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Foxtail clubmoss

Lycopodiella alopecuroides

Foxtail clubmoss (Lycopodiella alopecuroides) is a fern that plays a native buffer, with no introduced range to make it an attacker.

XP 100%SUN 120HP 165Foxtail clubmossFernβ˜…β˜…β˜…β˜…β˜…SpecialistFrond Flailβš” 54β˜€ 0Gametophyte Restfree1Γ— / battleretreat β˜€33speed 0.56PtaquilosideactiveSpore-driftactiveSilica Shatterβš” 49β˜€ 2Foxtail clubmoss β€” full-size photoFoxtail clubmossLycopodiella alopecuroidesLVL 100

Overview

Foxtail clubmoss is a clubmoss, played in the fern category β€” a soft plant that chips and punishes rather than tanks. It is native to eastern North America and South America and has no introduced range, so it only ever plays the native buffer role β€” there is no attacker scenario for it.

Moves

Its kit unlocks in three stages. Its starter attack, Frond Flail (unlocked at level 1, 2 Sun), deals 40 as a native: Flails with two fronds at once. Its once-per-battle ability, Gametophyte Rest (level 25, free), is pure utility: Falls back on the hidden generation: heal 35%. Its advanced attack, Silica Shatter (level 40, 6 Sun), deals 43 native: Silica-loaded fronds shatter on impact.

Abilities

These are the always-on traits this card actually keeps, and the level each one arrives at (a plant draws at most one trait per growth stage). From level 10, Unpalatable β€” the fiddlehead's bitter chemistry β€” stacks a small recoil onto any attacker that strikes it. A Sulfur soil amendment neutralizes this one. From level 68, Spore-drift scatters spores each checkup that chip away at the enemy's benched plants.

Features

On the field it draws on field gear to shore up its weaknesses. With little natural armor it leans on amendments that add DEF or on healing gear to offset its fragility.

Stats

Read at level 40, where every move is unlocked, it holds 103 health and 25 attack as a native, with 2 DEF. That is thin armor, so it takes close to full damage from any real attacker; its defense is its health pool and its tricks, not its DEF. Its retreat costs 16 Sun. On tempo it opens at 32 initiative (which orders the first turn) and cruises at 34 speed (which orders every turn after). Its opening and sustained tempo are close, so it holds a steady place in turn order across the fight. As a native it carries a 15% health cushion (103 versus 89 as an invader), and while benched it projects a green overshield bar onto your active plant, sized by how threatened it is.

At Level 100

Grown to level 100, its health swells to 190 and its attack to 44, but its armor stays low (3 DEF) β€” it never becomes a wall, just a bigger version of the same soft plant. Retreat rises to 33 Sun as the older plant grows more rooted, and its once-quick tempo has sunk to a sliver β€” it goes late in turn order now. Maturing buys it raw bulk and hitting power; it costs it the speed edge it had as a seedling.

Weaknesses & Resistances

In the succession type chart, Foxtail clubmoss's category (fern) belongs to the Specialist group. Ruderal, Competitor, and Specialist form a wheel: Specialist hits Competitor plants (perennial herbs, vines, shrubs, and broadleaf trees) for 1.5Γ— damage, and takes 1.5Γ— from Ruderal plants (annual-forbs, grasses, aquatic plants, and bulbs), resisting each the other way at about two-thirds. The off-wheel Weird categories are neutral both ways.

Gameplay uses

It is a weak card in raw terms β€” paper-thin armor and unremarkable health β€” but its contact recoil and bench chip make it an annoyance that wears a team down. Treat it mainly as a family-tree collection piece and a chip-damage bencher. It is not a coin-earner through fertilizer β€” feeding it any nutrient banks 1.25Γ— experience rather than coins, so its off-battle value is leveling and family-tree collection. On the power curves below, it fights as a fast skirmisher until about level 23, after which its growing bulk and attack take over from its fading speed β€” a shift in which edge dominates, not a sign it is weaker when 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 23

CrossoverLv 23
HP
78
ATK
19
DEF
1
SPD
43.68
INI
41.00
Retreat
βˆ’11
Tempo84.68
Power87
Fully grownLv 100
HP
190
ATK
44
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power204

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
20
DEF
2
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power82
Fully grownLv 100
HP
165
ATK
44
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power179

Sources

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