🌿 Supplant WikiPlay Supplant β†’

African love grass

Eragrostis curvula

African love grass is better armoured than most grasses: fewer than 1 in 10 grasses in the game reach its DEF of 21 at Lv 40. Its initiative stands out too: no more than 1 in 8 of the category reach 47.

XP 100%SUN 120HP 119African love grassGrassβ˜…β˜…β˜…β˜…β˜…RuderalBlade Cutβš” 47β˜€ 0Tilleringfree1Γ— / battleretreat β˜€37speed 0.81Duff StuffactiveIntercalaryMeristemactiveSod Offβš” 31β˜€ 2African love grass β€” full-size photoAfrican love grassEragrostis curvulaLVL 100

Overview

African love grass is better armoured than most grasses: fewer than 1 in 10 grasses in the game reach its DEF of 21 at Lv 40. Its initiative stands out too: no more than 1 in 8 of the category reach 47.

African love grass fights as a grass (categories) in the Ruderal succession group. It is native to Africa and South Asia, where it plays as a buffer, and invasive in East Asia, Europe, Eastern North America, Western North America, Oceania and South America, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Blade Cut β€” starter attack, 2 Sun. A sharp slicing strike. Expected damage: 41, or 45 where it is invasive.
  • Tillering β€” ability, free once per battle. Throws new shoots from the crown: +4 ATK and speed, kept.
  • Sod Off β€” advanced attack, 6 Sun. A wall of sod the foe can't push out of. Expected damage: 24, or 29 where it is invasive.

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.
  • Intercalary Meristem β€” from Lv 68. Each checkup, active or benched, it heals 2% of its max HP, even while Blighted.

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.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 12 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)71119
HP (native)82137
ATK (neutral)2342
ATK (invasive)3675
DEF2153
Initiative470.77
Sustained tempo (SPD)490.81
Retreat cost (Sun)1837
  • 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 18 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.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 5b β€” it should come through winters that bottom out near -24 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 1.4 Β°C to a warm edge of 25.6 Β°C, in the temperate band. 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

African love grass 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 36 as a native or an invasive and at Lv 40 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 36

CrossoverLv 36
HP
78
ATK
22
DEF
19
SPD
52.66
INI
50.12
Retreat
βˆ’16
Tempo102.78
Power103
Fully grownLv 100
HP
137
ATK
42
DEF
53
SPD
0.81
INI
0.77
Retreat
βˆ’37
Tempo1.58
Power195

Invasivepower overtakes tempo at Lv 36

CrossoverLv 36
HP
68
ATK
34
DEF
19
SPD
52.66
INI
50.12
Retreat
βˆ’16
Tempo102.78
Power105
Fully grownLv 100
HP
119
ATK
75
DEF
53
SPD
0.81
INI
0.77
Retreat
βˆ’37
Tempo1.58
Power210

Neutralpower overtakes tempo at Lv 40

CrossoverLv 40
HP
71
ATK
23
DEF
21
SPD
49.42
INI
47.04
Retreat
βˆ’18
Tempo96.46
Power97
Fully grownLv 100
HP
119
ATK
42
DEF
53
SPD
0.81
INI
0.77
Retreat
βˆ’37
Tempo1.58
Power177

Sources

  1. Eragrostis curvula on iNaturalist
  2. Eragrostis curvula on Wikipedia
  3. Eragrostis curvula on Plants of the World Online