Astelia fragrans
Bush Flax (Astelia fragrans) is a ruderal grass in Supplant β a native-only buffer whose game role is set out below.
The bush lily (kakaha) is a New Zealand tussock-forming lily. In battle it is a Grass β a Ruderal on the succession chart. It is native to Oceania and invasive nowhere, so it only ever plays the native buffer role β there is no attacker version of this card.
Its starter attack, Razors, is available from Lv 1 for 2 Sun and deals about 40 damage. The free once-per-battle ability, C4 Ascendancy, unlocks at Lv 25: Runs the hotter carbon pathway: +8 ATK and speed, kept. The advanced attack, Grazing Damage (Lv 40, 6 Sun), hits for about 25.
From Lv 10 it carries an always-on wilt aura that saps the opposing active each checkup, wearing its attack down over the fight. At Lv 68 a second always-on trait stacks on: Tussock Crown, a dense crown that holds an extra green HP overshield bar it contributes to itself.
For field gear, a Calcium/Magnesium amendment adds flat DEF, which a soft-bodied plant like this feels most; feeding it Phosphorus (P), the nutrient matching its edible fruit, 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 16 ATK with 2 DEF. As a native it carries a 15% HP cushion and, while benched, projects an HP overshield bar onto your active. 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 51 and its sustained tempo (turn 2 onward) 34 β making it a quick starter that is out-paced as the fight goes on. 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 3 β a soft-category plant stays soft no matter how much biomass it puts on. Attack reaches 28, 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 Grass is a Ruderal. Ruderal plants hit Specialist categories hard (Γ1.5) and are resisted by Competitor categories (Γ0.667); against everything else the matchup is neutral. Weird categories are off the wheel entirely, so it trades neutrally with those.
Its attack is weak, so it earns its place through Allelopathy chip, a self-built HP shield later, and its fruit-edibility for coins. Native only β a support and collection piece rather than a fighter. Because its edible part (fruit) is recorded, feeding it Phosphorus pays Γ1.25 coins; any other nutrient banks Γ1.25 XP instead.
It fights as a fast skirmisher until about Lv 33, 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.