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American climbing fern

Lygodium palmatum

Nothing in American climbing fern's stat line sets it apart from the other ferns in the game, so what it brings is its kit: the ability Gametophyte Rest, the advanced attack Silica Shatter and the Circinate Vernation and Rhizome Mat traits.

XP 100%SUN 120HP 152American climbingfernFernβ˜…β˜…β˜…β˜…β˜…SpecialistSmothering Sporesβš” 33β˜€ 0Gametophyte Restfree1Γ— / battleretreat β˜€24speed 0.02Circinate VernationactiveRhizome MatactiveSilica Shatterβš” 49β˜€ 2American climbing fern β€” full-size photoAmerican climbing fernLygodium palmatumLVL 100

Overview

Nothing in American climbing fern's stat line sets it apart from the other ferns in the game, so what it brings is its kit: the ability Gametophyte Rest, the advanced attack Silica Shatter and the Circinate Vernation and Rhizome Mat traits.

American climbing fern fights as a fern (categories) in the Specialist succession group. It is native to Eastern North America, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (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.

  • Smothering Spores β€” starter attack, 2 Sun. A spore mat settles and saps the foe. Expected damage: 26.
  • Gametophyte Rest β€” ability, free once per battle. Falls back on the hidden generation: heal 35%.
  • Silica Shatter β€” advanced attack, 6 Sun. Silica-loaded fronds shatter on impact. Expected damage: 42.

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).

  • Circinate Vernation β€” from Lv 10. It gets +4 DEF while at or below half HP.
  • Rhizome Mat β€” from Lv 68. Each checkup, active or benched, it heals 2% of its max HP.

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.

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.

StatLv 40Lv 100
HP (neutral)84152
HP (native)97175
ATK (neutral)2343
DEF1845
Initiative210.34
Sustained tempo (SPD)10.02
Retreat cost (Sun)1224
  • 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.

Hardiness

Roughly USDA zone 3a β€” it should come through winters that bottom out near -38 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 -7.3 Β°C to a warm edge of 23.9 Β°C, in the cool-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

American climbing fern is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor 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.
  • Over its life, its power leads its tempo from Lv 1, so it plays as a heavyweight from the start. 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-favored from the start

SeedlingLv 1
HP
46
ATK
11
DEF
1
SPD
1.77
INI
33.98
Retreat
βˆ’5
Tempo35.75
Power53
Fully grownLv 100
HP
175
ATK
43
DEF
45
SPD
0.02
INI
0.34
Retreat
βˆ’24
Tempo0.36
Power239

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
11
DEF
1
SPD
1.77
INI
33.98
Retreat
βˆ’5
Tempo35.75
Power47
Fully grownLv 100
HP
152
ATK
43
DEF
45
SPD
0.02
INI
0.34
Retreat
βˆ’24
Tempo0.36
Power216

Sources

  1. Lygodium palmatum on iNaturalist
  2. Lygodium palmatum on Wikipedia
  3. Lygodium palmatum on Plants of the World Online