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Forked Rush

Juncus dichotomus

Forked Rush is quick off the mark but slow to follow up: its initiative of 33 is higher than most grasses, while its sustained tempo of 25 is lower than most.

XP 100%SUN 120HP 116Forked RushGrassβ˜…β˜…β˜…β˜…β˜…RuderalRazorsβš” 62β˜€ 0Pioneer Swardfree1Γ— / battleretreat β˜€22speed 0.41AllelopathyactiveSpore-driftactiveGrazing Damageβš” 36β˜€ 2Forked Rush β€” full-size photoForked RushJuncus dichotomusLVL 100

Overview

Forked Rush is quick off the mark but slow to follow up: its initiative of 33 is higher than most grasses, while its sustained tempo of 25 is lower than most.

Forked Rush fights as a grass (categories) in the Ruderal succession group. It is native to Eastern North America, Western North America and South America, where it plays as a buffer, and invasive in Europe and Oceania, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Razors β€” starter attack, 2 Sun. Two passes of razor-edged blades. Expected damage: 48, or 50 where it is invasive.
  • Pioneer Sward β€” ability, free once per battle. Closes the turf: heal 30%, and the foe's whole bench withers.
  • Grazing Damage β€” advanced attack, 6 Sun. Grazes the whole field down β€” the foe sickens. Expected damage: 29, or 30 where it is invasive.

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).

  • Allelopathy β€” from Lv 10. While it faces an opposing plant as the active, that plant is Withered by 4 ATK. The Wither lifts when it leaves the active slot, and no plant can be Withered by more than 12 ATK in total.
  • Spore-drift β€” from Lv 68. Each checkup it chips one opposing benched plant for 25% of its own ATK. A wild plant has no bench, so on your team it only works in the arena, while a wild plant that carries it chips your bench. A Sulfur amendment or a Cloche on the target blocks 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.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)70116
HP (native)81134
ATK (neutral)2648
ATK (invasive)3159
DEF511
Initiative330.55
Sustained tempo (SPD)250.41
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 faster 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 (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 5b β€” it should come through winters that bottom out near -23 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 1.6 Β°C to a warm edge of 27.2 Β°C, in the 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

Forked Rush 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 21 as a native, at Lv 24 as an invasive and at Lv 25 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 21

CrossoverLv 21
HP
64
ATK
19
DEF
3
SPD
32.76
INI
43.75
Retreat
βˆ’8
Tempo76.51
Power78
Fully grownLv 100
HP
134
ATK
48
DEF
11
SPD
0.41
INI
0.55
Retreat
βˆ’22
Tempo0.96
Power171

Invasivepower overtakes tempo at Lv 24

CrossoverLv 24
HP
58
ATK
23
DEF
3
SPD
31.53
INI
42.11
Retreat
βˆ’9
Tempo73.64
Power75
Fully grownLv 100
HP
116
ATK
59
DEF
11
SPD
0.41
INI
0.55
Retreat
βˆ’22
Tempo0.96
Power164

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
59
ATK
21
DEF
3
SPD
31.12
INI
41.56
Retreat
βˆ’9
Tempo72.68
Power74
Fully grownLv 100
HP
116
ATK
48
DEF
11
SPD
0.41
INI
0.55
Retreat
βˆ’22
Tempo0.96
Power153

Sources

  1. Juncus dichotomus on iNaturalist
  2. Juncus dichotomus on Wikipedia
  3. Juncus dichotomus on Plants of the World Online