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Fall panicum

Panicum dichotomiflorum

Fall panicum (Panicum dichotomiflorum) is a ruderal grass in Supplant β€” a native buffer and invasive attacker whose game role is set out below.

XP 100%SUN 120HP 165Fall panicumGrassβ˜…β˜…β˜…β˜…β˜…RuderalStabβš” 44β˜€ 0Pyric Herbivoryfree1Γ— / battleretreat β˜€25speed 0.92Fungal EndophyteactiveIntercalaryMeristemactiveSod Offβš” 34β˜€ 2Fall panicum β€” full-size photoFall panicumPanicum dichotomiflorumLVL 100

Overview

Fall panicgrass is a fast-growing annual grass of disturbed and wet ground. In battle it is a Grass β€” a Ruderal on the succession chart. Native across eastern North America, western North America and South America, it plays as a defensive buffer; where it has spread as an invasive into East Asia, Europe, Oceania and South Asia, it turns attacker.

Moves

Its starter attack, Stab, is available from Lv 1 for 2 Sun and deals about 36 damage as a native and 39 as an invasive. The free once-per-battle ability, Pyric Herbivory, unlocks at Lv 25: Burns the sward to draw the grazers back β€” sets the foe alight. The advanced attack, Sod Off (Lv 40, 6 Sun), hits for about 26 native and 29 invasive.

Stab carries the initiative rider. In a wild encounter that move takes hard priority and lands before the opponent regardless of either tempo stat (if both sides bring a rider, they cancel and normal turn order decides). In the arena it works differently: a rider strike does not go first, but if it scores a kill β€” the struck plant actually drops β€” its user seizes the turn and acts again, and the chain continues as long as it keeps finishing plants.

Abilities

From Lv 10 it carries Fungal Endophyte, so an attacker that strikes it is Poisoned by 2 β€” the fungus genuinely makes the grass toxic to grazers. At Lv 68 a second always-on trait stacks on: Intercalary Meristem, a reliable heal of about 2% of its maximum HP every checkup that regrows from the leaf base even through a Blight that would deny other healing.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF, which a soft-bodied plant like this feels most. Its growth habit is not recorded as a climber, so it is not Moss Pole–eligible.

Stats

Read at the snapshot level (Lv 40, where its whole kit is unlocked), it shows 103 HP and 28 ATK as a native, or 89 HP and 36 ATK as an invasive, with 1 DEF. As a native it adds a 15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it trades that for the higher attack ceiling and pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. On defence, its DEF stays near the floor, so it relies on tempo and offence rather than soaking hits. Its opening tempo (turn 1) is 41 and its sustained tempo (turn 2 onward) 56 β€” making it slow to open but relentless once it gets going. Retreating it costs 13 Sun. See Stats and Native Strength for the full picture.

At Level 100

By Lv 100 its HP swells toward 190, but its DEF barely leaves its band at 1 β€” a soft-category plant stays soft no matter how much biomass it puts on. Attack reaches 52, retreat rises to 25 Sun, and its inverted tempo has sunk to a sliver, so the speed it relied on young is spent. It grows bulkier but never becomes a wall.

Weaknesses & Resistances

On the succession chart a Grass is a Ruderal. Ruderal plants hit Specialist categories hard (Γ—1.5) and are resisted by Competitor categories (Γ—0.667); against everything else the matchup is neutral. Weird categories are off the wheel entirely, so it trades neutrally with those.

Gameplay uses

A fast, aggressive grass: the fastest sustained tempo in this batch, an initiative-seizing starter, a contact Poison from its fungal endophyte, and a large invasive attack step. Paper-thin DEF, but an excellent invasive coin-earner. It has no resolved edible part, so fertilising it banks Γ—1.25 XP rather than coins β€” useful for levelling.

It fights as a fast skirmisher until about Lv 34 (a little later as an invasive, around Lv 36), after which its growing bulk and attack take over from its early speed edge.

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 34

CrossoverLv 34
HP
94
ATK
26
DEF
1
SPD
61.82
INI
45.23
Retreat
βˆ’12
Tempo107.05
Power109
Fully grownLv 100
HP
190
ATK
52
DEF
1
SPD
0.92
INI
0.68
Retreat
βˆ’25
Tempo1.60
Power218

Invasivepower overtakes tempo at Lv 36

CrossoverLv 36
HP
84
ATK
34
DEF
1
SPD
59.97
INI
43.88
Retreat
βˆ’12
Tempo103.85
Power107
Fully grownLv 100
HP
165
ATK
72
DEF
1
SPD
0.92
INI
0.68
Retreat
βˆ’25
Tempo1.60
Power213

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
28
DEF
1
SPD
58.12
INI
42.53
Retreat
βˆ’12
Tempo100.65
Power104
Fully grownLv 100
HP
165
ATK
52
DEF
1
SPD
0.92
INI
0.68
Retreat
βˆ’25
Tempo1.60
Power193

Sources

  1. https://www.inaturalist.org/taxa/search?q=Panicum%20dichotomiflorum
  2. https://en.wikipedia.org/wiki/Panicum_dichotomiflorum
  3. https://powo.science.kew.org/results?q=Panicum%20dichotomiflorum