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Common mare's tail

Hippuris vulgaris

Common mare's tail is slower off the mark than most aquatic plants: fewer than 1 in 10 aquatic plants in the game sit as low as its initiative of 6 at Lv 40.

XP 100%SUN 120HP 119Common mare's tailAquaticβ˜…β˜…β˜…β˜…β˜…RuderalDavy Jonesβš” 45β˜€ 0Eutrophic Pulsefree1Γ— / battleretreat β˜€22speed 0.73Duff StuffactiveWaterloggedactiveFloodmatβš” 51β˜€ 2Common mare's tail β€” full-size photoCommon mare's tailHippuris vulgarisLVL 100

Overview

Common mare's tail is slower off the mark than most aquatic plants: fewer than 1 in 10 aquatic plants in the game sit as low as its initiative of 6 at Lv 40.

Common mare's tail fights as an aquatic plant (categories) in the Ruderal succession group. It is native to East Asia, Europe, Eastern North America, Western North America, South America and South Asia, 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.

  • Davy Jones β€” starter attack, 2 Sun. Takes the foe down and draws life back up. Expected damage: 36.
  • Eutrophic Pulse β€” ability, free once per battle. A nutrient bloom fouls the water β€” the foe's whole bench sickens.
  • Floodmat β€” advanced attack, 6 Sun. Mats over the surface β€” bind and splash. Expected damage: 43.

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.
  • Waterlogged β€” from Lv 68. It cannot be Burned, and nothing can steal HP from it. In exchange, the regrowth and knockout heals that always-on traits hand out never reach it, though items, heal moves and Mycorrhiza still heal 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)71119
HP (native)82137
ATK (neutral)2954
DEF36
Initiative60.11
Sustained tempo (SPD)440.73
Retreat cost (Sun)1222
  • 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 12 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 (Near Threatened): 5.6% 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 3b β€” it should come through winters that bottom out near -37 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 -6.7 Β°C to a warm edge of 18.8 Β°C, in the cool-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

Common mare's tail 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 15 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 15

CrossoverLv 15
HP
59
ATK
19
DEF
2
SPD
62.49
INI
9.10
Retreat
βˆ’7
Tempo71.59
Power73
Fully grownLv 100
HP
137
ATK
54
DEF
6
SPD
0.73
INI
0.11
Retreat
βˆ’22
Tempo0.84
Power175

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
55
ATK
21
DEF
2
SPD
58.85
INI
8.57
Retreat
βˆ’8
Tempo67.42
Power70
Fully grownLv 100
HP
119
ATK
54
DEF
6
SPD
0.73
INI
0.11
Retreat
βˆ’22
Tempo0.84
Power157

Sources

  1. Hippuris vulgaris on iNaturalist
  2. Hippuris vulgaris on Wikipedia
  3. Hippuris vulgaris on Plants of the World Online