🌿 Supplant WikiPlay Supplant β†’

Armeria velutina

Armeria velutina

A very low-attack herb: a patient, self-healing body with almost no offensive punch β€” a collection piece.

XP 100%SUN 120HP 165Armeria velutinaPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 33β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveDeep TaprootactiveCrown Divisionβš” 44β˜€ 2Armeria velutina β€” full-size photoArmeria velutinaArmeria velutinaLVL 100

Overview

Armeria velutina (Armeria velutina) is a Perennial herb in Supplant. A very low-attack herb: a patient, self-healing body with almost no offensive punch β€” a collection piece. It is native to Europe and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.

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

Moves

Its kit fills in as it levels. The starter attack, Stolon Reach, unlocks at level 1 for 2 Sun: it deals 29 as a native card and 29 as an invasive one. In effect, Runs a stolon out fast β€” and keeps the speed.

At level 25 it gains its free once-per-battle ability, Perennating Bud (no Sun cost, one use per fight): Breaks a stored bud: heal 40%.

The advanced attack, Crown Division, arrives at level 40 for 6 Sun, dealing 34 native and 34 invasive: Splits the crown and strikes from both halves. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Bitter Principle: sesquiterpene lactones β€” a plant that strikes it is Withered in return.
  • From level 68: Deep Taproot: anchored too deep to pin β€” it is immune to Bind, so a foe cannot lock it in place, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.

Stats

Read at level 40: HP about 103 with its +15% native cushion, DEF 4, retreat 16 Sun β€” a perennial herb holds a low DEF band (a level-100 cap of roughly 1–15). Its attack sits at 16. Turn order runs on two tempo stats: initiative (32) decides turn 1, and SPD (34) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.

See Stats for how each number is built.

At Level 100

By level 100 its native health reaches 190 and its attack 28, while its DEF barely leaves its soft band (8) β€” biomass swells but armor does not. Retreat climbs to 33 Sun as it roots down, and its once-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.

Weaknesses & Resistances

Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it native as a bench buffer β€” its best job is projecting an overshield onto a stronger active. It has no attacker role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” grow it for levels, not income. It leans on its speed edge until about level 25, after which its growing bulk and attack take the lead.

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 25

CrossoverLv 25
HP
81
ATK
14
DEF
3
SPD
42.56
INI
39.95
Retreat
βˆ’12
Tempo82.51
Power86
Fully grownLv 100
HP
190
ATK
28
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power193

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
14
DEF
3
SPD
40.32
INI
37.84
Retreat
βˆ’13
Tempo78.17
Power79
Fully grownLv 100
HP
165
ATK
28
DEF
8
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power168

Sources

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