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Cattail

Typha domingensis

A native-only aquatic plant that plays as a defensive buffer.

XP 100%SUN 120HP 165CattailAquaticβ˜…β˜…β˜…β˜…β˜…RuderalColonizeβ˜€ 0Winter Budfree1Γ— / battleretreat β˜€24speed 0.82HeterophyllyactiveWaterloggedactiveAerenchyma Burstβš” 43β˜€ 2Cattail β€” full-size photoCattailTypha domingensisLVL 100

Overview

The Cattail is an aquatic plant in Supplant. It is native to Africa, East Asia, Europe, Eastern North America, Western North America, Oceania, 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. Colonize is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Winter Bud, unlocks at level 25: Sinks a bud to wait out winter: heal 30% and +3 ATK. The advanced attack, Aerenchyma Burst, comes online at level 40 for 6 Sun β€” Bursts its air tissue across the foe's bench.

Its attacks land for about {{move.starter.power.native}} (starter) and 34 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (36) decides who moves first on turn 1, and SPD (50) 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.

Abilities

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.

Features

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 1, with a retreat cost of 12 Sun and tempo pips of 36 initiative / 50 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.

At Level 100

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.

Weaknesses & Resistances

In the succession wheel it is a Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ—1.5), 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.

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 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 Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 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 29, 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 29

CrossoverLv 29
HP
87
ATK
26
DEF
1
SPD
59.37
INI
42.98
Retreat
βˆ’10
Tempo102.35
Power104
Fully grownLv 100
HP
190
ATK
57
DEF
1
SPD
0.82
INI
0.60
Retreat
βˆ’24
Tempo1.42
Power224

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
28
DEF
1
SPD
56.07
INI
40.59
Retreat
βˆ’11
Tempo96.66
Power98
Fully grownLv 100
HP
165
ATK
57
DEF
1
SPD
0.82
INI
0.60
Retreat
βˆ’24
Tempo1.42
Power199

Sources

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