cost Sun to fire, while the ability is free.
Your kit fills in as you grow. The starter attack is there from the start; the ability and the advanced attack unlock later.
| Slot | Unlocks | Sun cost | Type |
|---|---|---|---|
| Starter attack | Level 1 | 2 | attack |
| Ability | Level 10 | Free, once per battle | ability |
| Advanced attack | Level 18 | 6 | attack |
Attacks can be spammed as long as you can pay the Sun. The ability is free but fires only once per battle, so save it for the swing that matters. With an empty Sun bar you're attack-locked β the free ability (if unused) is your only guaranteed play, since retreating also costs Sun.
Every attack's damage value is a multiple of your effective ATK. The math is simple:
damage = round(dmg Γ ATK Γ matchup) β target DEF, minimum 1.
That damage drains the target's overshield segments front-first before it touches base HP. A few effects ignore the shield entirely (see below).
The matchup term is the succession wheel (type advantage): Γ1.5 when your group beats the target's, Γ0.667 when it's resisted, Γ1 otherwise. Status immunities like warded and staked are a separate mechanic β see Statuses.
Moves carry riders on top of (or instead of) raw damage. A damage value of 0 means pure utility.
Display names are re-skinned per species, but the effects are shared pools:
Moves are identical for both β nativity changes the numbers behind them, not the kit.
| Native | Invasive | |
|---|---|---|
| ATK on attacks | Normal (with +15% HP cushion) | Γ1.75 (Γ1.4 if toxic) β hits far harder |
| Cost of hitting | None | Faustian self-damage (about 10 + level) to your lowest-HP benched ally on every damaging attack |
An invasive's higher ATK shrugs off flat DEF and chews through shields fast, but each swing bleeds your own bench. Read Nativity before you build around one.
See also: Combat Overview, Abilities.