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Green Strawberry

Fragaria viridis

A neutral-range perennial herb with no nativity bonus in the arena.

XP 100%SUN 120HP 165Green StrawberryPerennial herb★★★★CompetitorHerbal Draught⚔ 35☀ 0Autogenic Reactionfree1× / battleretreat ☀31speed 0.65Basal RosetteactiveContractile RootsactiveAlkaloid Ambush⚔ 30☀ 2Green Strawberry — full-size photoGreen StrawberryFragaria viridisLVL 100

Overview

The Green Strawberry is a perennial herb in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.

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 — the plant unlocks them as it grows. Herbal Draught is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Autogenic Reaction, unlocks at level 25: Remakes its own ground: +6 ATK and heal 25%. The advanced attack, Alkaloid Ambush, comes online at level 40 for 6 Sun — Poisons before the foe can react.

Its attacks land for about 29 (starter) and 23 (advanced) at the snapshot level — plain base numbers, since no nativity bonus applies.

Turn order splits across two stats: initiative (37) decides who moves first on turn 1, and SPD (39) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It reads Thorns from level 10, and a second passive, Resprout, stacks on at level 68.

Thorns. Every attacker that lands a damaging hit on it takes flat recoil off its own HP, and a multi-hit attack eats that recoil once per hit. It fires independently and stacks with any chemical recoil.

Resprout. A 60% chance to survive one otherwise-lethal hit and cling on at roughly a quarter of its HP. It is a coin-flip-plus reprieve, not a guarantee — useful, but you cannot build around it landing.

Features

It carries thorns, so any attacker that hits it pays contact recoil (see Abilities); an armature rating is what sets that thorn damage. 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 89 (its plain, un-cushioned base), DEF 3, with a retreat cost of 15 Sun and tempo pips of 37 initiative / 39 SPD. Its DEF sits low, in the soft-herb band. With no nativity bonus its HP and ATK sit at base — no native cushion, no invasive ATK ramp — so it is a middle-of-the-road body on every stat. 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

Biomass HP swells toward 165, but its armor barely leaves the soft band (6) — a bigger body, not a tougher one. Retreat rises to 31 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now — 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 Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (×1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

With no nativity role it is a straightforward neutral body — no cushion to lean on, no attacker's edge to exploit. This is a soft-bodied herb: low armor, modest HP. It is more a collection piece and a coin/level earner than a battle carry, and it wants bench support to do real work. It is edible (the game tags the fruit as the eaten part), so feeding it the matching Phosphorus fertilizer pays ×1.25 coins — a steady earner between battles; any other nutrient banks ×1.25 XP instead. 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 31, 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
20
DEF
3
SPD
45.21
INI
42.44
Retreat
−13
Tempo87.65
Power88
Fully grownLv 100
HP
165
ATK
40
DEF
6
SPD
0.65
INI
0.61
Retreat
−31
Tempo1.26
Power180

Sources

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