Typha angustifolia
A native-only aquatic plant that plays as a defensive buffer.
The Narrow leaf cattail is an aquatic plant in Supplant. It is native to Africa, East Asia, Europe, Eastern North America, Western North 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.
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. Slime is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Hydrarch Succession, unlocks at level 25: Turns open water to marsh: heal 35%, and the foe withers. The advanced attack, Anoxia, comes online at level 40 for 6 Sun β Strips the oxygen out β nothing recovers in it.
Its starter is a utility opener that deals no direct damage; the advanced attack lands for about 36 at the snapshot level.
Turn order splits across two stats: initiative (37) decides who moves first on turn 1, and SPD (52) decides every turn after. This one is slow off the mark but relentless once the fight settles β it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.
It reads Allelopathy from level 10, and a second passive, Duff Stuff, stacks on at level 68.
Allelopathy. An always-on wilt aura that saps the enemy active a little every turn it stays in β passive chip damage that rewards a stalling game.
Duff Stuff. While it is the active card it hardens on leaf litter, adding half the pooled DEF of any ruderal allies (annual forbs, grasses, aquatics and bulbs) benched behind it β so it rewards a ruderal-stacked team and does nothing on a mixed bench.
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.
At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 37 initiative / 52 SPD. Its DEF sits at the soft ruderal 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.
HP climbs toward 190 but DEF never leaves the soft ruderal band (1) β it swells without ever hardening. Retreat rises to 24 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.
In the succession wheel it is a Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ1.5), and takes extra damage from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.
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 ruderal that leans on its Allelopathy wilt aura and damage-capped chip rather than bulk β an outlast-and-annoy card, weak in a straight slugging match. It is edible (the game tags the root as the eaten part), so feeding it the matching Potassium fertilizer pays Γ1.25 coins β a steady earner between battles; any other nutrient banks Γ1.25 XP instead. 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 31, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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.