Mutarda arvensis
A neutral-range annual forb with no nativity bonus in the arena.
The Charlock is an annual forb in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.
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. Superhero is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Nudation, unlocks at level 25: Strips the ground bare β heavy Wither, and the foe can't heal. The advanced attack, Groundcover Grab, comes online at level 40 for 6 Sun β Grabs low and holds β the foe is pinned and sapped.
Its attacks land for about 34 (starter) and 27 (advanced) at the snapshot level β plain base numbers, since no nativity bonus applies.
Turn order splits across two stats: initiative (31) decides who moves first on turn 1, and SPD (34) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.
It reads Duff Stuff from level 10, and a second passive, Reseed, stacks on at level 68.
Duff Stuff. While it is the active card it hardens on leaf litter, adding half the pooled DEF of any ruderal allies (annual forbs, grasses, aquatics and bulbs) benched behind it β so it rewards a ruderal-stacked team and does nothing on a mixed bench.
Reseed. When it is knocked out it leaves a fresh Seedling token that keeps fighting, trading its own body for one more turn on the field. This is what lets a fragile annual punch above its weight on a crowded bench.
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.
At the snapshot level (40) it reads roughly HP 89 (its plain, un-cushioned base), DEF 2, with a retreat cost of 16 Sun and tempo pips of 31 initiative / 34 SPD. Its DEF sits at the soft ruderal floor. With no nativity bonus its HP and ATK sit at base β no native cushion, no invasive ATK ramp β so it is a middle-of-the-road body on every stat. 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.
HP grows toward 165 while DEF stays pinned in the soft band (3) β more mass, no real plate. 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.
In the succession wheel it is a Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ1.5), and takes extra damage from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.
With no nativity role it is a straightforward neutral body β no cushion to lean on, no attacker's edge to exploit. Soft and lightly armored, but Reseed and Duff Stuff give it real staying power on a ruderal bench. It is a fine early coin-earner in single-player rather than a heavyweight. It is edible (the game tags the leaf as the eaten part), so feeding it the matching Nitrogen fertilizer pays Γ1.25 coins β a steady earner between battles; any other nutrient banks Γ1.25 XP instead. 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 27, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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.