🌿 Supplant WikiPlay Supplant β†’

Manchurian ladybell

Adenophora pereskiifolia

Nothing in Manchurian ladybell's stat line sets it apart from the other perennial herbs in the game, so what it brings is its kit: the ability Hemicryptophyte Hold, the advanced attack Winterkill and the Basal Rosette and Resprout traits.

XP 100%SUN 120HP 157Manchurian ladybellPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 39β˜€ 0HemicryptophyteHoldfree1Γ— / battleretreat β˜€21speed 0.54Basal RosetteactiveResproutactiveWinterkillβš” 32β˜€ 2Manchurian ladybellAdenophora pereskiifoliaLVL 100

Overview

Nothing in Manchurian ladybell's stat line sets it apart from the other perennial herbs in the game, so what it brings is its kit: the ability Hemicryptophyte Hold, the advanced attack Winterkill and the Basal Rosette and Resprout traits.

Manchurian ladybell fights as a perennial herb (categories) in the Competitor succession group. It is native to East Asia, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Steady Growth β€” starter attack, 2 Sun. A reliable, even strike. Expected damage: 34.
  • Hemicryptophyte Hold β€” ability, free once per battle. Hunkers at ground level β€” Bind and Wither the foe.
  • Winterkill β€” advanced attack, 6 Sun. Kills it back to the ground β€” it withers and can't heal. Expected damage: 26.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Basal Rosette β€” from Lv 10. It gets +3 DEF.
  • Resprout β€” from Lv 68. Once per battle, when it would be knocked out, it has a 60% chance to survive at 25% of its max HP, shedding every status.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its roots, so a Potassium amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)86157
HP (native)99181
ATK (neutral)2238
DEF511
Initiative300.50
Sustained tempo (SPD)330.54
Retreat cost (Sun)1121
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens slower than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 11 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Hardiness

Its measured range runs from a cold edge of -22.7 Β°C to a warm edge of 24.1 Β°C, in the polar band, and it is wide-ranging. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Manchurian ladybell is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 21 as a native and at Lv 25 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 21

CrossoverLv 21
HP
73
ATK
17
DEF
3
SPD
42.95
INI
39.85
Retreat
βˆ’8
Tempo82.80
Power85
Fully grownLv 100
HP
181
ATK
38
DEF
11
SPD
0.54
INI
0.50
Retreat
βˆ’21
Tempo1.04
Power209

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
68
ATK
18
DEF
3
SPD
40.80
INI
37.86
Retreat
βˆ’9
Tempo78.66
Power80
Fully grownLv 100
HP
157
ATK
38
DEF
11
SPD
0.54
INI
0.50
Retreat
βˆ’21
Tempo1.04
Power185

Sources

  1. Adenophora pereskiifolia on iNaturalist
  2. Adenophora pereskiifolia on Wikipedia
  3. Adenophora pereskiifolia on Plants of the World Online