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Anthurium carlablackiae

Anthurium carlablackiae

A native-only carrion aroid that plays as a defensive buffer.

XP 100%SUN 120HP 165AnthuriumcarlablackiaeEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistAerial Rootβš” 33β˜€ 0Impounded Waterfree1Γ— / battleretreat β˜€23speed 0.64Peltate TrichomesactiveTank ReservoiractiveStrangler Figβš” 40β˜€ 2πŸƒAnthurium carlablackiaeAnthurium carlablackiaeLVL 100

Overview

Anthurium carlablackiae is a carrion aroid in Supplant. It is native to South America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Aerial Root is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Impounded Water, unlocks at level 25: Drinks its own standing pool: heal 70%. The advanced attack, Strangler Fig, comes online at level 40 for 6 Sun β€” Drops a lattice around the host and closes it.

Its attacks land for about 29 (starter) and 36 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (37) decides who moves first on turn 1, and SPD (39) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

Anthurium carlablackiae runs two always-on traits. Raphide Bundles (level 10) Poison the attacker for 2 stacks on contact. Corm Reserve (level 68) is a 35% save on a lethal hit, returning at 30% HP clear of statuses. See Abilities.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 37 initiative / 39 SPD. Its DEF sits modestly in the low band. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

HP swells toward 190 while DEF stays modest (1) β€” bigger, but no new tricks. Retreat rises to 23 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

Its category is off the succession wheel entirely, so it deals and takes neutral damage against every group β€” no type advantage in either direction. It lives or dies on raw stats and its kit, not the matchup chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. Off the succession wheel it never gets a type edge either way, but it is not an empty card: it runs Raphide Bundles from level 10 and a Corm Reserve revive from level 68, both working every match. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 29, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.

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 29

CrossoverLv 29
HP
87
ATK
14
DEF
1
SPD
45.86
INI
43.73
Retreat
βˆ’10
Tempo89.59
Power92
Fully grownLv 100
HP
190
ATK
28
DEF
1
SPD
0.64
INI
0.61
Retreat
βˆ’23
Tempo1.25
Power196

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
15
DEF
1
SPD
43.32
INI
41.30
Retreat
βˆ’11
Tempo84.62
Power85
Fully grownLv 100
HP
165
ATK
28
DEF
1
SPD
0.64
INI
0.61
Retreat
βˆ’23
Tempo1.25
Power171

Sources

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