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Clubmoss

Lycopodium annotinum

A neutral fern with no native or invasive form that pins early and chips the enemy bench once mature β€” a modest utility and collection card.

XP 100%SUN 120HP 165ClubmossFernβ˜…β˜…β˜…β˜…β˜…SpecialistSpore Cloudβš” 32β˜€ 0Frond Chemistryfree1Γ— / battleretreat β˜€33speed 0.53Circinate VernationactiveRhizome MatactiveSilica Edgeβš” 40β˜€ 2Clubmoss β€” full-size photoClubmossLycopodium annotinumLVL 100

Overview

Clubmoss is a Fern that fights as a neutral card with neither a native buffer nor an invasive attacker role, so it plays from a plain baseline. It opens with a pinning hit and, once mature, drifts spores onto the enemy bench, but its damage and armor are low. It is chiefly a collection card.

Moves

Its starter attack, Spore Cloud, unlocks at level 1 for 2 Sun, dealing about 26 damage and pinning the target in place. The free once-per-battle ability, Frond Chemistry, arrives at level 25: Bitter frond chemistry β€” the foe is poisoned and weakened. The advanced attack, Silica Edge, unlocks at level 40 for 6 Sun and deals about 34 damage. Most of your clubmoss sit below level 40, where only the starter is live. None of its moves carry an initiative rider. See Moves.

Abilities

Clubmoss keeps two always-on traits. Unpalatable arrives on the level 10 riser and makes it an unappealing target. Spore-drift arrives on the level 68 riser and chips the enemy bench each turn, wearing down plants that have not even stepped up yet. See Abilities.

Features

Clubmoss is non-toxic β€” no contact recoil and no poison rider. Its habit is terrestrial, so it is not eligible for a Moss Pole. With no native or invasive role it gains no nativity bonus either way; defensive field gear such as a Cloche or a calcium/magnesium amendment best props up its thin armor. See statuses.

Stats

At level 40 clubmoss reads 103 HP with ATK of 22; with no native or invasive form it fights from that flat baseline. DEF is just 2, at the soft fern floor, so it takes hits with almost no armor. Its tempo is even: its turn-1 initiative (32) and its later SPD (32) match, so it is neither a fast opener nor a fast cruiser. Retreat costs 16 Sun. Carrying no native or invasive role, it gets neither the native HP cushion and overshield nor the invasive attacker's trade-offs. See Stats.

At Level 100

Matured to level 100, clubmoss climbs to 190 HP and 40 ATK, but its DEF only reaches 3 β€” as a soft fern it buys bulk in health and almost none in armor. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature clubmoss acts last against almost anything younger.

Weaknesses & Resistances

As a fern, clubmoss sits in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, trees, and vines) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for Γ—1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play clubmoss for what it does at range: pin a target early, then let spore-drift wear down the enemy bench in a longer fight. Its own damage and armor are low and it earns no nativity bonus, so it is a modest utility card and a family-tree collection piece rather than a carry. On economy it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as an even-tempo chipper that leans on its bulk as it levels, crossing over around level 26 β€” always stronger higher, so there is no 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.

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
18
DEF
2
SPD
39.42
INI
39.42
Retreat
βˆ’12
Tempo78.84
Power80
Fully grownLv 100
HP
165
ATK
40
DEF
3
SPD
0.53
INI
0.53
Retreat
βˆ’33
Tempo1.06
Power175

Sources

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