🌿 Supplant WikiPlay Supplant β†’

Bigtooth maple

Acer grandidentatum

A neutral-only broadleaf tree that plays as a bulky, hard-armoring wall and a bench Sun-overshield carrier.

XP 100%SUN 120HP 240Bigtooth mapleBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorBranch Bashβš” 31β˜€ 0Leaf Litterfree1Γ— / battleretreat β˜€40speed 0.42Buttress RootsactiveNetworkactiveOut on a Limbβš” 44β˜€ 2Bigtooth maple β€” full-size photoBigtooth mapleAcer grandidentatumLVL 100

Overview

Bigtooth maple is a broadleaf-tree card. In the current arenas it counts as neither native nor invasive anywhere, so neither the native HP cushion nor the invasive attacker edge applies β€” it plays only as its neutral base card. As a broadleaf tree it is a Competitor with a heavy, wood-density armor band.

Moves

Its starter attack, Branch Bash, unlocks at level 1 for 2 Sun and 27 damage β€” Pins the foe under a fallen branch. Its free once-per-battle ability, Leaf Litter, unlocks at level 25: Buries the ground in litter β€” the foe's whole bench withers. The advanced attack, Out on a Limb, arrives at level 40 for 6 Sun and 36 damage β€” Two swings from the same limb. No move carries the initiative rider. See moves.

Abilities

Reading its trait schedule, it keeps two always-on traits. From level 10 it has buttress-roots: its wide basal flares make it immune to Bind, so it can never be trapped or held in place and can always retreat when you need it to. At level 68 it adds Network, which makes it a canopy carrier: while it is benched it projects a gold Sun-overshield bar onto your active, backing up your Sun once the base bar runs dry β€” and that overshield is not nativity-gated, so it helps any active you field. Neither trait is one of the roughly 60%-of-the-time sustain heals, so both are on continuously once unlocked. It holds no Toxin trait. See abilities.

Features

As a broadleaf tree it is a Network carrier (above), valued on the bench for the Sun overshield it lends. It carries no other confirmed keyword traits and is not toxic; its habit is not a climber, so it is not Moss Pole-eligible. For field gear, a Calcium/Magnesium amendment stacks even more DEF onto its already-heavy armor. It is not edible, so fertilizer banks XP rather than coins. See field gear.

Stats

At the snapshot level of 40 the neutral base card reads 122 HP (no native cushion) and 18 ATK (no invasive edge), with a heavy 23 DEF for its level β€” already a wall in the making. Its opening tempo (initiative) is 11 and its sustained tempo (SPD) is 26, both very low: it is a slow starter and a slow cruiser, so expect it to move last most turns. Retreat costs 19 Sun. See stats.

At Level 100

By level 100 its HP grows to 240 and, above all, its DEF hardens to 52 β€” a true armored wall driven by wood density, far beyond anything a weed or herb reaches. Retreat rises to 40 Sun as the tree roots in, and its already-slow tempo has fallen to about 1% of cap. Maturing turns it into a heavyweight that trades turn order for near-total durability.

Weaknesses & Resistances

As a broadleaf tree it is a Competitor: strong Γ—1.5 against Ruderal cards (annual forbs, grasses, aquatics, bulbs), and weak against Specialists (succulents, conifers, ferns, epiphytes), who hit it for Γ—1.5 while its hits on them are resisted to Γ—0.667. Neutral against other Competitors and the Weird group. Its heavy DEF blunts ordinary attacks, but remember poison ignores armor entirely. See weaknesses & resistances.

Gameplay uses

As a neutral card it is best used two ways: as a front-line wall that soaks hits behind its high, ever-growing DEF, and as a bench Sun-overshield carrier via Network for the rest of your team. Its ATK is modest, so it grinds rather than bursts. Being inedible, every fertilizer banks Γ—1.25 XP. Like most bulky trees it is power-favored almost from birth, with its neutral crossover as low as level 4 β€” meaning its bulk leads its speed from very early, not that it is ever weaker for leveling.

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.

Neutralpower overtakes tempo at Lv 4

CrossoverLv 4
HP
51
ATK
11
DEF
5
SPD
40.98
INI
16.98
Retreat
βˆ’6
Tempo57.96
Power61
Fully grownLv 100
HP
240
ATK
30
DEF
52
SPD
0.42
INI
0.18
Retreat
βˆ’40
Tempo0.60
Power282

Sources

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