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Whitebeam

Aria edulis

Whitebeam (Aria edulis) is a broadleaf tree that plays as a native buffer or invasive attacker in Supplant.

XP 100%SUN 120HP 165WhitebeamBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorWhompβš” 45β˜€ 0Old-GrowthReactionfree1Γ— / battleretreat β˜€28speed 0.59Tannin LoadactiveEpicormic BudsactiveDeadfallβš” 49β˜€ 2Whitebeam β€” full-size photoWhitebeamAria edulisLVL 100

Overview

Whitebeam (Aria edulis, Rosaceae) is a broadleaf tree in Supplant's battle system. It is native to Africa and Europe β€” where it plays as a defensive buffer β€” and invasive in East Asia, where it turns attacker. Like other trees it is built to be a slow, high-HP, hard-DEF wall. Read on for its exact kit at Lv 40.

Moves

  • Whomp (starter, unlocks at Lv 1, 2 Sun) β€” The full weight of the tree, all at once. It hits for about 38 native / 40 invasive.

  • Old-Growth Reaction (ability, Lv 25, free once per battle) β€” Centuries of shade β€” the foe stalls and withers. An ability deals no damage; it is pure utility.

  • Deadfall (advanced attack, Lv 40, 6 Sun) β€” The whole tree comes down. It hits for about 42 native / 44 invasive.

The numbers above are read at Lv 40, the level its whole kit is unlocked; a card you catch far below that has only the moves whose levels it has reached.

Abilities

This card keeps two always-on traits, drawn from its category pool and locked in for good β€” the rest of the pool was dropped. They arrive on the level risers, one at a time, so for most of a card's life it is playing with just the first.

  • From Lv 10: Tannin load β€” oak-style tannins that Wither any attacker on contact, sapping its healing.

  • From Lv 68: Epicormic buds dormant under the bark: after a knockout, roughly a one-in-three chance to spring back at about a third of its health.

Read these off the card's own trait schedule; the category pool lists more, but this plant carries only these two. Learn more at Abilities.

Features

No Moss Pole here β€” that fits only climbers (vines and epiphytes), and this is a broadleaf tree. A Calcium/Magnesium soil amendment adds flat DEF, which suits a card that already wants to hold ground. A Cloche wards off Poison if you expect a toxic opponent. See Field gear for the full kit.

Stats

At Lv 40 this card reads 103 HP native versus 89 invasive, and 24 ATK native versus 28 invasive β€” the invasive edge is deferred onto the caps, so the gap widens as it grows. DEF is 24 and retreat costs 14 Sun regardless of nativity.

Its opening tempo (42) sits above its sustained tempo (36): it is a quick starter that fades β€” likely to land the first hit on turn 1, then get out-paced from turn 2 on. Play it to open, not to grind. Both tempo stats fall as the card levels.

Benched as a native, it projects an HP overshield bar onto your active, sized by its rarity. As an invasive attacker its aggression is trait-sourced, not a flat multiplier, and it pays "Faustian" self-damage to its own bench on each damaging attack (growing with level) and concedes 2 prizes on knockout.

See Stats and the overshield for how these bars work.

At Level 100

By Lv 100 this is a wall. HP climbs to 190, ATK to 43, and β€” because DEF is category-plus-wood-density β€” its armor hardens to 55, far past the soft floors a weed ever reaches. Retreat rises to 28 Sun (older means more rooted), and the inverted tempo has sunk to roughly its 1% floor, so the quick-versus-slow story from the Stats section is a young-card affair β€” a mature tree is slow whatever it started as. Growing it up trades speed for sheer staying power.

Hardiness

Roughly USDA zone 4a β€” it should come through winters that bottom out near -33 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. Its measured climate envelope runs from a cold edge near -4.5 Β°C to a warm edge near 21.4 Β°C β€” a Cool-temperate band. Treat the zone as a rough guide rather than a promise: it comes from a regression whose error runs a little over one full zone, which is why the reading says "roughly."

On a card you will see one of four climate chips, read for wherever you are standing (so it shifts as you travel). Thrives here means your winter low and summer heat both sit inside its range, and it earns x2 battle XP. In range means it survives but sits near an edge, for x1.25 XP. Colder than its range or Hotter than its range means your winters or summers run past what it tolerates, for no bonus β€” and "colder than its range" is usually just a fact about the winter outside, not a verdict on the plant. Climate changes battle XP and nothing else: not damage, stats, growth speed or the economy.

Weaknesses & Resistances

As a broadleaf tree it belongs to the Competitor succession group. It hits the Ruderal categories β€” grasses, annual forbs, aquatics and bulbs β€” for Γ—1.5 and shrugs their blows down to Γ—0.667. The Specialists reverse that: succulents, conifers, ferns and epiphytes strike it for Γ—1.5 while resisting what it deals. Against other Competitors, and against the off-wheel Weird categories (carrion-aroids, carnivores, mycotrophs and parasites), the exchange is even. See Succession & weaknesses.

Gameplay uses

Played native, it is a bench wall: huge HP, hard DEF, and an overshield for your active. Played invasive, it is a slow heavyweight attacker that has to soak the Faustian bench cost β€” bring it where its aggression pays.

Its value is durability, not tempo β€” a dependable wall for the bench and a steady coin-earner, if never a fast finisher.

It is edible (fruit), and its part is tagged, so feeding it the matching fertilizer β€” Phosphorus β€” pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead.

One framing note: it fights as a fast skirmisher until about Lv 23, after which its rising bulk and attack take over from its falling tempo. That is about which edge dominates, not about being stronger young β€” a card is always stronger in raw HP, ATK and DEF at higher levels, so level it up. The Total power gallery below the article shows the crossover and the fully grown card.

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 23

CrossoverLv 23
HP
78
ATK
18
DEF
15
SPD
46.16
INI
53.50
Retreat
βˆ’10
Tempo99.66
Power101
Fully grownLv 100
HP
190
ATK
43
DEF
55
SPD
0.59
INI
0.69
Retreat
βˆ’28
Tempo1.28
Power260

Invasivepower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
22
DEF
17
SPD
44.38
INI
51.44
Retreat
βˆ’11
Tempo95.82
Power100
Fully grownLv 100
HP
165
ATK
54
DEF
55
SPD
0.59
INI
0.69
Retreat
βˆ’28
Tempo1.28
Power246

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
19
DEF
17
SPD
44.38
INI
51.44
Retreat
βˆ’11
Tempo95.82
Power97
Fully grownLv 100
HP
165
ATK
43
DEF
55
SPD
0.59
INI
0.69
Retreat
βˆ’28
Tempo1.28
Power235

Sources

  1. https://www.inaturalist.org/taxa/search?q=Aria%20edulis
  2. https://en.wikipedia.org/wiki/Aria_edulis
  3. https://powo.science.kew.org/results?q=Aria%20edulis