Dulichium arundinaceum
A soft, low-armor wetland sedge in the grass pool that plays as a native support card with a control ability, not a heavy hitter.
Three Way Sedge is a Grass-category card. It is native across eastern and western North America and invasive nowhere, so it only ever plays the native role: a soft, lightly armored support plant that leans on control and a bench cushion rather than raw damage. As a ruderal it belongs to the fast-and-fragile end of the roster β playable as a coin earner and a family-tree piece, but it wants backup on the bench and is not a card you build a battle line around.
Its kit fills in as it levels, so a low card does not have the whole thing at once.
None of its moves carries the initiative rider, so turn order is settled purely on tempo (see Stats). All three moves are unlocked and priced at their base Sun cost at the snapshot level, 40.
Read off the trait schedule, this card keeps two always-on traits β not the whole grass pool, which is only what it drew from.
Neither of these is a chance-based sustain β both fire deterministically, so there is no 60% coin-flip to describe here.
The card carries no toxicity trait and no thorns, so it does not punish attackers on contact. It is a grass, not a climber, so it is not Moss Pole eligible. For field gear, its glaring weakness is armor: a Calcium/Magnesium soil amendment adds flat DEF and is the single most useful thing you can equip on it, and because it only ever plays native you are always picking gear for the buffer role rather than an attacker. Cross-links: nativity, moves, abilities, statuses.
At the snapshot level (40) it reads HP 103, ATK 26, DEF 2. That DEF is deep in the grass band β this plant takes hits almost undefended, which is why Duff Stuff and a Ca/Mg amendment matter so much. Damage against it is diminishing armor (a hit scales by attack over attack-plus-DEF), and with DEF this low nearly every attacker punches through.
Its tempo is balanced: opening tempo (initiative) 32 orders turn one, and sustained tempo (SPD) 32 orders every turn after. The two are roughly equal, so it is neither a notable quick starter nor a slow cruiser β it holds a middling turn order throughout. Retreat costs 16 Sun.
Because it is native, it plays with a +15% HP cushion, and while benched it projects an HP overshield bar onto your active. As a Least-Concern species that projected bar is only a sliver; its real defensive contribution to the team is Duff Stuff, which flows the other way. See stats.
Maturing swells its biomass but not its guard. HP climbs to 190 and ATK to 48, but DEF only reaches 3 β a soft weed stays soft, its armor barely leaving the floor even as the HP pool grows. Retreat rises to 33 Sun as the plant roots down, and the inverted tempo has sunk to roughly its 1% floor by now, so a mature Three Way Sedge is a slower, bulkier version of the skirmisher it started as. Leveling buys it survivability and reach, not a harder shell.
As a grass it is in the Ruderal succession group. It hits Specialists (succulents, conifers, ferns, epiphytes) for Γ1.5 and is hit by Competitors (perennial-herbs, vines, shrubs, broadleaf-trees) for Γ1.5 in return, taking only Γ0.667 from them when it attacks. Against other Ruderals and the off-wheel Weird category it is neutral both ways. See weaknesses & resistances.
Play it as native support: a bench body whose Bind-and-Wither ability shuts down a dangerous attacker for a turn while a stronger card does the work, with Duff Stuff quietly stiffening whichever ruderal is active. It is a weak attacker in absolute terms and will not carry a fight, so treat it as a coin earner and a family-tree entry rather than a battle centerpiece. It is not edible, so any fertilizer you feed it banks Γ1.25 XP toward leveling rather than paying coins. If you do level it, it never stops being a support piece β it simply gets bulkier and slower; there is no point at which it becomes a heavy hitter.
Explore matchups yourself in the Battle Lab.
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.