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Evergold sedge

Carex hachijoensis

Evergold 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. Its initiative stands out too: fewer than 1 in 10 of the category reach 53.

XP 100%SUN 120HP 165Evergold sedgeGrassβ˜…β˜…β˜…β˜…β˜…RuderalBlade Cutβš” 41β˜€ 0Tilleringfree1Γ— / battleretreat β˜€23speed 0.40Silica PhytolithsactiveIntercalaryMeristemactiveTiller Thrashβš” 46β˜€ 2Evergold sedgeCarex hachijoensisLVL 100

Overview

Evergold 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. Its initiative stands out too: fewer than 1 in 10 of the category reach 53.

Evergold sedge fights as a grass (categories) in the Ruderal succession group. It is native to East Asia, 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.

  • Blade Cut β€” starter attack, 2 Sun. A sharp slicing strike. Expected damage: 38.
  • Tillering β€” ability, free once per battle. Throws new shoots from the crown: +4 ATK and speed, kept.
  • Tiller Thrash β€” advanced attack, 6 Sun. Throws two tillers at once. Expected damage: 40.

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).

  • Silica Phytoliths β€” from Lv 10. Every direct hit on it costs the attacker 3% of its own max HP.
  • Intercalary Meristem β€” from Lv 68. Each checkup, active or benched, it heals 2% of its max HP, even while Blighted.

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)89165
HP (native)103189
ATK (neutral)1525
DEF2048
Initiative530.87
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 cool-temperate 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

Evergold 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 25 as a native and at Lv 29 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
81
ATK
13
DEF
12
SPD
30.41
INI
65.99
Retreat
βˆ’9
Tempo96.40
Power97
Fully grownLv 100
HP
189
ATK
25
DEF
48
SPD
0.40
INI
0.87
Retreat
βˆ’23
Tempo1.27
Power239

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
14
DEF
14
SPD
28.81
INI
62.51
Retreat
βˆ’10
Tempo91.32
Power93
Fully grownLv 100
HP
165
ATK
25
DEF
48
SPD
0.40
INI
0.87
Retreat
βˆ’23
Tempo1.27
Power215

Sources

  1. Carex hachijoensis on iNaturalist
  2. Carex hachijoensis on Wikipedia
  3. Carex hachijoensis on Plants of the World Online