🌿 Supplant WikiPlay Supplant β†’

Three Way Sedge

Dulichium arundinaceum

Nothing in Three Way Sedge's stat line sets it apart from the other grasses in the game, so what it brings is its kit: the ability Sod Formation, the advanced attack C4 Overdrive and the Duff Stuff and Spore-drift traits.

XP 100%SUN 120HP 211Three Way SedgeGrassβ˜…β˜…β˜…β˜…β˜…RuderalTurf Smotherβš” 40β˜€ 0Sod Formationfree1Γ— / battleretreat β˜€25speed 0.55Duff StuffactiveSpore-driftactiveC4 Overdriveβš” 43β˜€ 2Three Way Sedge β€” full-size photoThree Way SedgeDulichium arundinaceumLVL 100

Overview

Nothing in Three Way Sedge's stat line sets it apart from the other grasses in the game, so what it brings is its kit: the ability Sod Formation, the advanced attack C4 Overdrive and the Duff Stuff and Spore-drift traits.

Three Way Sedge fights as a grass (categories) in the Ruderal succession group. It is native to Eastern North America and Western North 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.

  • Turf Smother β€” starter attack, 2 Sun. Smothers under dense turf β€” the foe weakens. Expected damage: 32.
  • Sod Formation β€” ability, free once per battle. Mats the ground over β€” Bind and Wither the foe.
  • C4 Overdrive β€” advanced attack, 6 Sun. Runs the hotter carbon pathway: speed and +2 ATK, kept. Expected damage: 35.

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 β€” 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.
  • Spore-drift β€” from Lv 68. Each checkup it chips one opposing benched plant for 25% of its own ATK. A wild plant has no bench, so on your team it only works in the arena, while a wild plant that carries it chips your bench. A Sulfur amendment or a Cloche on the target blocks it.

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)108211
HP (native)124243
ATK (neutral)2648
DEF510
Initiative310.50
Sustained tempo (SPD)330.55
Retreat cost (Sun)1325
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (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 slower 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 β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 13 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 1b β€” it should come through winters that bottom out near -47 Β°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 -12.6 Β°C to a warm edge of 26.7 Β°C, in the boreal band, and it is wide-ranging. 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 rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—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

Three Way Sedge is in the Ruderal group (weaknesses and resistances). Its hits land at Γ—1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at Γ—0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at Γ—1.5 and Specialist plants at Γ—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 17 as a native and at Lv 20 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 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 17

CrossoverLv 17
HP
78
ATK
18
DEF
2
SPD
45.95
INI
42.21
Retreat
βˆ’8
Tempo88.16
Power90
Fully grownLv 100
HP
243
ATK
48
DEF
10
SPD
0.55
INI
0.50
Retreat
βˆ’25
Tempo1.05
Power276

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
73
ATK
19
DEF
3
SPD
44.31
INI
40.70
Retreat
βˆ’9
Tempo85.01
Power86
Fully grownLv 100
HP
211
ATK
48
DEF
10
SPD
0.55
INI
0.50
Retreat
βˆ’25
Tempo1.05
Power244

Sources

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