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Rabbit tobacco

Pseudognaphalium obtusifolium

An armor-ignoring ramp weed: its opener climbs with each landing, and it can put the foe to sleep β€” a real pest against tanks.

XP 100%SUN 120HP 165Rabbit tobaccoAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalColonizeβ˜€ 0Ecesisfree1Γ— / battleretreat β˜€24speed 0.72Ephemeral BoltactiveReseedactiveSomnolent Smellβš” 32β˜€ 2Rabbit tobacco β€” full-size photoRabbit tobaccoPseudognaphalium obtusifoliumLVL 100

Overview

Rabbit tobacco (Pseudognaphalium obtusifolium) is a Annual forb in Supplant. An armor-ignoring ramp weed: its opener climbs with each landing, and it can put the foe to sleep β€” a real pest against tanks. It is native to Eastern North America β€” where it plays as a defensive buffer β€” and invasive in South America, where the arena turns it into an attacker.

Numbers below are read at level 40, where every move in its kit has unlocked.

Moves

Its kit fills in as it levels. The starter attack, Colonize, unlocks at level 1 for 2 Sun: it carries no fixed damage number β€” it hits harder each time it lands. In effect, Pioneer spread that ignores armor and hits harder each time it lands.

At level 25 it gains its free once-per-battle ability, Ecesis (no Sun cost, one use per fight): Establishes fast: heal 35% and gain speed.

The advanced attack, Somnolent Smell, arrives at level 40 for 6 Sun, dealing 25 native and 25 invasive: A narcotic scent β€” the foe sickens and sleeps through its turn. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Ephemeral Bolt: it runs bright while healthy, carrying +4 ATK as long as it stays above half health, and loses it the moment it is hurt.
  • From level 68: Reseed: a true annual β€” when it is knocked out it leaves a Seedling token that steps up in its place, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it. Played native, lean defensive (Ca/Mg to deepen its wall); played invasive, lean into offense.

Stats

Read at level 40: DEF 1, retreat 12 Sun β€” an annual-forb sits in the softest DEF band there is (a level-100 cap of roughly 1–5). Turn order runs on two tempo stats: initiative (36) decides turn 1, and SPD (44) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

Native, it gains a +15% health cushion (about 103 HP) and, while benched, projects a green HP overshield bar onto your active. Invasive, its attack climbs from 26 to 26 β€” the invasive edge is built from how widely it spreads, not a flat multiplier β€” but it pays "Faustian" self-damage to its own bench on every damaging attack and concedes 2 prizes when it is knocked out.

See Stats for how each number is built.

At Level 100

By level 100 its health reaches 190 native / 165 invasive, its attack 46 / 46, and its DEF barely leaves its soft band (1) β€” biomass swells but armor does not. Retreat rises to 24 Sun as it roots down, and the inverted tempo has fallen to near its floor β€” the fast opener of its youth is gone. Growth buys raw power and trades away turn order.

Weaknesses & Resistances

Its succession group is Ruderal β€” the pioneers. It hits Specialist cards (succulents, conifers, ferns, epiphytes) for Γ—1.5, and is crowded out by Competitor cards (perennial herbs, vines, shrubs, broadleaf trees), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it native as a bench buffer and overshield source; play it invasive as an attacker, mindful of the Faustian self-damage to your own bench. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” grow it for levels, not income. It fights as a fast skirmisher until roughly level 28 native (32 invasive), after which its bulk and attack dominate.

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 28

CrossoverLv 28
HP
85
ATK
21
DEF
1
SPD
52.82
INI
42.71
Retreat
βˆ’10
Tempo95.53
Power97
Fully grownLv 100
HP
190
ATK
46
DEF
1
SPD
0.72
INI
0.59
Retreat
βˆ’24
Tempo1.31
Power213

Invasivepower overtakes tempo at Lv 32

CrossoverLv 32
HP
79
ATK
23
DEF
1
SPD
49.93
INI
40.37
Retreat
βˆ’11
Tempo90.30
Power92
Fully grownLv 100
HP
165
ATK
46
DEF
1
SPD
0.72
INI
0.59
Retreat
βˆ’24
Tempo1.31
Power188

Neutralpower overtakes tempo at Lv 32

CrossoverLv 32
HP
79
ATK
23
DEF
1
SPD
49.93
INI
40.37
Retreat
βˆ’11
Tempo90.30
Power92
Fully grownLv 100
HP
165
ATK
46
DEF
1
SPD
0.72
INI
0.59
Retreat
βˆ’24
Tempo1.31
Power188

Sources

  1. https://www.inaturalist.org/taxa/search?q=Pseudognaphalium%20obtusifolium
  2. https://en.wikipedia.org/wiki/Pseudognaphalium_obtusifolium
  3. https://powo.science.kew.org/results?q=Pseudognaphalium%20obtusifolium