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Marsh elder

Iva frutescens

A shrub that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Marsh elderShrubβ˜…β˜…β˜…β˜…β˜…CompetitorHedge Hammerβš” 38β˜€ 0Thicket Formationfree1Γ— / battleretreat β˜€24speed 0.62Extrafloral NectariesactiveDrupe MastactiveFruit Drop Kickβš” 33β˜€ 2Marsh elder β€” full-size photoMarsh elderIva frutescensLVL 100

Overview

The Marsh elder is a shrub in Supplant. It is native to Eastern North America and invasive in Europe, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

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. Hedge Hammer is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Thicket Formation, unlocks at level 25: Closes into thicket β€” Bind, and the foe can't heal. The advanced attack, Fruit Drop Kick, comes online at level 40 for 6 Sun β€” Boots a load of fruit β€” also nicks the bench.

As a native its attacks land for about 31 (starter) and 26 (advanced); as an invasive those rise to 31 and 26 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (22) decides who moves first on turn 1, and SPD (38) 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

Marsh elder runs two always-on traits. Extrafloral Nectaries (level 10) bills attackers 3% of their own max HP on contact, bypassing DEF and shields. Drupe Mast (level 68) turns its knockout into a bench-wide heal of 8% max HP each. See Abilities.

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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 10, with a retreat cost of 12 Sun and tempo pips of 22 initiative / 38 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 23 (against 23 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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

It firms into a solid mid-armor bruiser: DEF around 20 and HP toward 190 β€” tougher than a weed, still short of a tree. 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 Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—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

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. 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 17, 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 17

CrossoverLv 17
HP
69
ATK
16
DEF
7
SPD
51.71
INI
30.92
Retreat
βˆ’8
Tempo82.63
Power84
Fully grownLv 100
HP
190
ATK
42
DEF
20
SPD
0.62
INI
0.37
Retreat
βˆ’24
Tempo0.99
Power228

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
17
DEF
7
SPD
49.24
INI
29.44
Retreat
βˆ’9
Tempo78.68
Power80
Fully grownLv 100
HP
165
ATK
42
DEF
20
SPD
0.62
INI
0.37
Retreat
βˆ’24
Tempo0.99
Power203

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
17
DEF
7
SPD
49.24
INI
29.44
Retreat
βˆ’9
Tempo78.68
Power80
Fully grownLv 100
HP
165
ATK
42
DEF
20
SPD
0.62
INI
0.37
Retreat
βˆ’24
Tempo0.99
Power203

Sources

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