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Two color rabbit tobacco

Pseudognaphalium biolettii

A Poison-stacking herb with no regional posting, so it plays neutral: fine chip pressure, weak body.

XP 100%SUN 120HP 165Two color rabbittobaccoPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorRhizome Creepβš” 35β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€23speed 0.79Basal RosetteactiveVernalizationMemoryactiveBitter Endβš” 35β˜€ 2Two color rabbit tobacco β€” full-size photoTwo color rabbit tobaccoPseudognaphalium biolettiiLVL 100

Overview

Two color rabbit tobacco (Pseudognaphalium biolettii) is a Perennial herb in Supplant. A Poison-stacking herb with no regional posting, so it plays neutral: fine chip pressure, weak body. It carries no native or invasive range on record, so in every arena it plays as a neutral card β€” it takes neither the native health cushion nor the invasive attacker's edge.

Numbers below are read at level 40, where every move in its kit has unlocked.

Moves

Its kit fills in as it levels. The starter attack, Rhizome Creep, unlocks at level 1 for 2 Sun: it deals 29 as a native card and 31 as an invasive one. In effect, Creeps underground into the foe's back row.

At level 25 it gains its free once-per-battle ability, Allelochemical Priming (no Sun cost, one use per fight): Primes root chemistry β€” Poison the foe.

The advanced attack, Bitter End, arrives at level 40 for 6 Sun, dealing 29 native and 31 invasive: Bitter to the last β€” Poison the foe. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Basal Rosette: a ground-hugging rosette that shrugs off grazing, worth a small standing DEF bump.
  • From level 68: Vernalization Memory: it needs a cold spell before it bolts, so it opens slow and then, from the third turn on, carries a standing +5 ATK, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.

Stats

Read at level 40, its DEF is 1 and it costs 12 Sun to retreat β€” a perennial herb holds a low DEF band (a level-100 cap of roughly 1–15). Turn order runs on two tempo stats: initiative (31) decides turn 1, and SPD (48) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

With no native or invasive posting, it plays neutral: no +15% native health cushion, and no invasive attacker term on ATK. Its health and attack therefore sit between the two extremes the tokens show β€” a native card would read 103 HP, an invasive one 89 HP. Because it is never benched as a native, it projects no green overshield bar for allies.

See Stats for how each number is built.

At Level 100

By level 100 the floor-to-cap law carries its health up to around 103/89 (native cushion vs base) and its DEF barely leaves its soft band (2) β€” biomass swells but armor does not. Retreat climbs to 23 Sun as it roots down, and its once-quick tempo has sunk to near its floor β€” a mature plant is slow. Maturing buys bulk and armor at the cost of the speed edge it had young.

Weaknesses & Resistances

Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it as a neutral body: it gets no arena cushion or attacker bonus, so lean on its kit and traits rather than a nativity role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” grow it for levels, not income. On the power curve it leans on speed until about level 33, after which its accumulating bulk and attack take over (its raw level-100 stat sum is 185, a size readout, not a win rank).

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.

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
20
DEF
1
SPD
53.59
INI
34.74
Retreat
βˆ’11
Tempo88.33
Power90
Fully grownLv 100
HP
165
ATK
40
DEF
2
SPD
0.79
INI
0.51
Retreat
βˆ’23
Tempo1.30
Power184

Sources

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