Zingiber officinale
Ginger (Zingiber officinale) is a competitor perennial herb in Supplant β a native buffer and invasive attacker whose game role is set out below.
Culinary ginger is the familiar spice rhizome, grown across the tropics. In battle it is a Perennial herb β a Competitor on the succession chart. Native across East Asia and South Asia, it plays as a defensive buffer; where it has spread as an invasive into Africa, western North America, Oceania and South America, it turns attacker.
Its starter attack, Taproot Anchor, is available from Lv 1 for 2 Sun and deals about 27 damage as a native and 31 as an invasive. The free once-per-battle ability, Alkaloid Reservoir, unlocks at Lv 25: Empties a season of alkaloids into the foe β saturating Poison. The advanced attack, Perennial Problem (Lv 40, 6 Sun), hits for about 40 native and 44 invasive.
From Lv 10 it carries Basal Rosette, a flat +3 DEF at all times. At Lv 68 a second always-on trait stacks on: Resprout, a 60% chance (it triggers about three times in five) to cling on through one otherwise-lethal hit at roughly a quarter HP, once per battle.
For field gear, a Calcium/Magnesium amendment adds flat DEF, which a soft-bodied plant like this feels most; feeding it Potassium (K), the nutrient matching its edible root, pays bonus coins. Its growth habit is not recorded as a climber, so it is not Moss Poleβeligible.
Read at the snapshot level (Lv 40, where its whole kit is unlocked), it shows 103 HP and 17 ATK as a native, or 89 HP and 29 ATK as an invasive, with 4 DEF. As a native it adds a 15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it trades that for the higher attack ceiling and pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. On defence, its DEF stays near the floor, so it relies on tempo and offence rather than soaking hits. Its opening tempo (turn 1) is 13 and its sustained tempo (turn 2 onward) 34 β making it slow to open but relentless once it gets going. Retreating it costs 16 Sun. See Stats and Native Strength for the full picture.
By Lv 100 its HP swells toward 190, but its DEF barely leaves its band at 8 β a soft-category plant stays soft no matter how much biomass it puts on. Attack reaches 30, retreat rises to 33 Sun, and its inverted tempo has sunk to a sliver, so the speed it relied on young is spent. It grows bulkier but never becomes a wall.
On the succession chart a Perennial herb is a Competitor. Competitor plants hit Ruderal categories hard (Γ1.5) and are resisted by Specialist categories (Γ0.667); against everything else the matchup is neutral. Weird categories are off the wheel entirely, so it trades neutrally with those.
A solid invasive attacker with a firming Basal Rosette and a Resprout survival chance late. Its edible rhizome earns coins, and its introduced range gives it a real attack step. A dependable coin-earner. Because its edible part (root) is recorded, feeding it Potassium pays Γ1.25 coins; any other nutrient banks Γ1.25 XP instead.
It fights as a fast skirmisher until about Lv 13 (a little later as an invasive, around Lv 15), after which its growing bulk and attack take over from its early speed edge.
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.