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Southern brackenfern

Pteridium caudatum

A native bracken fern across the Americas β€” a plain hitter with a poison ability that deters attackers and chips the enemy bench once matured, but with soft armor and the slowest of openings.

XP 100%SUN 120HP 165Southern brackenfernFernβ˜…β˜…β˜…β˜…β˜…SpecialistSpore Broadcastβš” 34β˜€ 0Gametophyte Restfree1Γ— / battleretreat β˜€33speed 0.56Circinate VernationactiveThiaminaseactiveThiaminase Theftβš” 34β˜€ 2Southern brackenfern β€” full-size photoSouthern brackenfernPteridium caudatumLVL 100

Overview

Southern Brackenfern is a Fern that fights as a defensive native support β€” a plain hitter with a poison ability, a passive that deters attackers, and bench chip once it matures. It is native to Eastern and Western North America and South America, so the arena fields it as a native buffer; there is no invasive version. Its armor is soft and its opening slow, so it does its work later in a fight.

Moves

Its starter attack, Spore Broadcast, unlocks at level 1 for 2 Sun, dealing about 27 plain damage. The free once-per-battle ability, Gametophyte Rest, arrives at level 25: Falls back on the hidden generation: heal 35%. It poisons the target for lasting pressure. The advanced attack, Thiaminase Theft, unlocks at level 40 for 6 Sun (27 damage), a harder plain hit. Most of your bracken sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Southern Brackenfern keeps two always-on traits. Unpalatable arrives on the level 10 riser and makes the fern an unrewarding thing to attack. Spore-drift arrives on the level 68 riser and chips the enemy bench each turn, spreading pressure past the active. Both are steady passives β€” neither is a chance-based sustain, and neither starts at half strength. See Abilities.

Features

Southern Brackenfern is non-toxic β€” it carries no Toxin trait, so striking it triggers no contact recoil and it lays no poison rider on attack (its poison comes from the ability move, not contact). Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche or a calcium/magnesium amendment β€” helps offset its thin armor. See statuses.

Stats

At level 40 it reads 103 HP with ATK of 25. DEF is just 2, at the soft fern floor, so it takes hits with almost no armor and relies on its poison and passives instead. Its tempo is sharply back-loaded: turn 1 runs on its very slow initiative (13) and every turn after on its much faster SPD (34), so it is badly out-paced off the mark but relentless once a fight settles in. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, it swells to 190 HP and 46 ATK, but its DEF only reaches 3 β€” as a soft fern it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature bracken acts last against almost anything younger.

Weaknesses & Resistances

As a fern, Southern Brackenfern sits in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, broadleaf trees) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for Γ—1.5 while resisting its blows. Against other Specialists (succulents, conifers, ferns, epiphytes) and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Southern Brackenfern as a native support piece that pays off over time: poison the enemy active, let Unpalatable discourage attacks and β€” once matured β€” let Spore-drift chip the enemy bench while you grind. Its slow opening means it wants a settled fight rather than a race, and it is best against Competitor teams it strikes for Γ—1.5. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a slow-starting cruiser that leans on its bulk as it levels, crossing over around level 12 β€” but it is always stronger at higher levels, so there is no 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 12

CrossoverLv 12
HP
62
ATK
16
DEF
1
SPD
49.84
INI
19.25
Retreat
βˆ’8
Tempo69.09
Power71
Fully grownLv 100
HP
190
ATK
46
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power206

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
17
DEF
1
SPD
48.16
INI
18.60
Retreat
βˆ’9
Tempo66.76
Power67
Fully grownLv 100
HP
165
ATK
46
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power181

Sources

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