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Christmas fern

Polystichum acrostichoides

A woodland fern that trades soft armour for a Γ—1.5 edge against the game's many Competitor cards.

XP 100%SUN 120HP 165Christmas fernFernβ˜…β˜…β˜…β˜…β˜…SpecialistSmothering Sporesβš” 35β˜€ 0Gametophyte Restfree1Γ— / battleretreat β˜€33speed 0.56PtaquilosideactiveProthallialReserveactiveSilica Shatterβš” 50β˜€ 2Christmas fern β€” full-size photoChristmas fernPolystichum acrostichoidesLVL 100

Overview

Christmas fern is an evergreen woodland fern native to eastern North America and western North America and invasive in Europe. As a fern it is a soft-bodied Specialist β€” which means it hits Competitor cards (herbs, vines, shrubs, trees) for Γ—1.5, a useful niche.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Smothering Spores, is there from level 1 at 2 Sun β€” A spore mat settles and saps the foe. It lands for 27 damage as a native buffer and 27 as an invasive attacker. The free once-per-battle ability, Gametophyte Rest, comes online at level 25: Falls back on the hidden generation: heal 35%. The advanced attack, Silica Shatter, arrives at level 40 for 6 Sun and hits for 43 native / 43 invasive β€” Silica-loaded fronds shatter on impact.

Abilities

This card keeps two always-on traits, drawn from its category pool and read straight off its schedule (the rest of the pool is dropped for good). The first is live for most of the card's life; the second stacks on late.

  • Unpalatable (from level 10) β€” fiddlehead chemistry that recoils a flat 2 damage onto an attacker on each hit; a Sulfur soil amendment neutralises it.
  • Prothallial Reserve (from level 68) β€” the fern's independent gametophyte generation gives it a 30% chance to cling on at 30% health the turn it would be knocked out.

Features

It is not a climber, so no Moss Pole. Note that its Unpalatable recoil is one of the few things a Sulfur amendment neutralises β€” worth knowing if you face it. A Calcium/Magnesium amendment is the main way to firm its thin armour. See field gear.

Stats

Read at the level-40 snapshot, where every slot is unlocked, it shows 103 HP with 2 DEF, 16 Sun to retreat, and tempo pips of 32 initiative (which orders turn 1) and 34 SPD (every turn after). As a native it takes a +15% health cushion (103 vs the base) and, while benched, projects a green overshield bar onto your active; as an invasive it swaps that for reach β€” attack climbs to 26 against its native 26 β€” at the cost of Faustian self-damage to its own bench on every damaging attack, and it concedes 2 prizes when knocked out. Damage is diminishing armour β€” a hit scales by its attack over attack-plus-DEF, so a big attacker punches through cover a small one cannot, and poison ignores DEF entirely. See stats and the overshield.

At Level 100

By level 100 the floor-to-cap law has carried it well past that snapshot: health rises to 190 (native) / 165 (invasive), attack to 47 / 47, and retreat stiffens to 33 Sun as it roots down. DEF barely leaves its soft band even so (3) β€” this is a light-bodied card that swells in health without ever becoming armoured β€” and the inverted tempo has sunk to roughly 1% of cap. It is still strictly stronger at higher levels; the tempo it loses along the way is only a small turn-order lever.

Hardiness

Roughly USDA zone 2b β€” it should come through winters that bottom out near -40 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. In its own terms it runs from a cold edge of -8.8 Β°C to a warm edge of 26.0 Β°C, a Cool-temperate band. Somewhere near the cold edge it will want a sheltered spot or a wall; below it, protection or a winter indoors. Treat the zone as a rough guide, not a promise: it comes from a regression whose error runs a little over one full zone, which is why the card hedges it as roughly.

The card's climate chip is the player-facing form of all that β€” it reads your current location, not the plant's homeland, so it changes as you travel.

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno bonus

The chip's only effect is on battle XP: a card that thrives or sits in range banks a multiplier when it fights, and nothing else β€” damage, stats, growth speed, catch rate and the coin economy are all untouched by climate. A reading of colder than its range is usually just a fact about the winter outside your window, not a verdict on the plant.

Weaknesses & Resistances

On the succession wheel this is a Specialist. It strikes Competitor cards β€” perennial herbs, vines, shrubs and trees β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Ruderal cards β€” annual forbs, grasses, aquatics and bulbs. Every other matchup is neutral.

Gameplay uses

Lean on its type advantage: as a Specialist it punches Competitor cards for Γ—1.5, so it is a good answer to the many herb, vine, shrub and tree cards. Unpalatable taxes attackers on contact, and Prothallial Reserve gives it a late second-life chance. Its own damage is capped low and its body soft, so use it as a matchup pick and coin earner rather than a general-purpose carry. Inedible, so fertilizer banks XP.

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 23

CrossoverLv 23
HP
78
ATK
20
DEF
1
SPD
43.68
INI
41.00
Retreat
βˆ’11
Tempo84.68
Power88
Fully grownLv 100
HP
190
ATK
47
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power207

Invasivepower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
21
DEF
2
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power83
Fully grownLv 100
HP
165
ATK
47
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power182

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
21
DEF
2
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power83
Fully grownLv 100
HP
165
ATK
47
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power182

Sources

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