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Royal fern

Osmunda regalis

Royal fern is slower off the mark than almost any other fern: fewer than 1 in 20 ferns in the game sit as low as its initiative of 8 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 10 of the category reach 31.

XP 100%SUN 120HP 152Royal fernFernβ˜…β˜…β˜…β˜…β˜…SpecialistSmothering Sporesβš” 36β˜€ 0Fern Disclimaxfree1Γ— / battleretreat β˜€25speed 0.50Circinate VernationactiveProthallialReserveactiveCrozier Crushβš” 41β˜€ 2Royal fernOsmunda regalisLVL 100

Overview

Royal fern is slower off the mark than almost any other fern: fewer than 1 in 20 ferns in the game sit as low as its initiative of 8 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 10 of the category reach 31.

Royal fern fights as a fern (categories) in the Specialist succession group. It is native to Africa and Europe, where it plays as a buffer, and invasive in Oceania, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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: 28.
  • Fern Disclimax β€” ability, free once per battle. Locks the succession here β€” the foe stalls and can't heal.
  • Crozier Crush β€” advanced attack, 6 Sun. The unfurling tip closes around the foe. Expected damage: 33, or 34 where it is invasive.

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.
  • Prothallial Reserve β€” from Lv 68. Once per battle, when it would be knocked out, it has a 30% chance to survive at 30% of its max HP, shedding every status.

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.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)84152
HP (native)97175
ATK (neutral)2850
ATK (invasive)2953
DEF36
Initiative80.13
Sustained tempo (SPD)310.50
Retreat cost (Sun)1325
  • 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 slower 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 13 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.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 5b β€” it should come through winters that bottom out near -25 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 0.5 Β°C to a warm edge of 23.1 Β°C, in the 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

Royal 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 5 as a native and at Lv 8 as an invasive or neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. 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 overtakes tempo at Lv 5

CrossoverLv 5
HP
51
ATK
15
DEF
1
SPD
48.22
INI
12.59
Retreat
βˆ’6
Tempo60.81
Power61
Fully grownLv 100
HP
175
ATK
50
DEF
6
SPD
0.50
INI
0.13
Retreat
βˆ’25
Tempo0.63
Power206

Invasivepower overtakes tempo at Lv 8

CrossoverLv 8
HP
48
ATK
16
DEF
1
SPD
46.71
INI
12.20
Retreat
βˆ’6
Tempo58.91
Power59
Fully grownLv 100
HP
152
ATK
53
DEF
6
SPD
0.50
INI
0.13
Retreat
βˆ’25
Tempo0.63
Power186

Neutralpower overtakes tempo at Lv 8

CrossoverLv 8
HP
48
ATK
16
DEF
1
SPD
46.71
INI
12.20
Retreat
βˆ’6
Tempo58.91
Power59
Fully grownLv 100
HP
152
ATK
50
DEF
6
SPD
0.50
INI
0.13
Retreat
βˆ’25
Tempo0.63
Power183

Sources

  1. Osmunda regalis on iNaturalist
  2. Osmunda regalis on Wikipedia
  3. Osmunda regalis on Plants of the World Online