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Sugarcane plumegrass

Erianthus giganteus

A native-only grass that plays as a defensive buffer.

XP 100%SUN 120HP 165SugarcaneplumegrassGrassβ˜…β˜…β˜…β˜…β˜…RuderalRunnerβš” 38β˜€ 0Fire Climaxfree1Γ— / battleretreat β˜€24speed 0.90AllelopathyactiveTussock CrownactiveC4 Overdriveβš” 41β˜€ 2Sugarcane plumegrass β€” full-size photoSugarcane plumegrassErianthus giganteusLVL 100

Overview

The Sugarcane plumegrass is a grass in Supplant. It is native to Eastern North America and South America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Runner is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Fire Climax, unlocks at level 25: A grassland that burns to stay a grassland β€” fire on the foe, and fire through its own ranks. The advanced attack, C4 Overdrive, comes online at level 40 for 6 Sun β€” Runs the hotter carbon pathway: speed and +2 ATK, kept.

Its attacks land for about 31 (starter) and 34 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (46) decides who moves first on turn 1, and SPD (55) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

It reads Allelopathy from level 10, and a second passive, Spore-drift, stacks on at level 68.

Allelopathy. An always-on wilt aura that saps the enemy active a little every turn it stays in β€” passive chip damage that rewards a stalling game.

Spore-drift. Drifting spores chip the enemy bench each turn. This one is dispersal-derived β€” the engine appends it from how the plant spreads its seed rather than from its category.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 46 initiative / 55 SPD. Its DEF sits at the soft ruderal floor. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

HP climbs toward 190 but DEF never leaves the soft ruderal band (1) β€” it swells without ever hardening. Retreat rises to 24 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ—1.5), and takes extra damage from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. A soft ruderal that leans on its Allelopathy wilt aura and relentless sustained speed rather than bulk β€” a chip-and-outlast card that folds in a straight slugging match. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 36, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.

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
97
ATK
22
DEF
1
SPD
58.58
INI
49.24
Retreat
βˆ’12
Tempo107.82
Power108
Fully grownLv 100
HP
190
ATK
43
DEF
1
SPD
0.90
INI
0.76
Retreat
βˆ’24
Tempo1.66
Power210

Neutralpower overtakes tempo at Lv 40

CrossoverLv 40
HP
89
ATK
24
DEF
1
SPD
54.97
INI
46.21
Retreat
βˆ’12
Tempo101.18
Power102
Fully grownLv 100
HP
165
ATK
43
DEF
1
SPD
0.90
INI
0.76
Retreat
βˆ’24
Tempo1.66
Power185

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)