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Timothy

Phleum pratense

A grass that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165TimothyGrassβ˜…β˜…β˜…β˜…β˜…RuderalStabβš” 43β˜€ 0Sod Formationfree1Γ— / battleretreat β˜€25speed 0.92AllelopathyactiveIntercalaryMeristemactiveSod Offβš” 33β˜€ 2Timothy β€” full-size photoTimothyPhleum pratenseLVL 100

Overview

The Timothy is a grass in Supplant. It is native to Africa, East Asia, Europe and South Asia and invasive in Eastern North America, Western North America, Oceania and South America, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

Moves

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. Stab is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Sod Formation, unlocks at level 25: Mats the ground over β€” Bind and Wither the foe. The advanced attack, Sod Off, comes online at level 40 for 6 Sun β€” A wall of sod the foe can't push out of.

Its starter is a utility opener that deals no direct damage; the advanced attack lands for about 26 as a native and 30 as an invasive.

Turn order splits across two stats: initiative (41) decides who moves first on turn 1, and SPD (56) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

It reads Duff Stuff from level 10, and a second passive, Spore-drift, 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.

Spore-drift. Drifting spores chip the enemy bench each turn. This one is dispersal-derived β€” the engine appends it from how the plant spreads its seed rather than from its category.

Features

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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 13 Sun and tempo pips of 41 initiative / 56 SPD. Its DEF sits at the soft ruderal floor. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 39 (against 27 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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.

At Level 100

HP climbs toward 190 but DEF never leaves the soft ruderal band (1) β€” it swells without ever hardening. Retreat rises to 25 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.

Weaknesses & Resistances

In the succession wheel it is a Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ—1.5), 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.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. A soft ruderal that leans on its Allelopathy wilt aura and relentless sustained speed rather than bulk β€” a chip-and-outlast card that folds in a straight slugging match. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. 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 34, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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.

Nativepower overtakes tempo at Lv 34

CrossoverLv 34
HP
94
ATK
24
DEF
1
SPD
61.66
INI
45.08
Retreat
βˆ’12
Tempo106.74
Power107
Fully grownLv 100
HP
190
ATK
49
DEF
1
SPD
0.92
INI
0.67
Retreat
βˆ’25
Tempo1.59
Power215

Invasivepower overtakes tempo at Lv 35

CrossoverLv 35
HP
83
ATK
35
DEF
1
SPD
60.74
INI
44.41
Retreat
βˆ’12
Tempo105.15
Power107
Fully grownLv 100
HP
165
ATK
80
DEF
1
SPD
0.92
INI
0.67
Retreat
βˆ’25
Tempo1.59
Power221

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
26
DEF
1
SPD
57.98
INI
42.39
Retreat
βˆ’12
Tempo100.37
Power102
Fully grownLv 100
HP
165
ATK
49
DEF
1
SPD
0.92
INI
0.67
Retreat
βˆ’25
Tempo1.59
Power190

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)