๐ŸŒฟ Supplant WikiPlay Supplant โ†’

Battle Lab

The Battle Lab is a theorycraft sandbox: build any matchup from the full plant catalog, tune every stat, and run the real battle engine to see exactly what happens โ€” no plants of your own required.

Opening the Lab

The Lab lives in the main app at supplant.app/lab, with a shortcut from the Arena lobby ("๐Ÿงช Battle Lab"). It runs entirely in your browser over the plant catalog, so it needs no account and no connection. Because it drives the very same engine your real battles use, every result is exact and fully repeatable: the engine rolls no live dice. Chance-based effects โ€” like the 60% chance that a sustain heal (Succulence, Photosynthesis, Mycorrhiza), Carnivory lifesteal, or a Resprout actually lands โ€” are decided by a fixed seed tied to the matchup, so the same setup always plays out the same way, down to which effects fire. Change a plant, a level, the order, the arena, or the weather and that seed shifts, so the outcome can change.

Three ways to test

  • โš” Battle โ€” pick any catalog plant as the opponent, build an ordered team of up to eight, and run the fight. You get the outcome, the round count, coins earned, and per-plant XP, damage dealt, and HP left, plus the full battle log. Your team enters in the order you set: the first plant leads and the rest wait on the bench.
  • ๐Ÿ† Counters โ€” pick a target and the Lab simulates every catalog plant against it one-on-one, then ranks them best-first. Each row shows the type matchup, whether that plant is native or invasive in your chosen arena, and the result โ€” how quickly it wins, or how much of the target it wore down before losing. It answers "what should I bring?" by simulation instead of a guess.
  • ๐Ÿ†š Teams โ€” pit two full teams against each other in the arena (PvP) match engine, both sides played automatically. The result names the winner and lists each side's survivors, knockouts, and per-plant damage.

Any setup can be captured as a share link โ€” one button copies a URL that reopens the Lab with the whole matchup already dialled in.

What you can tune

For every plant you place, dropdowns let you set:

ControlWhat it changes
SpeciesAny plant in the catalog
Level1โ€“100
Genetics (IVs / EVs)A bounded nudge to each stat's magnitude โ€” see Progression
Field gearMulch, moss pole, and soil amendments โ€” see Field Gear

Two settings cover the whole battle:

  • Arena โ€” the region sets each plant's nativity. The same plant is native in one part of the world and invasive in another, and an invasive attacker hits far harder (ATK ร—1.75). Change the arena and a matchup can flip.
  • Weather โ€” sun, cloud, or rain; it gates weather-dependent effects such as Photosynthesis healing.

As you change any of these, the plant's derived stat line โ€” HP, ATK, DEF, SPD โ€” along with its category, moves, and type matchup, all update live. The card you see is the card you fight with.

Watching the stats move

The Lab is the fastest way to see how a plant's four combat stats come together (the Stats page has the full detail):

  • HP comes from longevity and ATK from a plant's geographic range; both climb with level.
  • DEF is flat damage reduction that comes from how woody a plant is โ€” and it is deferred. A woody plant starts soft (0 DEF at level 1) and its armor climbs in a straight line with level, reaching its full value (4 per point of woodiness, so up to 12 for the woodiest trees) only at level 100. A young tree is lightly armored and becomes a real wall as it matures, rather than being tough from the start. DEF subtracts after the attack math, every hit still lands at least 1, and poison ignores it entirely.
  • SPD sets initiative โ€” who strikes first.

To see the deferred armor for yourself, set a woody plant such as an oak to level 20, then 60, then 100, and watch its DEF climb evenly โ€” while a soft herb stays at 0 the whole way.

See also

Stats ยท Combat Overview ยท Weaknesses & Resistances ยท Nativity ยท Progression