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Various Leaved Pondweed

Potamogeton gramineus

Various Leaved Pondweed (*Potamogeton gramineus*) is a native-only aquatic plant that plays as a defensive buffer.

XP 100%SUN 120HP 165Various LeavedPondweedAquaticβ˜…β˜…β˜…β˜…β˜…RuderalSubmergeβš” 42β˜€ 0Eutrophic Pulsefree1Γ— / battleretreat β˜€33speed 0.83AerenchymaactiveAnoxic ToleranceactiveTidal Surgeβš” 58β˜€ 2Various Leaved Pondweed β€” full-size photoVarious Leaved PondweedPotamogeton gramineusLVL 100

Overview

Various Leaved Pondweed (Potamogeton gramineus) is an aquatic plant, a soft, fast-cycling ruderal in battle terms. It is native to East Asia, Europe, Eastern North America, Western North America and South Asia and invasive nowhere on the map, so it only ever fields its native, defensive form β€” there is no attacker version of this card. Read across the fight it is very slow to open but relentless afterward, one of the fastest cruisers of its kind.

Moves

The kit fills in as the card levels β€” most of your copies will be well below the snapshot level of 40 used for the numbers here.

  • Submerge (unlocks at Level 1) is the starter attack: Drags the foe under and holds it there. As a native defender it deals 33. It costs 2 Sun.
  • Eutrophic Pulse (unlocks at Level 25) is the free once-per-battle ability: A nutrient bloom fouls the water β€” the foe's whole bench sickens. It costs no Sun and deals no damage β€” it is pure utility.
  • Tidal Surge (unlocks at Level 40) is the advanced attack: The whole water column, all at once. It deals 49 as a native defender. It costs 6 Sun.

Abilities

This card keeps two always-on traits, drawn from its category's pool and locked in once and for all β€” everything else the pool offered was dropped.

  • From Level 10, Aerenchyma shrugs a flat 3 points off every direct hit with buoyant, air-filled tissue.
  • From Level 68, Anoxic Tolerance makes it immune to Poison.

Features

It carries no special keyword traits β€” no innate toxin, thorns, carnivory or succulence β€” so it plays as a straight aquatic plant. Its growth habit is not recorded as a climbing one, so it does not take a Moss Pole. For field gear, a native copy leaning into the defender role wants a Calcium/Magnesium soil amendment to firm up its otherwise thin DEF; an attacker copy would rather spend the slot on the fertilizer that suits its role, and a Cloche is worth holding if you expect a poison-heavy opponent. See nativity for how region sets its role and abilities for the trait model.

Stats

Read at the snapshot level of 40, where every move is unlocked: 103 HP (native, including the roughly 15% cushion), 2 DEF, tempo of 13 opening / 51 sustained, and a 16 Sun retreat cost. Its Sun bar caps at 120 and refills in real time; from Level 52 it also regenerates Sun mid-battle, and a Level 85 capstone makes the starter free. Its DEF is soft (2 at the snapshot level), the low aquatic plant band, so it leans on health and recovery rather than armor. As a native defender it gains a roughly 15% HP cushion (103 HP at the snapshot level) and, while benched, projects a green overshield bar onto whatever card is active for you. See stats for the full model.

At Level 100

Grown to the cap, its HP swells to 190 but its DEF barely leaves the soft band it started in (3) β€” biomass without armor, the signature of a soft-bodied aquatic plant. The retreat cost rises to 33 Sun, and the inverted tempo that made it quick when young has fallen to roughly 1% of cap. It ends the climb as a big health pool that still takes hits on the chin, so it wants recovery and positioning rather than a trading war.

Weaknesses & Resistances

By category it belongs to the Ruderal succession group. On the type wheel, Ruderal deals extra damage to Specialist plants (succulents, conifers, ferns and epiphytes) and takes extra from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees); a strong matchup lands at Γ—1.5 and a resisted one at Γ—0.667. Everything off those two edges β€” including the Weird categories β€” is neutral. See weaknesses and resistances.

Gameplay uses

With no invasive form, it is purely a defender: park it as a native on the bench to feed the overshield, or lead with it as a durable body. In absolute terms this is a fragile card: a fine coin-earner and collection piece in single-player, but it wants backup on the bench rather than carrying a fight alone. It is inedible, so any fertilizer you feed it banks Γ—1.25 XP β€” a steady way to level a collection piece. Leveling steadily trades falling turn-order speed for rising bulk and attack: it fights as a fast skirmisher up to about Level 20, after which its power takes over β€” it is monotonically stronger the higher you level it, so there is never a reason to hold it back. The Total power panel below charts this trade-off for each stance it can hold.

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 20

CrossoverLv 20
HP
74
ATK
21
DEF
1
SPD
67.63
INI
17.52
Retreat
βˆ’10
Tempo85.15
Power86
Fully grownLv 100
HP
190
ATK
54
DEF
3
SPD
0.83
INI
0.22
Retreat
βˆ’33
Tempo1.05
Power214

Neutralpower overtakes tempo at Lv 24

CrossoverLv 24
HP
69
ATK
23
DEF
1
SPD
64.29
INI
16.65
Retreat
βˆ’12
Tempo80.94
Power81
Fully grownLv 100
HP
165
ATK
54
DEF
3
SPD
0.83
INI
0.22
Retreat
βˆ’33
Tempo1.05
Power189

Sources

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