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Eastern Marsh Fern

Thelypteris palustris

A native-only fern that plays as a defensive buffer.

XP 100%SUN 120HP 165Eastern Marsh FernFernβ˜…β˜…β˜…β˜…β˜…SpecialistSpore Cloudβš” 37β˜€ 0Understory Ecesisfree1Γ— / battleretreat β˜€33speed 0.56PtaquilosideactiveThiaminaseactiveCarboniferousComebackβš” 40β˜€ 2Eastern Marsh Fern β€” full-size photoEastern Marsh FernThelypteris palustrisLVL 100

Overview

The Eastern Marsh Fern is a fern in Supplant. It is native to Africa, East Asia, Europe, Eastern North America, Western North America, South America and South Asia and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Spore Cloud is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Understory Ecesis, unlocks at level 25: Takes the forest floor: heal 30%, and the foe can't heal. The advanced attack, Carboniferous Comeback, comes online at level 40 for 6 Sun β€” Remembers when ferns ran the world β€” heal 35%.

Its attacks land for about 28 (starter) and 31 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (32) decides who moves first on turn 1, and SPD (34) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It reads Unpalatable from level 10, and a second passive, undefined, stacks on at level 68.

Unpalatable. Its fiddlehead chemistry poisons any attacker that strikes it (a flat 2 stacks of Poison). A Sulfur soil amendment on the attacker neutralizes this one.

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Features

Its unpalatable fiddlehead chemistry poisons attackers on contact, and a Sulfur amendment on the attacker cancels it. For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 2, with a retreat cost of 16 Sun and tempo pips of 32 initiative / 34 SPD. Its DEF sits at the soft-fern floor. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

HP grows toward 190 while DEF holds in the soft band (3) β€” a bigger spoiler, not a wall. Retreat rises to 33 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. A soft specialist whose value is its contact poison and bench chip, not its body. It is weak in a straight fight and best used as a spoiler. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 22, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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 22

CrossoverLv 22
HP
76
ATK
22
DEF
1
SPD
44.24
INI
41.52
Retreat
βˆ’11
Tempo85.76
Power88
Fully grownLv 100
HP
190
ATK
54
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power214

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
23
DEF
2
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power85
Fully grownLv 100
HP
165
ATK
54
DEF
3
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power189

Sources

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