🌿 Supplant WikiPlay Supplant β†’

Chamomile

Anthemis cotula

Chamomile is slower off the mark than most annual forbs: no more than 1 in 6 annual forbs in the game sit as low as its initiative of 22 at Lv 40.

XP 100%SUN 120HP 100ChamomileAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalCultivateβš” 40β˜€ 0Germination Flushfree1Γ— / battleretreat β˜€30speed 0.50Duff StuffactiveSpore-driftactiveSomnolent Smellβš” 33β˜€ 2ChamomileAnthemis cotulaLVL 100

Overview

Chamomile is slower off the mark than most annual forbs: no more than 1 in 6 annual forbs in the game sit as low as its initiative of 22 at Lv 40.

Chamomile fights as an annual forb (categories) in the Ruderal succession group. It is native to Africa, East Asia and Europe, where it plays as a buffer, and invasive in Eastern North America, Western North America, Oceania, South America and South Asia, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Cultivate β€” starter attack, 2 Sun. Works the ground it stands in β€” strike and heal 12%. Expected damage: 32, or 36 where it is invasive.
  • Germination Flush β€” ability, free once per battle. The seed bank breaks at once: +4 ATK, kept for the match.
  • Somnolent Smell β€” advanced attack, 6 Sun. A narcotic scent β€” the foe sickens and sleeps through its turn. Expected damage: 25, or 30 where it is invasive.

Cultivate carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

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).

  • Duff Stuff β€” from Lv 10. While it is the active plant, its DEF rises by half the combined DEF of the living annual forbs, grasses, aquatic plants and bulbs on its bench.
  • Spore-drift β€” from Lv 68. Each checkup it chips one opposing benched plant for 25% of its own ATK. A wild plant has no bench, so on your team it only works in the arena, while a wild plant that carries it chips your bench. A Sulfur amendment or a Cloche on the target blocks it.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)64100
HP (native)73115
ATK (neutral)2649
ATK (invasive)3878
DEF37
Initiative220.37
Sustained tempo (SPD)310.50
Retreat cost (Sun)1530
  • 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 15 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.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 5a β€” it should come through winters that bottom out near -27 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -0.9 Β°C to a warm edge of 22.8 Β°C, in the temperate band. 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

Chamomile is in the Ruderal group (weaknesses and resistances). Its hits land at Γ—1.5 on Specialist plants (succulents, conifers, ferns and epiphytes) and at Γ—0.67 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). In return, Competitor plants hit it at Γ—1.5 and Specialist 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 21 as a native, at Lv 22 as an invasive 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
60
ATK
19
DEF
2
SPD
40.23
INI
29.26
Retreat
βˆ’10
Tempo69.49
Power71
Fully grownLv 100
HP
115
ATK
49
DEF
7
SPD
0.50
INI
0.37
Retreat
βˆ’30
Tempo0.87
Power141

Invasivepower overtakes tempo at Lv 22

CrossoverLv 22
HP
53
ATK
26
DEF
2
SPD
39.73
INI
28.89
Retreat
βˆ’10
Tempo68.62
Power71
Fully grownLv 100
HP
100
ATK
78
DEF
7
SPD
0.50
INI
0.37
Retreat
βˆ’30
Tempo0.87
Power155

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
55
ATK
21
DEF
2
SPD
38.22
INI
27.80
Retreat
βˆ’11
Tempo66.02
Power67
Fully grownLv 100
HP
100
ATK
49
DEF
7
SPD
0.50
INI
0.37
Retreat
βˆ’30
Tempo0.87
Power126

Sources

  1. Anthemis cotula on iNaturalist
  2. Anthemis cotula on Wikipedia
  3. Anthemis cotula on Plants of the World Online