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Eastern Marsh Fern

Thelypteris palustris

Eastern Marsh Fern hits harder than most ferns: no more than 1 in 7 ferns in the game reach its ATK of 29 at Lv 40.

XP 100%SUN 120HP 152Eastern Marsh FernFernβ˜…β˜…β˜…β˜…β˜…SpecialistSpore Cloudβš” 37β˜€ 0Understory Ecesisfree1Γ— / battleretreat β˜€24speed 0.02PtaquilosideactiveThiaminaseactiveCarboniferousComebackβš” 40β˜€ 2Eastern Marsh Fern β€” full-size photoEastern Marsh FernThelypteris palustrisLVL 100

Overview

Eastern Marsh Fern hits harder than most ferns: no more than 1 in 7 ferns in the game reach its ATK of 29 at Lv 40.

Eastern Marsh Fern fights as a fern (categories) in the Specialist succession group. It is native to Africa, East Asia, Europe, Eastern North America, Western North America, South America and South Asia, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Spore Cloud β€” starter attack, 2 Sun. A cloud of irritant spores. Expected damage: 28.
  • Understory Ecesis β€” ability, free once per battle. Takes the forest floor: heal 30%, and the foe can't heal.
  • Carboniferous Comeback β€” advanced attack, 6 Sun. Remembers when ferns ran the world β€” heal 35%. Expected damage: 31.

Carboniferous Comeback carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Ptaquiloside β€” from Lv 10. Every direct hit on it Poisons the attacker β€” 3 stacks on the first strike, with each repeat adding less. A Cloche or a Sulfur amendment on the attacker blocks it.
  • Thiaminase β€” from Lv 68. Every direct hit on it Blights the attacker for 2 checkups, blocking its healing.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)84152
HP (native)97175
ATK (neutral)2954
DEF36
Initiative250.41
Sustained tempo (SPD)10.02
Retreat cost (Sun)1224
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Hardiness

Roughly USDA zone 3b β€” it should come through winters that bottom out near -35 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -5.7 Β°C to a warm edge of 24.5 Β°C, in the cool-temperate band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Eastern Marsh Fern is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power leads its tempo from Lv 1, so it plays as a heavyweight from the start. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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-favored from the start

SeedlingLv 1
HP
46
ATK
13
DEF
1
SPD
1.77
INI
40.55
Retreat
βˆ’5
Tempo42.32
Power55
Fully grownLv 100
HP
175
ATK
54
DEF
6
SPD
0.02
INI
0.41
Retreat
βˆ’24
Tempo0.43
Power211

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
13
DEF
1
SPD
1.77
INI
40.55
Retreat
βˆ’5
Tempo42.32
Power49
Fully grownLv 100
HP
152
ATK
54
DEF
6
SPD
0.02
INI
0.41
Retreat
βˆ’24
Tempo0.43
Power188

Sources

  1. Thelypteris palustris on iNaturalist
  2. Thelypteris palustris on Wikipedia
  3. Thelypteris palustris on Plants of the World Online