Phragmites australis
A tall wetland grass that plays either role — a European native buffer or an Eastern North American invader — pinning targets and chipping the enemy bench.
Common Reed is a tall wetland Grass that fights as a control-leaning attacker: it pins its target, chips the enemy bench, and borrows armor from your own. It is native to Europe and invasive across Eastern North America, so the arena can field it either way — as a native buffer or as an invasive attacker. Its armor is minimal, so it wins by control and its team, not by soaking hits.
Its starter attack, Tick Tumble, unlocks at level 1 for 2 Sun, dealing about 34 damage as a native and 35 as an invasive, and binding the target. The free once-per-battle ability, Sod Formation, arrives at level 25: Mats the ground over — Bind and Wither the foe. The advanced attack, Wildfire Spread, unlocks at level 40 for 6 Sun, dealing about 47 damage as a native and 48 as an invasive and splashing the enemy bench. Most of your reed sit below level 40, where only the starter is live. None of its moves carry an initiative rider. See Moves.
Common Reed keeps two always-on traits. Duff Stuff arrives on the level 10 riser: while it is your active plant, its effective DEF rises by half the summed DEF of your alive benched ruderals — annual forbs, grasses, aquatics and bulbs — recomputed live, so the bonus fades as those allies faint, while the donors keep their own DEF. It is a real, always-on defence, not a chance effect. Spore-drift arrives later, on the level 68 riser: it chips the enemy bench each turn — a dispersal-derived trickle of damage that wears down the plants waiting behind the active. See Abilities.
Common Reed is non-toxic: it has no contact recoil and forces no poison rider, so nothing touching it is punished. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear — a Cloche, or a calcium/magnesium amendment for a little DEF — offsets its thin armor; as an invasive, offensive gear pushes its aggression. See statuses.
At level 40 reed reads 121 HP native and 106 invasive, with ATK of 32 native versus 35 invasive — the invasive gap is real. DEF is just 1, at the soft floor of the grass band, so it takes hits with almost no armor and relies on Duff Stuff and its bench to firm up. Its tempo is even: turn 1 runs on its initiative (60) and every turn after on its SPD (60), which match, so it is neither a fast opener nor a fast cruiser. Retreat costs 14 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, reed swells to 233 HP native / 203 invasive and 59 / 68 ATK, but its DEF only reaches 1 — as a soft grass it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 28 Sun, and its tempo has sunk to about 1% of cap, so a mature reed acts last against almost anything younger.
As a ruderal grass, Common Reed sits in the Ruderal succession group. It hits Specialist plants (succulents, conifers, ferns, epiphytes) for ×1.5 and takes only ×0.667 from them; it is weak to Competitor plants (perennial herbs, shrubs, trees, vines), which strike it for ×1.5 while resisting its blows. Against other Ruderals and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play Common Reed two ways. As a native it is a buffer: keep other ruderals benched so Duff Stuff can prop up its armor, and lean on the HP cushion and overshield it projects onto your active. As an invasive it is an attacker: its higher ATK (35 versus 32 native), its opening pin, and its bench chip let it grind the enemy team down, though it pays self-damage to its own bench on each hit and hands the enemy 2 prizes if it falls. On economy, reed is inedible, so any nutrient you feed it banks ×1.25 XP toward faster growth rather than coins. It plays as an even-tempo skirmisher leaning harder on its bulk as it levels, crossing over around level 36 as a native and 39 as an invasive — but it is always stronger at higher levels, so there is no reason to hold it back.
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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.