Melica subulata
A native-only grass that wilts the enemy active from level 10 and splashes the bench once mature β an Eastern and Western North American buffer.
Alaska oniongrass is a Grass that fights as a native-only buffer built around its wilt aura, native across Eastern and Western North America. It saps the enemy active as it levels and splashes the bench with its advanced move, but it hits and armors softly. It has no invasive form.
Its starter attack, Turf Smother, unlocks at level 1 for 2 Sun and deals about 30 damage. The free once-per-battle ability, Plagioclimax, arrives at level 25: Holds the sward short β the foe stalls and withers. The advanced attack, Tiller Thrash, unlocks at level 40 for 6 Sun, dealing about 44 damage and splashing onto the enemy bench. Most of your oniongrass sit below level 40, where only the starter is live. None of its moves carry an initiative rider. See Moves.
Alaska oniongrass keeps two always-on traits. Allelopathy arrives on the level 10 riser and lays a wilt aura on the enemy active, sapping whatever stands across from it. Spore-drift arrives on the level 68 riser and chips the enemy bench each turn. See Abilities.
Alaska oniongrass is non-toxic β no contact recoil and no poison rider. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native-only card, defensive field gear β a Cloche, or a calcium/magnesium amendment for a little DEF β best offsets its thin armor. See statuses.
At level 40 oniongrass reads 103 HP with ATK of 22; it has no invasive form, so those are its only figures. DEF is just 1, at the soft grass floor, so it takes hits with almost no armor and leans on its wilt aura instead. Its tempo is even: its turn-1 initiative (41) and its later SPD (41) match, so it is neither a fast opener nor a fast cruiser. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, oniongrass climbs to 190 HP and 39 ATK, but its DEF barely moves to 1 β as a soft grass it buys bulk in health and none in armor. Retreat rises to 24 Sun, and its tempo has sunk to about 1% of cap, so a mature oniongrass acts last against almost anything younger.
As a grass, Alaska oniongrass sits in the Ruderal succession group. It hits Specialist plants (succulents, conifers, ferns, epiphytes) for Γ1.5 and takes only Γ0.667 from them; it is weak to Competitor plants (perennial herbs, shrubs, trees, and vines), which strike it for Γ1.5 while resisting its blows. Against other Ruderals and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play Alaska oniongrass as a wilt-first buffer: its aura starts sapping the enemy active as early as the level 10 riser, and its advanced move spreads damage to the bench. Its own hits are light, so it wears teams down for stronger partners rather than closing games itself. On economy it is inedible, so any nutrient you feed it banks Γ1.25 XP toward faster growth rather than coins. It plays as an even-tempo debuffer that leans on its bulk as it levels, crossing over around level 29 β always stronger higher, so there is no reason to hold it back.
Leveling trades speed for power. A plantβs 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.