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Hairy fruited Broom

Cytisus striatus

A shrub that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Hairy fruited BroomShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramble Lashβš” 37β˜€ 0Chaparral Climaxfree1Γ— / battleretreat β˜€28speed 0.85MarcescenceactiveDrupe MastactiveBriar Cageβš” 24β˜€ 2Hairy fruited Broom β€” full-size photoHairy fruited BroomCytisus striatusLVL 100

Overview

The Hairy fruited Broom is a shrub in Supplant. It is native to Africa and Europe and invasive in Western North America and South America, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

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. Bramble Lash is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Chaparral Climax, unlocks at level 25: Owns the dry hillside: heal 60% and +4 ATK. The advanced attack, Briar Cage, comes online at level 40 for 6 Sun β€” Closes a briar cage around the foe β€” held, and sapped.

As a native its attacks land for about 32 (starter) and 19 (advanced); as an invasive those rise to 35 and 22 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (51) decides who moves first on turn 1, and SPD (52) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

Hairy fruited broom carries one working trait per riser. Marcescence (level 10) is +4 DEF while at or below half HP. Drupe Mast (level 68) makes its heavy pod crop count: every surviving ally heals 8% of its max HP when the broom is knocked out. See Abilities.

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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 11, with a retreat cost of 14 Sun and tempo pips of 51 initiative / 52 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 26 (against 17 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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

It firms into a solid mid-armor bruiser: DEF around 21 and HP toward 190 β€” tougher than a weed, still short of a tree. Retreat rises to 28 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 Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. 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. As a legume it fixes its own nitrogen: about one in four caught in the wild arrives with a free Nitrogen amendment already in a soil slot β€” a roughly 300-coin head start β€” though those root nodules decompose after about a month. 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 36, 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 36

CrossoverLv 36
HP
97
ATK
16
DEF
10
SPD
55.17
INI
54.20
Retreat
βˆ’13
Tempo109.37
Power110
Fully grownLv 100
HP
190
ATK
30
DEF
21
SPD
0.85
INI
0.83
Retreat
βˆ’28
Tempo1.68
Power213

Invasivepower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
25
DEF
10
SPD
53.47
INI
52.53
Retreat
βˆ’14
Tempo106.00
Power108
Fully grownLv 100
HP
165
ATK
52
DEF
21
SPD
0.85
INI
0.83
Retreat
βˆ’28
Tempo1.68
Power210

Neutralpower overtakes tempo at Lv 40

CrossoverLv 40
HP
89
ATK
17
DEF
11
SPD
51.77
INI
50.86
Retreat
βˆ’14
Tempo102.63
Power103
Fully grownLv 100
HP
165
ATK
30
DEF
21
SPD
0.85
INI
0.83
Retreat
βˆ’28
Tempo1.68
Power188

Sources

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