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Zebraplant

Aphelandra squarrosa

A perennial herb that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165ZebraplantPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorTaproot Anchorβš” 31β˜€ 0Stabilizationfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveContractile RootsactiveDeep-SeatedGrudgeβš” 38β˜€ 2Zebraplant β€” full-size photoZebraplantAphelandra squarrosaLVL 100

Overview

The Zebraplant is a perennial herb in Supplant. It is native to South America and invasive in Africa, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

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. Taproot Anchor is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Stabilization, unlocks at level 25: Pins the ground down β€” the foe stalls, and can't break away. The advanced attack, Deep-Seated Grudge, comes online at level 40 for 6 Sun β€” Roots in deep and refuses to let go.

As a native its attacks land for about 26 (starter) and 34 (advanced); as an invasive those rise to 27 and 35 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (38) decides who moves first on turn 1, and SPD (34) 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

It has a single eligible passive, Resprout, which arrives at half strength on its level 10 riser and matures at level 68 β€” a real difference for most of the card's life.

Resprout. A 60% chance to survive one otherwise-lethal hit and cling on at roughly a quarter of its HP. It is a coin-flip-plus reprieve, not a guarantee β€” useful, but you cannot build around it landing.

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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 4, with a retreat cost of 16 Sun and tempo pips of 38 initiative / 34 SPD. Its DEF sits low, in the soft-herb band. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 19 (against 16 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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

Biomass HP swells toward 190, but its armor barely leaves the soft band (8) β€” a bigger body, not a tougher one. Retreat rises to 33 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

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. This is a soft-bodied herb: low armor, modest HP. It is more a collection piece and a coin/level earner than a battle carry, and it wants bench support to do real work. 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 27, 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 27

CrossoverLv 27
HP
84
ATK
14
DEF
3
SPD
41.44
INI
45.76
Retreat
βˆ’12
Tempo87.20
Power89
Fully grownLv 100
HP
190
ATK
28
DEF
8
SPD
0.56
INI
0.62
Retreat
βˆ’33
Tempo1.18
Power193

Invasivepower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
17
DEF
3
SPD
39.76
INI
43.91
Retreat
βˆ’13
Tempo83.67
Power84
Fully grownLv 100
HP
165
ATK
35
DEF
8
SPD
0.56
INI
0.62
Retreat
βˆ’33
Tempo1.18
Power175

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
15
DEF
3
SPD
39.20
INI
43.29
Retreat
βˆ’13
Tempo82.49
Power83
Fully grownLv 100
HP
165
ATK
28
DEF
8
SPD
0.56
INI
0.62
Retreat
βˆ’33
Tempo1.18
Power168

Sources

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