🌿 Supplant WikiPlay Supplant β†’

Interrupted Fern

Osmunda claytoniana

A defensive fern binder that pins on its opening hit and mends while sapping, registered as neither native nor invasive, so it plays a neutral baseline.

XP 100%SUN 120HP 165Interrupted FernFernβ˜…β˜…β˜…β˜…β˜…SpecialistSmothering Sporesβš” 32β˜€ 0Gametophyte Restfree1Γ— / battleretreat β˜€33speed 0.53PtaquilosideactiveSpore-burstactiveFiddlehead Flailβš” 52β˜€ 2Interrupted Fern β€” full-size photoInterrupted FernOsmunda claytonianaLVL 100

Overview

Interrupted Fern is a Fern that fights as a defensive binder β€” its opening attack pins the target while it mends and saps through the rest of the fight. It is registered neither as a native nor an invasive anywhere, so it plays a neutral baseline with no nativity cushion on one side or self-damage on the other.

Moves

Its starter attack, Smothering Spores, unlocks at level 1 for 2 Sun, dealing about 26 damage and pinning the target in place. The free once-per-battle ability, Gametophyte Rest, arrives at level 25: Falls back on the hidden generation: heal 35%. It mends the plant while sapping the enemy. The advanced attack, Fiddlehead Flail, unlocks at level 40 for 6 Sun (38 damage), a plain harder hit. Most of your fern sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Interrupted Fern keeps two always-on traits. Unpalatable arrives on the level 10 riser and makes the fern an unrewarding thing to attack. Spores arrives on the level 68 riser and poisons whatever plant lands the killing blow on it, so trading it down still costs the attacker. Both are steady passives β€” neither is a chance-based sustain, and neither starts at half strength. See Abilities.

Features

Interrupted Fern is non-toxic β€” it carries no Toxin trait, so striking it triggers no contact recoil and it lays no poison rider on attack. Its habit is terrestrial, so it is not eligible for a Moss Pole. With no nativity, its field gear choice is simple: defensive kit β€” a Cloche or a calcium/magnesium amendment β€” is the way to shore up its thin armor. See statuses.

Stats

At level 40 it reads 103 HP with ATK of 22. DEF is just 2, at the soft fern floor, so it takes hits with almost no armor and relies on its pin, heal, and sap instead. Its tempo is even: turn 1 runs on its initiative (32) and every turn after on its SPD (32), which match, so it is neither a fast opener nor a fast cruiser. Retreat costs 16 Sun. As neither a native nor an invasive it takes no HP cushion and pays no self-damage; it fights from a flat, neutral baseline. See Stats.

At Level 100

Matured to level 100, it swells 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, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature fern acts last against almost anything younger.

Weaknesses & Resistances

As a fern, Interrupted Fern sits in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, broadleaf trees) 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 (succulents, conifers, ferns, epiphytes) and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Interrupted Fern as a defensive baseline piece: open with the pin to lock a target down, then grind it with the mend-and-sap and let its two passives tax anyone who trades with it. It has no nativity bonus to lean on, so it is a middling card that wins slow, attrition-style fights rather than fast ones. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. Its power line is neutral, crossing over around level 26 β€” but it is always stronger at higher levels, 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=Osmunda%20claytoniana
  2. https://en.wikipedia.org/wiki/Osmunda_claytoniana
  3. https://powo.science.kew.org/results?q=Osmunda%20claytoniana