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Feather reed grass

Calamagrostis Γ— acutiflora

A native-only grass that plays as a defensive buffer.

XP 100%SUN 120HP 165Feather reed grassGrassβ˜…β˜…β˜…β˜…β˜…RuderalStabβš” 38β˜€ 0Rhizosphere Reignfree1Γ— / battleretreat β˜€25speed 0.88AllelopathyactiveTussock CrownactiveC4 Overdriveβš” 38β˜€ 2Feather reed grassCalamagrostis Γ— acutifloraLVL 100

Overview

The Feather reed grass is a grass in Supplant. It is native to East Asia and Europe and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

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. Stab is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Rhizosphere Reign, unlocks at level 25: Owns the root zone β€” the foe's whole bench sickens and withers. The advanced attack, C4 Overdrive, comes online at level 40 for 6 Sun β€” Runs the hotter carbon pathway: speed and +2 ATK, kept.

Its attacks land for about 33 (starter) and 33 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (38) decides who moves first on turn 1, and SPD (54) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

It reads Allelopathy from level 10, and a second passive, Spore-drift, stacks on at level 68.

Allelopathy. An always-on wilt aura that saps the enemy active a little every turn it stays in β€” passive chip damage that rewards a stalling game.

Spore-drift. Drifting spores chip the enemy bench each turn. This one is dispersal-derived β€” the engine appends it from how the plant spreads its seed rather than from its category.

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.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 13 Sun and tempo pips of 38 initiative / 54 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 β€” its whole role is defensive support. 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 climbs toward 190 but DEF never leaves the soft ruderal band (1) β€” it swells without ever hardening. Retreat rises to 25 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

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. A soft ruderal that leans on its Allelopathy wilt aura and relentless sustained speed rather than bulk β€” a chip-and-outlast card that folds in a straight slugging match. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. 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 34, 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 34

CrossoverLv 34
HP
94
ATK
18
DEF
1
SPD
58.91
INI
41.33
Retreat
βˆ’12
Tempo100.24
Power101
Fully grownLv 100
HP
190
ATK
34
DEF
1
SPD
0.88
INI
0.62
Retreat
βˆ’25
Tempo1.50
Power200

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
19
DEF
1
SPD
55.39
INI
38.86
Retreat
βˆ’12
Tempo94.25
Power95
Fully grownLv 100
HP
165
ATK
34
DEF
1
SPD
0.88
INI
0.62
Retreat
βˆ’25
Tempo1.50
Power175

Sources

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