🌿 Supplant WikiPlay Supplant β†’

Dutchman's pipe

Aristolochia macrophylla

A vine whose wilt aura saps the enemy active every checkup and whose collapse chips the enemy bench on death; a soft-bodied control piece, and Moss-Pole-eligible.

XP 100%SUN 120HP 165Dutchman's pipeVineβ˜…β˜…β˜…β˜…β˜…CompetitorCreeping Crushβš” 32β˜€ 0Canopy Weightfree1Γ— / battleretreat β˜€33speed 0.56AllelopathyactiveStructural LoadactiveThigmo-Trapβš” 30β˜€ 2Dutchman's pipe β€” full-size photoDutchman's pipeAristolochia macrophyllaLVL 100

Overview

Dutchman's pipe (Aristolochia macrophylla) is a Vine in Supplant β€” a large-leaved woody climber. It carries no native or invasive range on record, so in every arena it plays as a neutral card, taking neither the native health cushion nor the invasive attacker's edge.

Numbers below are read at Level 40, where every move in its kit has unlocked.

Moves

Its kit unlocks in three stages. The starter attack, Creeping Crush, is available from Level 1 for 2 Sun, dealing 26 as a native and 28 as an invasive: Crushes the whole back row under its own weight.

The free ability, Canopy Weight (Level 25), costs no Sun because it is once per battle: Loads the crown until it breaks: +8 ATK, and the foe is pinned.

The advanced attack, Thigmo-Trap (Level 40, 6 Sun), deals 23 native and 26 invasive: Coils the instant it touches, before the foe can pull away. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order runs purely on its tempo stats (see Stats). Most cards you meet are well below this Level 40 snapshot and unlock their kit slot by slot.

Abilities

Every card keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This one keeps two, and both are working traits β€” there are no inert abilities in the game:

  • From Level 10: Allelopathy β€” a wilt aura that saps the enemy active every checkup, and it works in both single-player and player-versus-player battles.
  • From Level 68: Structural Load β€” when it is knocked out its collapsing mass chips the enemy's whole bench for a small slice of health.

Each arrives at full strength on the riser shown, so for much of the card's climb it plays with only the earlier of the two; the second joins late.

Features

It carries no Toxin or Thorns trait, so biting it inflicts no chemical or thorn recoil on an attacker. Its soft body values a Cloche against the damage-over-time Poison that bypasses its overshield and a Calcium/Magnesium amendment for flat DEF. It is a climber, so a Moss Pole fits it. See field gear and nativity for how region sets a card's role.

Stats

Read at the Level 40 snapshot, its DEF is 8 and it retreats for 16 Sun β€” a vine sits in a low DEF band, so it trades on control rather than armor. Turn 1 is ordered by its initiative (32) and every turn after by its SPD (34); its opening and sustained tempo sit close together, so its turn order holds roughly steady. With no native or invasive posting it plays neutral: no +15% native HP cushion and no invasive attacker term on ATK, so its health and attack sit between the two extremes the tokens show β€” a native card would read 103 HP and 22 ATK, an invasive one 89 HP and 29 ATK. Because it is never benched as a native, it projects no green overshield bar for allies. See stats.

At Level 100

By Level 100 HP swells toward 190 while DEF stays in its low band (15) β€” biomass, not armor. Retreat rises to 33 Sun and its tempo falls to about 1% of cap, so the control it trades on has to land before it is worn down.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them Γ—1.5 and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn that Γ—1.5 against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A control piece: Allelopathy saps the enemy active every checkup (in both single-player and player-versus-player fights), Creeping Crush and Canopy Weight pressure the whole back row, and Structural Load chips the enemy bench when it dies. It is soft-bodied and unremarkable in a straight trade, so use it to wear a team down and to stack on a Moss Pole for the climber bonus. With no wild range it never gets a native cushion or an invasive edge, so lean on its kit and traits rather than a nativity role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its neutral crossover falls around Level 26: below it the card leans on its turn-order edge, above it on bulk and attack β€” and it only grows stronger as it levels (its raw Level 100 stat sum is 188, a size readout, not a win rank).

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.

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
18
DEF
6
SPD
42.00
INI
39.89
Retreat
βˆ’12
Tempo81.89
Power84
Fully grownLv 100
HP
165
ATK
40
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power187

Sources

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