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Feather reed grass

Calamagrostis Γ— acutiflora

Feather reed grass hits more softly than most grasses: no more than 1 in 6 grasses in the game sit as low as its ATK of 19 at Lv 40.

XP 100%SUN 120HP 119Feather reed grassGrassβ˜…β˜…β˜…β˜…β˜…RuderalStabβš” 38β˜€ 0Rhizosphere Reignfree1Γ— / battleretreat β˜€23speed 0.49AllelopathyactiveTussock CrownactiveC4 Overdriveβš” 38β˜€ 2Feather reed grassCalamagrostis Γ— acutifloraLVL 100

Overview

Feather reed grass hits more softly than most grasses: no more than 1 in 6 grasses in the game sit as low as its ATK of 19 at Lv 40.

Feather reed grass fights as a grass (categories) in the Ruderal succession group. It is native to East Asia and Europe, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Stab β€” starter attack, 2 Sun. A stiff blade goes in first. Expected damage: 33.
  • Rhizosphere Reign β€” ability, free once per battle. Owns the root zone β€” the foe's whole bench sickens and withers.
  • C4 Overdrive β€” advanced attack, 6 Sun. Runs the hotter carbon pathway: speed and +2 ATK, kept. Expected damage: 33.

Stab carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Allelopathy β€” from Lv 10. While it faces an opposing plant as the active, that plant is Withered by 4 ATK. The Wither lifts when it leaves the active slot, and no plant can be Withered by more than 12 ATK in total.
  • Tussock Crown β€” from Lv 68. While it is the active plant it carries its own green overshield bar worth 8.3% of its max HP, which direct hits drain before its HP.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)71119
HP (native)82137
ATK (neutral)1934
DEF512
Initiative320.53
Sustained tempo (SPD)300.49
Retreat cost (Sun)1223
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Hardiness

Roughly USDA zone 3a β€” it should come through winters that bottom out near -39 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -7.9 Β°C to a warm edge of 23.1 Β°C, in the cool-temperate band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Feather reed grass is in the Ruderal group (weaknesses and resistances). Its hits land at Γ—1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at Γ—0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at Γ—1.5 and Specialist plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 25 as a native and at Lv 30 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 25

CrossoverLv 25
HP
68
ATK
16
DEF
4
SPD
37.17
INI
40.07
Retreat
βˆ’9
Tempo77.24
Power79
Fully grownLv 100
HP
137
ATK
34
DEF
12
SPD
0.49
INI
0.53
Retreat
βˆ’23
Tempo1.02
Power160

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
63
ATK
17
DEF
4
SPD
34.73
INI
37.43
Retreat
βˆ’10
Tempo72.16
Power74
Fully grownLv 100
HP
119
ATK
34
DEF
12
SPD
0.49
INI
0.53
Retreat
βˆ’23
Tempo1.02
Power142

Sources

  1. Calamagrostis Γ— acutiflora on iNaturalist
  2. Calamagrostis Γ— acutiflora on Wikipedia
  3. Calamagrostis Γ— acutiflora on Plants of the World Online