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Frimousse Bearded Iris

Iris barbatula

Frimousse Bearded Iris (Iris barbatula) is a bulb geophyte and bulb card in Supplant β€” a native-only buffer in the Ruderal succession group.

XP 100%SUN 120HP 165Frimousse BeardedIrisBulbβ˜…β˜…β˜…β˜…β˜…RuderalDouble Noseβš” 50β˜€ 0Bulb Bankfree1Γ— / battleretreat β˜€33speed 0.56Tunic LayersactiveResproutactiveDormant Volcanoβš” 25β˜€ 2Frimousse Bearded Iris β€” full-size photoFrimousse Bearded IrisIris barbatulaLVL 100

Overview

Frimousse Bearded Iris is a bulb geophyte in Supplant, fielded in the bulb category. It is native to East Asia and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β€” there is no attacker version of this card. Its nativity β€” set by the arena region you fight in β€” is the spine of how it plays; see Nativity.

Moves

Its kit unlocks in three stages, and most cards you own sit well below the level where all three are live (the numbers on this page are read at level 40, where every slot is unlocked). See Moves and Abilities.

  • Double Nose (starter attack, unlocks at level 1, costs 2 Sun): Two noses break ground and strike together. It deals about 44 damage.
  • Bulb Bank (free ability, unlocks at level 25, once per battle, no Sun): Spends the stored season: +4 ATK and heal 20%.
  • Dormant Volcano (advanced attack, unlocks at level 40, costs 6 Sun): Quiet, then not: heal 35%, and the foe can't heal. It deals about 22 damage.

None of its attacks carry the initiative rider, so it never seizes a turn on a killing blow β€” it takes its turns in the normal order.

Abilities

A card keeps at most two always-on traits, one per riser, and the rest of its category pool is dropped. This one holds:

  • Duff Stuff β€” while it holds this, its effective DEF rises by half the summed DEF of your alive benched ruderals (annual forbs, grasses, aquatics and bulbs), recomputed live so the bonus fades as those allies faint. It comes in on the level 10 riser.
  • Resprout β€” it has about a 60% chance (not a guarantee) to survive one otherwise-lethal hit, clinging on at roughly a quarter of its HP. It comes in on the level 68 riser.

See Abilities.

Features

For field gear, a Calcium/Magnesium soil amendment adds flat DEF, worth more on a plant this soft than any single point of its own. Its growth habit is not a climbing or epiphytic one, so it does not take a Moss Pole.

Stats

Read at level 40: it carries 103 HP (with the native +15% cushion already in) and 15 ATK on 2 DEF (almost no armour). Benched as a native, it projects part of the segmented green HP overshield onto your active plant, sized by how threatened this species is; that shield drains front-first against direct hits but is bypassed by poison, recoil and splash. Damage is diminishing armour β€” a hit scales by ATK Γ· (ATK + DEF), and poison ignores DEF entirely. On Sun (cap 120, refilling in real time), the starter costs 2 and the advanced attack 6; retreating costs 16 Sun.

Its opening and sustained tempo are close β€” initiative 33 sets turn 1 and speed 34 sets turn 2 onward β€” so it neither reliably leads nor trails on turn order.

At Level 100

Grown to level 100, its HP climbs to 190 while DEF only inches up to 3 β€” biomass swells but armour stays soft, so it hardens as a bigger target rather than a tougher one. Retreat rises to 33 Sun, and its early tempo edge has faded to about its 1% floor by the cap.

Weaknesses & Resistances

It belongs to the Ruderal succession group. As a ruderal it presses succession Specialists β€” succulents, conifers, ferns and epiphytes β€” for Γ—1.5 damage, and is softened to Γ—0.667 against Competitors (perennial herbs, vines, shrubs and broadleaf trees). Weird-group plants are neutral both ways. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.

Gameplay uses

It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. It is a middling card overall: fine for earning coins in single-player battles, but soft enough to want backup on the bench in a tougher fight. It is inedible, so any fertiliser you feed it banks Γ—1.25 XP β€” useful for levelling. It leans on its opening speed early and crosses onto a power footing around level 26, after which its accumulating HP and attack matter more than its fading turn-order edge. It still only gets stronger as it levels β€” turn order is about a 5% lever.

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 26

CrossoverLv 26
HP
82
ATK
13
DEF
2
SPD
42.00
INI
40.81
Retreat
βˆ’12
Tempo82.81
Power85
Fully grownLv 100
HP
190
ATK
25
DEF
3
SPD
0.56
INI
0.54
Retreat
βˆ’33
Tempo1.10
Power185

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
14
DEF
2
SPD
39.76
INI
38.64
Retreat
βˆ’13
Tempo78.40
Power80
Fully grownLv 100
HP
165
ATK
25
DEF
3
SPD
0.56
INI
0.54
Retreat
βˆ’33
Tempo1.10
Power160

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Iris%20barbatula
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Iris_barbatula
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Iris%20barbatula