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Three Way Sedge

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.

XP 100%SUN 120HP 165Three Way SedgeGrassβ˜…β˜…β˜…β˜…β˜…RuderalTurf Smotherβš” 40β˜€ 0Sod Formationfree1Γ— / battleretreat β˜€33speed 0.53Duff StuffactiveSpore-driftactiveC4 Overdriveβš” 43β˜€ 2Three Way Sedge β€” full-size photoThree Way SedgeDulichium arundinaceumLVL 100

Overview

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.

Moves

Its kit fills in as it levels, so a low card does not have the whole thing at once.

  • Turf Smother unlocks at level 1 and costs 2 Sun for 32 damage: Smothers under dense turf β€” the foe weakens.
  • Sod Formation, its free once-per-battle ability, comes online at level 25: Mats the ground over β€” Bind and Wither the foe. That is a control play β€” it Binds the foe (blocking its retreat) and Withers it (cutting its attack) rather than dealing damage, which is where this card actually earns its keep.
  • C4 Overdrive arrives at level 40, costs 6 Sun for 35 damage, and Runs the hotter carbon pathway: speed and +2 ATK, kept.

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.

Abilities

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.

  • Duff Stuff arrives at level 10 at full strength. It is a real defence, not filler: while it is active the card's effective DEF rises by half the summed DEF of your alive benched ruderals (annual-forbs, grasses, aquatics and bulbs), recomputed live, so it fades as those allies faint. On a soft plant like this one, a bench of ruderal company is the difference between folding to a single hit and trading.
  • Spore-drift stacks on at level 68. Each checkup it chips a card on the opposing bench, a small amount of chip damage that adds up over a long fight. Because it is dispersal-derived it rides on top of the two, and it does not need a target in the active slot to matter.

Neither of these is a chance-based sustain β€” both fire deterministically, so there is no 60% coin-flip to describe here.

Features

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.

Stats

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.

At Level 100

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.

Weaknesses & Resistances

As a grass it is in the Ruderal succession group. It hits Specialists (succulents, conifers, ferns, epiphytes) for Γ—1.5 and is hit by Competitors (perennial-herbs, vines, shrubs, broadleaf-trees) for Γ—1.5 in return, taking only Γ—0.667 from them when it attacks. Against other Ruderals and the off-wheel Weird category it is neutral both ways. See weaknesses & resistances.

Gameplay uses

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 Γ—1.25 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.

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 22

CrossoverLv 22
HP
76
ATK
20
DEF
1
SPD
41.52
INI
41.52
Retreat
βˆ’11
Tempo83.04
Power86
Fully grownLv 100
HP
190
ATK
48
DEF
3
SPD
0.53
INI
0.53
Retreat
βˆ’33
Tempo1.06
Power208

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
21
DEF
1
SPD
39.95
INI
39.95
Retreat
βˆ’12
Tempo79.90
Power80
Fully grownLv 100
HP
165
ATK
48
DEF
3
SPD
0.53
INI
0.53
Retreat
βˆ’33
Tempo1.06
Power183

Sources

  1. Dulichium arundinaceum on iNaturalist
  2. Dulichium arundinaceum on Wikipedia
  3. Dulichium arundinaceum on Plants of the World Online