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American climbing fern

Lygodium palmatum

A native-only fern that plays as a defensive buffer.

XP 100%SUN 120HP 165American climbingfernFernβ˜…β˜…β˜…β˜…β˜…SpecialistSmothering Sporesβš” 33β˜€ 0Gametophyte Restfree1Γ— / battleretreat β˜€33speed 0.56Circinate VernationactiveRhizome MatactiveSilica Shatterβš” 49β˜€ 2American climbing fern β€” full-size photoAmerican climbing fernLygodium palmatumLVL 100

Overview

The American climbing fern is a fern in Supplant. It is native to Eastern North America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

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. Smothering Spores is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Gametophyte Rest, unlocks at level 25: Falls back on the hidden generation: heal 35%. The advanced attack, Silica Shatter, comes online at level 40 for 6 Sun β€” Silica-loaded fronds shatter on impact.

Its attacks land for about 26 (starter) and 42 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (21) decides who moves first on turn 1, and SPD (34) 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

It reads Unpalatable from level 10, and a second passive, undefined, stacks on at level 68.

Unpalatable. Its fiddlehead chemistry poisons any attacker that strikes it (a flat 2 stacks of Poison). A Sulfur soil amendment on the attacker neutralizes this one.

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Features

Its unpalatable fiddlehead chemistry poisons attackers on contact, and a Sulfur amendment on the attacker cancels it. 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.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 2, with a retreat cost of 16 Sun and tempo pips of 21 initiative / 34 SPD. Its DEF sits at the soft-fern floor. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. 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

HP grows toward 190 while DEF holds in the soft band (3) β€” a bigger spoiler, not a wall. Retreat rises to 33 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 Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. A soft specialist whose value is its contact poison and bench chip, not its body. It is weak in a straight fight and best used as a spoiler. 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 18, 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 18

CrossoverLv 18
HP
71
ATK
16
DEF
1
SPD
46.48
INI
28.73
Retreat
βˆ’10
Tempo75.21
Power78
Fully grownLv 100
HP
190
ATK
43
DEF
3
SPD
0.56
INI
0.35
Retreat
βˆ’33
Tempo0.91
Power203

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
18
DEF
1
SPD
44.24
INI
27.35
Retreat
βˆ’11
Tempo71.59
Power75
Fully grownLv 100
HP
165
ATK
43
DEF
3
SPD
0.56
INI
0.35
Retreat
βˆ’33
Tempo0.91
Power178

Sources

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