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Cortaderia nitida

Cortaderia nitida

Cortaderia nitida is better armoured than most grasses: fewer than 1 in 10 grasses in the game reach its DEF of 21 at Lv 40. Its ATK stands out too: no more than 1 in 6 of the category sit as low as 19.

XP 100%SUN 120HP 119Cortaderia nitidaGrass★★★★★RuderalDuffit⚔ 38☀ 0Rhizosphere Reignfree1× / battleretreat ☀23speed 0.42Duff StuffactiveIntercalaryMeristemactiveTussock⚔ 44☀ 2Cortaderia nitida — full-size photoCortaderia nitidaCortaderia nitidaLVL 100

Overview

Cortaderia nitida is better armoured than most grasses: fewer than 1 in 10 grasses in the game reach its DEF of 21 at Lv 40. Its ATK stands out too: no more than 1 in 6 of the category sit as low as 19.

Cortaderia nitida fights as a grass (categories) in the Ruderal succession group. It is native to South 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.

  • Duffit — starter attack, 2 Sun. Feeds on its own litter — strike and heal 12%. Expected damage: 33.
  • Rhizosphere Reign — ability, free once per battle. Owns the root zone — the foe's whole bench sickens and withers.
  • Tussock — advanced attack, 6 Sun. A dense tussock crowds the foe out — it weakens. Expected damage: 39.

Duffit carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

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 — 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.
  • Intercalary Meristem — 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)71119
HP (native)82137
ATK (neutral)1933
DEF2152
Initiative320.52
Sustained tempo (SPD)250.42
Retreat cost (Sun)1223
  • DEF is diminishing armour: a hit is scaled by ATK ÷ (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 — 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 7a — it should come through winters that bottom out near -17 °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 5.4 °C to a warm edge of 14.9 °C, in the subtropical 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 range×2
In rangeit survives here, but near one of its edges×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

Cortaderia nitida is in the Ruderal group (weaknesses and resistances). Its hits land at ×1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at ×0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at ×1.5 and Specialist plants at ×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 22 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 18

CrossoverLv 18
HP
62
ATK
14
DEF
10
SPD
34.45
INI
43.21
Retreat
−8
Tempo77.66
Power78
Fully grownLv 100
HP
137
ATK
33
DEF
52
SPD
0.42
INI
0.52
Retreat
−23
Tempo0.94
Power199

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
57
ATK
15
DEF
12
SPD
32.79
INI
41.12
Retreat
−9
Tempo73.91
Power75
Fully grownLv 100
HP
119
ATK
33
DEF
52
SPD
0.42
INI
0.52
Retreat
−23
Tempo0.94
Power181

Sources

  1. Cortaderia nitida on iNaturalist
  2. Cortaderia nitida on Wikipedia
  3. Cortaderia nitida on Plants of the World Online