Dichanthelium oligosanthes
A frail grass that chips the enemy bench and pools defence from benched ruderals, fielding either role β a North American native or a European invader.
Few anther obscuregrass is a wispy Grass that fights as a pioneer chipper: it borrows defence from its bench, opens with a ramping strike that ignores armor, and once mature wears down the enemy bench with drifting spores. It is native to Eastern and Western North America and invasive in Europe, so the arena can field it either way β as a native buffer or as an invasive attacker. It is a soft, low-damage card whose value is in the pooled defence and the bench chip.
Its starter attack, Carpet, unlocks at level 1 for 2 Sun with no fixed damage number β it ignores armor and hits harder each time it lands. The free once-per-battle ability, Pyric Herbivory, arrives at level 25: Burns the sward to draw the grazers back β sets the foe alight. It is a self-buff that raises its attack. The advanced attack, Lawn Order, unlocks at level 40 for 6 Sun (28 native / 28 invasive). Most of your obscuregrass sit below level 40, where only the ramping starter is unlocked. None of its moves carry an initiative rider. See Moves.
Few anther obscuregrass keeps two always-on traits. Duff Stuff arrives on the level 10 riser: while it is active, its effective DEF rises by half the summed DEF of your alive benched ruderals β annual forbs, grasses, aquatics and bulbs β recomputed live, so the cushion shrinks as those allies faint while the donors keep their own DEF. Spore Drift arrives on the level 68 riser: dispersal-derived, it chips the enemy bench, wearing down the opponents waiting behind their active. Both work at full strength from the riser that grants them. See Abilities.
Few anther obscuregrass is non-toxic, so it carries no contact recoil and no poison rider β nothing punishes an attacker for striking it. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β a Cloche, or a calcium or magnesium amendment for a little DEF β shores up its thin armor; as an invasive, offensive gear pushes its aggression. See statuses.
At level 40 few anther obscuregrass reads 103 HP native and 89 invasive, with ATK of 25 native versus 25 invasive β a narrow gap, and the attack is low both ways. DEF is just 1, at the soft floor of the grass band, so it takes hits with almost no armor and leans on Duff Stuff to borrow bulk from the bench. Its tempo is back-loaded: turn 1 runs on its lower initiative (43) and every turn after on its higher SPD (56), so it is out-paced off the mark but faster once the fight drags on. Retreat costs 13 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, few anther obscuregrass swells to 190 HP native / 165 invasive and 44 / 44 ATK, but its DEF only reaches 1 β as a soft grass it buys bulk in health and almost none in armor, so its own defence stays paper-thin and the bench cushion matters more than ever. Retreat rises to 25 Sun, and its tempo has sunk to about 1% of cap, so a mature card acts last against almost anything younger.
As a grass, few anther obscuregrass sits in the Ruderal succession group. It hits Specialist plants (succulents, conifers, ferns, epiphytes) for Γ1.5 and takes only Γ0.667 from them; it is weak to Competitor plants (perennial herbs, vines, shrubs, broadleaf trees), which strike it for Γ1.5 while resisting its blows. Against other Ruderal plants and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play few anther obscuregrass as a bench-fed chipper. As a native it is a passable buffer: keep other ruderals benched to feed Duff Stuff and let its overshield harden the active. As an invasive it applies steady pressure once mature, since Spore Drift wears down the enemy bench while it fights β but its own damage is low and it pays self-damage to its own bench, so it wins by attrition, not force. It is inedible, so any nutrient you feed it banks Γ1.25 XP toward faster growth rather than coins. It plays as a slow opener that gathers speed in long fights and leans harder on its bulk as it levels, crossing over around level 35 as a native and 40 as an invasive β but it is always stronger at higher levels, so there is no reason to hold it back.
Leveling trades speed for power. A plantβs 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.