Acalypha wilkesiana
Copper leaf (Acalypha wilkesiana) is a shrub that plays as a native buffer or invasive attacker in Supplant.
Copper leaf (Acalypha wilkesiana, Euphorbiaceae) is a shrub in Supplant's battle system. It is native to Oceania β where it plays as a defensive buffer β and invasive in Africa, East Asia, eastern North America, South America and South Asia, where it turns attacker. As a shrub it sits in the middle armor band β firmer than a weed, softer than a tree.
Bramblemaze (starter, unlocks at Lv 1, 2 Sun) β A maze of brambles the foe can't back out of. It hits for about 27 native / 32 invasive.
Frugivore Pact (ability, Lv 25, free once per battle) β Trades fruit for carriage: +3 ATK, and the foe's whole bench sickens. An ability deals no damage; it is pure utility.
Coppice Comeback (advanced attack, Lv 40, 6 Sun) β Cut it down and it returns β heal 35%. It hits for about 22 native / 26 invasive.
The numbers above are read at Lv 40, the level its whole kit is unlocked; a card you catch far below that has only the moves whose levels it has reached.
This card keeps two always-on traits, drawn from its category pool and locked in for good β the rest of the pool was dropped. They arrive on the level risers, one at a time, so for most of a card's life it is playing with just the first.
From Lv 10: Sclerophylly β tough, hard leaves worth flat damage reduction on every hit.
From Lv 68: Drupe mast β when a knockout lands, a mast drop heals its own bench a little.
Read these off the card's own trait schedule; the category pool lists more, but this plant carries only these two. Learn more at Abilities.
No Moss Pole here β that fits only climbers (vines and epiphytes), and this is a shrub. A Calcium/Magnesium soil amendment adds flat DEF, which suits a card that already wants to hold ground. A Cloche wards off Poison if you expect a toxic opponent. See Field gear for the full kit.
At Lv 40 this card reads 103 HP native versus 89 invasive, and 19 ATK native versus 31 invasive β the invasive edge is deferred onto the caps, so the gap widens as it grows. DEF is 13 and retreat costs 16 Sun regardless of nativity.
Its sustained tempo (34) sits above its opening tempo (13): it is a slow starter that cruises β it may cede the first hit but leads the tempo from turn 2 onward. It rewards patience over an opening burst. Both tempo stats fall as the card levels.
Benched as a native, it projects an HP overshield bar onto your active, sized by its rarity. As an invasive attacker its aggression is trait-sourced, not a flat multiplier, and it pays "Faustian" self-damage to its own bench on each damaging attack (growing with level) and concedes 2 prizes on knockout.
See Stats and the overshield for how these bars work.
By Lv 100 HP reaches 190 and ATK 33, while DEF firms to 28 β a shrub's middle band, harder than a weed but no tree. Retreat rises to 33 Sun and the tempo stats have fallen to their floor, so a grown card is slow whatever its opening. Maturing buys bulk and a firmer guard, not speed.
Roughly USDA zone 9a β it should come through winters that bottom out near -4 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. Its measured climate envelope runs from a cold edge near 13.2 Β°C to a warm edge near 30.5 Β°C β a Tropical band. Treat the zone as a rough guide rather than a promise: it comes from a regression whose error runs a little over one full zone, which is why the reading says "roughly."
On a card you will see one of four climate chips, read for wherever you are standing (so it shifts as you travel). Thrives here means your winter low and summer heat both sit inside its range, and it earns x2 battle XP. In range means it survives but sits near an edge, for x1.25 XP. Colder than its range or Hotter than its range means your winters or summers run past what it tolerates, for no bonus β and "colder than its range" is usually just a fact about the winter outside, not a verdict on the plant. Climate changes battle XP and nothing else: not damage, stats, growth speed or the economy.
As a shrub it belongs to the Competitor succession group. It hits the Ruderal categories β grasses, annual forbs, aquatics and bulbs β for Γ1.5 and shrugs their blows down to Γ0.667. The Specialists reverse that: succulents, conifers, ferns and epiphytes strike it for Γ1.5 while resisting what it deals. Against other Competitors, and against the off-wheel Weird categories (carrion-aroids, carnivores, mycotrophs and parasites), the exchange is even. See Succession & weaknesses.
Native, it is a mid-armor bench piece; invasive, a shrub-tough attacker. Neither role is a headliner, but its firm DEF makes it steadier than a soft weed.
It is a serviceable mid-tier card: firmer than a weed, softer than a tree, and a reliable coin-earner and collection piece.
It is not eaten in-game, so any fertilizer you feed it banks Γ1.25 XP rather than coins.
One framing note: it fights as a fast skirmisher until about Lv 11, after which its rising bulk and attack take over from its falling tempo. That is about which edge dominates, not about being stronger young β a card is always stronger in raw HP, ATK and DEF at higher levels, so level it up. The Total power gallery below the article shows the crossover and the fully grown card.
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.