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Blue hairgrass

Koeleria glauca

A fast, paper-thin pioneer grass: quick and abrasive but frail, best used to open a fight and then rotate out.

XP 100%SUN 120HP 165Blue hairgrassGrassβ˜…β˜…β˜…β˜…β˜…RuderalBlade Runnerβš” 38β˜€ 0Pioneer Swardfree1Γ— / battleretreat β˜€24speed 0.89Silica PhytolithsactiveSpore-driftactiveC4 Overdriveβš” 41β˜€ 2Blue hairgrass β€” full-size photoBlue hairgrassKoeleria glaucaLVL 100

Overview

Blue hairgrass (Koeleria glauca) is a Grass in Supplant. A fast, paper-thin pioneer grass: quick and abrasive but frail, best used to open a fight and then rotate out. It is native to East Asia and Europe and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.

Numbers below are read at level 40, where every move in its kit has unlocked.

Moves

Its kit fills in as it levels. The starter attack, Blade Runner, unlocks at level 1 for 2 Sun: it deals 32 as a native card and 32 as an invasive one. In effect, Runs the blades out β€” and keeps the speed.

At level 25 it gains its free once-per-battle ability, Pioneer Sward (no Sun cost, one use per fight): Closes the turf: heal 30%, and the foe's whole bench withers.

The advanced attack, C4 Overdrive, arrives at level 40 for 6 Sun, dealing 35 native and 35 invasive: Runs the hotter carbon pathway: speed and +2 ATK, kept. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Silica Phytoliths: abrasive silica in its blades wears down whatever hits it, chipping the attacker for a sliver each time it is struck.
  • From level 68: Spore-drift: each checkup it casts propagules onto one random plant on the opposing bench, chipping a benched foe it never has to face directly, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.

Stats

Read at level 40: HP about 103 with its +15% native cushion, DEF 1, retreat 12 Sun β€” a grass sits in the softest DEF band there is (a level-100 cap of roughly 1–5). Its attack sits at 25. Turn order runs on two tempo stats: initiative (40) decides turn 1, and SPD (54) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.

See Stats for how each number is built.

At Level 100

By level 100 its native health reaches 190 and its attack 44, while its DEF barely leaves its soft band (1) β€” biomass swells but armor does not. Retreat climbs to 24 Sun as it roots down, and its once-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.

Weaknesses & Resistances

Its succession group is Ruderal β€” the pioneers. It hits Specialist cards (succulents, conifers, ferns, epiphytes) for Γ—1.5, and is crowded out by Competitor cards (perennial herbs, vines, shrubs, broadleaf trees), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it native as a bench buffer β€” its best job is projecting an overshield onto a stronger active. It has no attacker role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” grow it for levels, not income. It leans on its speed edge until about level 34, after which its growing bulk and attack take the lead.

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 34

CrossoverLv 34
HP
94
ATK
23
DEF
1
SPD
59.67
INI
44.08
Retreat
βˆ’11
Tempo103.75
Power107
Fully grownLv 100
HP
190
ATK
44
DEF
1
SPD
0.89
INI
0.66
Retreat
βˆ’24
Tempo1.55
Power211

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
24
DEF
1
SPD
56.11
INI
41.45
Retreat
βˆ’12
Tempo97.56
Power100
Fully grownLv 100
HP
165
ATK
44
DEF
1
SPD
0.89
INI
0.66
Retreat
βˆ’24
Tempo1.55
Power186

Sources

  1. https://www.inaturalist.org/taxa/search?q=Koeleria%20glauca
  2. https://en.wikipedia.org/wiki/Koeleria_glauca
  3. https://powo.science.kew.org/results?q=Koeleria%20glauca