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Common Bent

Agrostis capillaris

A fine, wiry grass that fights as a light, fast-cycling attacker with almost no armor, cast as either a European-and-Old-World native or a widespread invader.

XP 100%SUN 120HP 165Common BentGrassβ˜…β˜…β˜…β˜…β˜…RuderalTick Tumbleβš” 40β˜€ 0Plagioclimaxfree1Γ— / battleretreat β˜€25speed 0.92Duff StuffactiveSpore-driftactiveTiller Thrashβš” 62β˜€ 2Common BentAgrostis capillarisLVL 100

Overview

Common bent is a fine, wiry Grass that fights as a light attacker: cheap swings, decent reach, and almost no armor. It is native to Africa, East Asia, and Europe, and invasive across eastern and western North America, Oceania, South America, and South Asia, so the arena can cast it either way: as a native buffer for your bench or as an invasive attacker. It is a fragile card that trades toughness for pressure, so it earns its keep as an early aggressor rather than a plant you lean on late.

Moves

Its starter attack, Tick Tumble, unlocks at level 1 and costs 2 Sun, striking for a ramping amount rather than a fixed number; it ignores part of the target's DEF and ramps up the longer it swings. The free once-per-battle ability, Plagioclimax, comes in at level 25: Holds the sward short β€” the foe stalls and withers. The advanced attack, Tiller Thrash, unlocks at level 40 for 6 Sun (48 native / 56 invasive) and splashes extra damage onto the enemy bench. Most of your bents sit below level 40, where only the starter is available, and none of its moves carry an initiative rider, so it never seizes a turn.

Abilities

Common bent keeps two always-on abilities. Allelopathy arrives on the level 10 riser as a wilt aura that saps the enemy active each turn, and spore-drift arrives on the level 68 riser, chipping the enemy bench from its dispersal. Both come in at full strength and fire every turn.

Features

It carries no special trait keywords and, as a terrestrial grass, is not eligible for a Moss Pole. It is non-toxic, so it shows no hazard ring and nothing punishes an attacker for hitting it. As a native, defensive field gear helps offset its thin armor; as an invasive, offensive gear makes its aggression count.

Stats

At level 40 it reads 103 HP as a native and 89 as an invasive, with ATK of 26 native versus 38 invasive β€” a sizeable invasive jump for a grass. DEF is just 1, the grass floor, so it takes hits with effectively no armor. Its tempo is even: turn 1 runs on its initiative (56) and every turn after on its SPD (56), both the same, so it is neither a fast opener nor a fast cruiser. Retreat costs 13 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, common bent swells to 190 HP native / 165 invasive and 48 / 77 ATK, but its DEF stays pinned at 1 β€” as a soft grass it gains bulk only in health, never armor, so any real hitter still cuts through it. Retreat rises to 25 Sun and its tempo has sunk to roughly 1% of cap, so a mature bent acts last against almost anything young. Maturing buys reach and health, never toughness.

Weaknesses & Resistances

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

Gameplay uses

Play common bent as a cheap, fast attacker that pressures early and cycles out before it is punished. As a native it is a light buffer β€” the HP cushion and bench overshield prop up a fragile hitter β€” while as an invasive it leans on its higher ATK to race, at the cost of self-damage to its own bench. It is honestly a fragile, mid-tier card: good pressure, little staying power. It is inedible, so any nutrient you feed it banks Γ—1.25 XP toward growth rather than coins. It fights as a fast skirmisher until about level 39 as a native (around level 40 as an invasive), after which its accumulated bulk begins to carry it β€” there is never a 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 39

CrossoverLv 39
HP
101
ATK
26
DEF
1
SPD
57.01
INI
57.01
Retreat
βˆ’13
Tempo114.02
Power115
Fully grownLv 100
HP
190
ATK
48
DEF
1
SPD
0.92
INI
0.92
Retreat
βˆ’25
Tempo1.84
Power214

Invasivepower overtakes tempo at Lv 40

CrossoverLv 40
HP
89
ATK
38
DEF
1
SPD
56.09
INI
56.09
Retreat
βˆ’13
Tempo112.18
Power115
Fully grownLv 100
HP
165
ATK
77
DEF
1
SPD
0.92
INI
0.92
Retreat
βˆ’25
Tempo1.84
Power218

Neutralpower overtakes tempo at Lv 43

CrossoverLv 43
HP
93
ATK
27
DEF
1
SPD
53.33
INI
53.33
Retreat
βˆ’13
Tempo106.66
Power108
Fully grownLv 100
HP
165
ATK
48
DEF
1
SPD
0.92
INI
0.92
Retreat
βˆ’25
Tempo1.84
Power189

Sources

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