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Fern Leaf Begonia

Begonia bipinnatifida

Fern Leaf Begonia (Begonia bipinnatifida) is a soft perennial herb and perennial herb card in Supplant β€” a native-only buffer in the Competitor succession group.

XP 100%SUN 120HP 165Fern Leaf BegoniaPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 32β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveDeep TaprootactiveHerbaceous Assaultβš” 32β˜€ 2Fern Leaf Begonia β€” full-size photoFern Leaf BegoniaBegonia bipinnatifidaLVL 100

Overview

Fern Leaf Begonia is a soft perennial herb in Supplant, fielded in the perennial herb category. It is native to Oceania and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β€” there is no attacker version of this card. Its nativity β€” set by the arena region you fight in β€” is the spine of how it plays; see Nativity.

Moves

Its kit unlocks in three stages, and most cards you own sit well below the level where all three are live (the numbers on this page are read at level 40, where every slot is unlocked). See Moves and Abilities.

  • Stolon Reach (starter attack, unlocks at level 1, costs 2 Sun): Runs a stolon out fast β€” and keeps the speed. It deals about 29 damage.
  • Autogenic Reaction (free ability, unlocks at level 25, once per battle, no Sun): Remakes its own ground: +6 ATK and heal 25%.
  • Herbaceous Assault (advanced attack, unlocks at level 40, costs 6 Sun): A season's growth thrown at once β€” the foe wilts. It deals about 29 damage.

None of its attacks carry the initiative rider, so it never seizes a turn on a killing blow β€” it takes its turns in the normal order.

Abilities

A card keeps at most two always-on traits, one per riser, and the rest of its category pool is dropped. This one holds:

  • Resprout β€” it has about a 60% chance (not a guarantee) to survive one otherwise-lethal hit, clinging on at roughly a quarter of its HP. It is this card's only eligible always-on trait, so it arrives at half strength on the level 10 riser and matures on the second riser at level 68.

See Abilities.

Features

For field gear, a Calcium/Magnesium soil amendment adds flat DEF, worth more on a plant this soft than any single point of its own. Its growth habit is not a climbing or epiphytic one, so it does not take a Moss Pole.

Stats

Read at level 40: it carries 103 HP (with the native +15% cushion already in) and 15 ATK on 4 DEF (little armour). Benched as a native, it projects part of the segmented green HP overshield onto your active plant, sized by how threatened this species is; that shield drains front-first against direct hits but is bypassed by poison, recoil and splash. Damage is diminishing armour β€” a hit scales by ATK Γ· (ATK + DEF), and poison ignores DEF entirely. On Sun (cap 120, refilling in real time), the starter costs 2 and the advanced attack 6; retreating costs 16 Sun.

It is quicker off the mark than it is in a long fight: its initiative (51, which sets turn 1) outreads its sustained speed (34, which sets turn 2 onward), so it wants to land an early blow and does not win drawn-out exchanges on tempo.

At Level 100

Grown to level 100, its HP climbs to 190 while DEF only inches up to 8 β€” biomass swells but armour stays soft, so it hardens as a bigger target rather than a tougher one. Retreat rises to 33 Sun, and its early tempo edge has faded to about its 1% floor by the cap.

Weaknesses & Resistances

It belongs to the Competitor succession group. As a competitor it hits Ruderals β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and is resisted to Γ—0.667 by Specialists (succulents, conifers, ferns and epiphytes). Weird-group plants are neutral both ways. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.

Gameplay uses

It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. It is a middling card overall: fine for earning coins in single-player battles, but soft enough to want backup on the bench in a tougher fight. It is inedible, so any fertiliser you feed it banks Γ—1.25 XP β€” useful for levelling. It leans on its opening speed early and crosses onto a power footing around level 33, after which its accumulating HP and attack matter more than its fading turn-order edge. It still only gets stronger as it levels β€” turn order is about a 5% lever.

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 33

CrossoverLv 33
HP
92
ATK
14
DEF
3
SPD
38.08
INI
56.78
Retreat
βˆ’14
Tempo94.86
Power95
Fully grownLv 100
HP
190
ATK
25
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power190

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
15
DEF
4
SPD
35.28
INI
52.60
Retreat
βˆ’15
Tempo87.88
Power91
Fully grownLv 100
HP
165
ATK
25
DEF
8
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power165

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Begonia%20bipinnatifida
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Begonia_bipinnatifida
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Begonia%20bipinnatifida