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Mouse garlic

Allium angulosum

A bulb that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Mouse garlicBulbβ˜…β˜…β˜…β˜…β˜…RuderalDouble Noseβš” 62β˜€ 0Geophyte Dormancyfree1Γ— / battleretreat β˜€33speed 0.56Lycorine LoadactiveContractile PullactiveScape Goatβš” 31β˜€ 2Mouse garlic β€” full-size photoMouse garlicAllium angulosumLVL 100

Overview

The Mouse garlic is a bulb in Supplant. It is native to East Asia and Europe and invasive in South America, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Double Nose is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Geophyte Dormancy, unlocks at level 25: Retreats underground to mend: heal 45%. The advanced attack, Scape Goat, comes online at level 40 for 6 Sun β€” Whips the flower stalk across β€” the foe wilts and misses its turn.

As a native its attacks land for about 48 (starter) and 24 (advanced); as an invasive those rise to 52 and 26 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (51) decides who moves first on turn 1, and SPD (34) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

It reads Duff Stuff from level 10, and a second passive, Resprout, stacks on at level 68.

Duff Stuff. While it is the active card it hardens on leaf litter, adding half the pooled DEF of any ruderal allies (annual forbs, grasses, aquatics and bulbs) benched behind it β€” so it rewards a ruderal-stacked team and does nothing on a mixed bench.

Resprout. A 60% chance to survive one otherwise-lethal hit and cling on at roughly a quarter of its HP. It is a coin-flip-plus reprieve, not a guarantee β€” useful, but you cannot build around it landing.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 2, with a retreat cost of 16 Sun and tempo pips of 51 initiative / 34 SPD. Its DEF sits at the soft ruderal floor. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 27 (against 23 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

HP grows toward 190 while DEF stays pinned in the soft band (3) β€” more mass, no real plate. Retreat rises to 33 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ—1.5), and takes extra damage from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. A soft ruderal whose Resprout reprieve is its main trick. It is a light body and a coin/level earner more than a battle carry. It is edible (the game tags the leaf as the eaten part), so feeding it the matching Nitrogen fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 31, after which its power takes over. It is monotonically stronger the higher it goes, so 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 31

CrossoverLv 31
HP
90
ATK
20
DEF
2
SPD
39.20
INI
58.45
Retreat
βˆ’13
Tempo97.65
Power99
Fully grownLv 100
HP
190
ATK
42
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power202

Invasivepower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
24
DEF
2
SPD
37.52
INI
55.94
Retreat
βˆ’14
Tempo93.46
Power94
Fully grownLv 100
HP
165
ATK
51
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power186

Neutralpower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
22
DEF
2
SPD
36.40
INI
54.27
Retreat
βˆ’15
Tempo90.67
Power93
Fully grownLv 100
HP
165
ATK
42
DEF
3
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power177

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)