🌿 Supplant WikiPlay Supplant β†’

Marlberry

Ardisia japonica

Marlberry is less armoured than most shrubs: no more than 1 in 6 shrubs in the game sit as low as its DEF of 36 at Lv 40.

XP 100%SUN 120HP 266MarlberryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBerryβš” 33β˜€ 0Shrubland Serefree1Γ— / battleretreat β˜€22speed 0.19MarcescenceactiveSapromyophilyactiveFruit Drop Kickβš” 30β˜€ 2MarlberryArdisia japonicaLVL 100

Overview

Marlberry is less armoured than most shrubs: no more than 1 in 6 shrubs in the game sit as low as its DEF of 36 at Lv 40.

Marlberry fights as a shrub (categories) in the Competitor succession group. It is native to East Asia, where it plays as a buffer, and invasive in Eastern North 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.

  • Berry β€” starter attack, 2 Sun. A measured strike. Expected damage: 27, or 29 where it is invasive.
  • Shrubland Sere β€” ability, free once per battle. Settles the slope: heal 35%, and the foe withers. Where it is invasive, this slot holds Frugivore Pact instead: Trades fruit for carriage: +3 ATK, and the foe's whole bench sickens.
  • Fruit Drop Kick β€” advanced attack, 6 Sun. Boots a load of fruit β€” also nicks the bench. Expected damage: 25, or 26 where it is invasive.

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).

  • Marcescence β€” from Lv 10. It gets +4 DEF while at or below half HP.
  • Sapromyophily β€” from Lv 68. Whenever the game picks one plant on its side at random β€” the target of a Seed Rain or of incoming Spore-drift, or the ally sent in when a shove forces the active plant out β€” it picks this one. A lone wild plant leaves no choice to make, so it pays off on a full bench.

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)129266
HP (native)148306
ATK (neutral)1934
ATK (invasive)2343
DEF3686
Initiative370.60
Sustained tempo (SPD)110.19
Retreat cost (Sun)1222
  • 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 faster 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 12 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 -26 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 -0.2 Β°C to a warm edge of 27.6 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

Marlberry 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.
  • 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 7 as a native and at Lv 9 as an invasive or 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 7

CrossoverLv 7
HP
62
ATK
11
DEF
9
SPD
17.70
INI
56.30
Retreat
βˆ’6
Tempo74.00
Power76
Fully grownLv 100
HP
306
ATK
34
DEF
86
SPD
0.19
INI
0.60
Retreat
βˆ’22
Tempo0.79
Power404

Invasivepower overtakes tempo at Lv 9

CrossoverLv 9
HP
58
ATK
13
DEF
11
SPD
17.32
INI
55.10
Retreat
βˆ’6
Tempo72.42
Power76
Fully grownLv 100
HP
266
ATK
43
DEF
86
SPD
0.19
INI
0.60
Retreat
βˆ’22
Tempo0.79
Power373

Neutralpower overtakes tempo at Lv 9

CrossoverLv 9
HP
58
ATK
12
DEF
11
SPD
17.32
INI
55.10
Retreat
βˆ’6
Tempo72.42
Power75
Fully grownLv 100
HP
266
ATK
34
DEF
86
SPD
0.19
INI
0.60
Retreat
βˆ’22
Tempo0.79
Power364

Sources

  1. Ardisia japonica on iNaturalist
  2. Ardisia japonica on Wikipedia
  3. Ardisia japonica on Plants of the World Online