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Sedge

Carex Γ— abitibiana

Sedge hits more softly than most grasses: fewer than 1 in 10 grasses in the game sit as low as its ATK of 15 at Lv 40.

XP 100%SUN 120HP 136SedgeGrassβ˜…β˜…β˜…β˜…β˜…RuderalRunnerβš” 32β˜€ 0Plagioclimaxfree1Γ— / battleretreat β˜€23speed 0.40Duff StuffactiveSpore-driftactiveGrazing Damageβš” 28β˜€ 2🌷SedgeCarex Γ— abitibianaLVL 100

Overview

Sedge hits more softly than most grasses: fewer than 1 in 10 grasses in the game sit as low as its ATK of 15 at Lv 40.

Sedge fights as a grass (categories) in the Ruderal succession group. It is native to Eastern North America, 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.

  • Runner β€” starter attack, 2 Sun. Sends out runners that pin the foe. Expected damage: 28.
  • Plagioclimax β€” ability, free once per battle. Holds the sward short β€” the foe stalls and withers.
  • Grazing Damage β€” advanced attack, 6 Sun. Grazes the whole field down β€” the foe sickens. Expected damage: 25.

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).

  • Duff Stuff β€” from Lv 10. While it is the active plant, its DEF rises by half the combined DEF of the living annual forbs, grasses, aquatic plants and bulbs on its bench.
  • Spore-drift β€” from Lv 68. Each checkup it chips one opposing benched plant for 25% of its own ATK. A wild plant has no bench, so on your team it only works in the arena, while a wild plant that carries it chips your bench. A Sulfur amendment or a Cloche on the target blocks it.

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)78136
HP (native)89156
ATK (neutral)1525
DEF510
Initiative280.45
Sustained tempo (SPD)240.40
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

Its climate is known only as a regional estimate: the polar band. That is enough to name the band but not to give a hardiness zone, so none is shown. Until its range is measured, the card's climate chip shows the band alone and earns no climate XP bonus.

Succession matchups

Sedge 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 18 as a native and at Lv 23 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 18

CrossoverLv 18
HP
65
ATK
12
DEF
3
SPD
33.04
INI
37.66
Retreat
βˆ’8
Tempo70.70
Power72
Fully grownLv 100
HP
156
ATK
25
DEF
10
SPD
0.40
INI
0.45
Retreat
βˆ’23
Tempo0.85
Power168

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
61
ATK
13
DEF
3
SPD
31.05
INI
35.40
Retreat
βˆ’9
Tempo66.45
Power68
Fully grownLv 100
HP
136
ATK
25
DEF
10
SPD
0.40
INI
0.45
Retreat
βˆ’23
Tempo0.85
Power148

Sources

  1. Carex Γ— abitibiana on iNaturalist
  2. Carex Γ— abitibiana on Wikipedia
  3. Carex Γ— abitibiana on Plants of the World Online