Typha
A cosmopolitan wetland aquatic that plays only as a native β a defensive support card that wilts the enemy active and borrows armor from your benched ruderals.
Bulrushes and Cattails is a cosmopolitan wetland Aquatic that fights as a defensive support card: a control aura on the enemy active, a pinning kit, and a defence that leans on the rest of your team. It is native across Africa, East Asia, Europe, Eastern and Western North America, Oceania, South America and South Asia, and has no invasive card, so it plays purely as a native buffer rather than an attacker. Its armor is minimal, so it works through control and its team, not by soaking hits.
Its starter attack, Drown, unlocks at level 1 for 2 Sun, dealing about 31 damage. The free once-per-battle ability, Hydrarch Succession, arrives at level 25: Turns open water to marsh: heal 35%, and the foe withers. The advanced attack, Aerenchyma Burst, unlocks at level 40 for 6 Sun, dealing about 34 damage and binding the target. Most of your cattails sit below level 40, where only the starter is live. None of its moves carry an initiative rider. See Moves.
Bulrushes and Cattails keeps two always-on traits. Allelopathy arrives first, on the level 10 riser: it projects a wilt aura onto the enemy active, pressuring whatever stands across from it. Duff Stuff arrives later, on the level 68 riser: while it is your active plant, its effective DEF rises by half the summed DEF of your alive benched ruderals β annual forbs, grasses, aquatics and bulbs β recomputed live, so the bonus fades as those allies faint, while the donors keep their own DEF. It is a real, always-on defence, not a chance effect. See Abilities.
Bulrushes and Cattails is non-toxic: it has no contact recoil and forces no poison rider, so nothing touching it is punished. 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 helps offset its thin armor. See statuses.
At level 40 cattails reads 103 HP with ATK of 32. DEF is just 1, at the soft floor of the aquatic band, so on its own it takes hits with almost no armor and depends on Duff Stuff and its benched ruderals to firm up. Its tempo is lopsided: turn 1 runs on a low initiative (37), so it is out-paced off the mark, but every turn after runs on a higher SPD (51), so it settles into a relentless cruiser. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, cattails climbs to 190 HP and 60 ATK, but its DEF only reaches 1 β as a soft aquatic it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 24 Sun, and its tempo has sunk to about 1% of cap, so a mature stand of cattails acts last against almost anything younger.
As a ruderal aquatic, Bulrushes and Cattails 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, trees, vines), 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 Bulrushes and Cattails as a native support: keep a bench of other ruderals alive so Duff Stuff can prop up its armor, lean on its wilt aura and pins to slow the enemy active, and use the HP cushion and overshield it projects onto your team. It is a control and support piece more than a heavy hitter, so do not expect it to trade blows with a real attacker. On economy, cattails is inedible, so any nutrient you feed it banks Γ1.25 XP toward faster growth rather than coins. It plays as a slow-starting cruiser that leans harder on its bulk as it levels, crossing over around level 29 as a native 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.