Saccharum spontaneum
A soft ruderal grass that cruises harder the longer a fight runs and plays either arena role β a widespread Old-World native or a New-World invader.
Kans grass is a soft Grass that fights as a back-loaded cruiser: slow off the mark but faster the longer a fight goes, with a bench-borrowed defence and almost no armor of its own. It is native across Africa, East Asia, Europe, Oceania and South Asia and invasive in Eastern North America and South America, so the arena can field it either way β as a native buffer or as an invasive attacker. Its shell is paper-thin; it leans on tempo and its benched allies.
Its starter attack, Runner, unlocks at level 1 for 2 Sun, dealing about 33 damage as a native and 35 as an invasive, and it can bind the target in place. The free once-per-battle ability, Tillering, arrives at level 25: Throws new shoots from the crown: +4 ATK and speed, kept. The advanced attack, Grazing Damage, unlocks at level 40 for 6 Sun (29 native / 31 invasive) and spills damage onto the enemy bench. Most of your kans grass sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
It keeps two always-on traits. The first, Duff Stuff, arrives on the level 10 riser: while it is the active plant its effective DEF rises by half the combined DEF of your still-alive benched ruderals β annual forbs, grasses, aquatics and bulbs β recomputed live, so the cushion shrinks as those allies faint, though the donors keep their own DEF. It is a genuine, always-on defence, not a one-off. The second, Spore Drift, arrives on the level 68 riser: it chips away at the enemy bench each turn through drifting dispersal. See Abilities.
Kans grass is non-toxic, so it has no contact recoil and no poison rider β striking it costs an attacker nothing. 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 for a little DEF β shores up its thin armor; as an invasive, offensive gear pushes its aggression. See statuses.
At level 40 it reads 103 HP native and 89 invasive, with ATK of 28 native versus 34 invasive β the invasive gap is wide (native ATK 28 up to invasive ATK 35). DEF is just 1, at the soft floor of the grass band, so on its own it takes hits with almost no armor and leans on its benched ruderals through Duff Stuff instead. Its tempo is back-loaded: turn 1 runs on its initiative (45) and every turn after on its SPD (56), so it is out-paced off the mark but relentless once a fight settles. Retreat costs 13 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, it swells to 190 HP native / 165 invasive and 51 / 68 ATK, but its DEF only reaches 1 β as a soft grass it buys bulk in health and none to speak of in armor, so it stays exposed to any real hitter. Retreat rises to 25 Sun, and its tempo has sunk to about 1% of cap, so a mature kans grass acts last against almost anything younger.
As a ruderal grass, kans grass sits in the Ruderal succession group. It hits Specialist plants (succulents, conifers, ferns, epiphytes) for Γ1.5 and takes only Γ0.667 from them; it is weak to Competitor plants (perennial herbs, shrubs, vines, trees), which strike it for Γ1.5 while resisting its blows. Against other Ruderals and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play it native as a buffer whose Duff Stuff turns a full ruderal bench into real armor while it is up front, with its overshield helping your active survive. As an invasive its higher ATK and bench-splashing advanced attack let it grind two plants at once, but its fragile shell means it wins by attrition, not by soaking hits; keep it away from Competitor hitters. Out of battle it is inedible, so any nutrient you feed it banks Γ1.25 XP toward faster growth rather than coins. It plays as a slow-starting, faster-cruising skirmisher leaning harder on its bulk as it levels, crossing over around level 35 as a native and 37 as an invasive β but it is always stronger at higher levels, so there is no reason to hold it back.
Leveling trades speed for power. A plantβs 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.