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Ottawa barberry

Berberis Γ— ottawensis

An invasive-only shrub that plays as an attacker.

XP 100%SUN 120HP 165Ottawa barberryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramblemazeβš” 35β˜€ 0Bramble Barrierfree1Γ— / battleretreat β˜€25speed 0.57MarcescenceactiveDrupe MastactiveFruit Drop Kickβš” 32β˜€ 2Ottawa barberryBerberis Γ— ottawensisLVL 100

Overview

The Ottawa barberry is a shrub in Supplant. It is native nowhere in the game's regions but invasive in Europe, so it plays purely as an attacker.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Bramblemaze is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Bramble Barrier, unlocks at level 25: A wall of thorns β€” the foe withers against it. The advanced attack, Fruit Drop Kick, comes online at level 40 for 6 Sun β€” Boots a load of fruit β€” also nicks the bench.

Its attacks land for about 31 (starter) and 28 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (27) decides who moves first on turn 1, and SPD (35) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

Ottawa barberry carries a trait on each riser. Marcescence (level 10) gives +4 DEF at half HP or below. Drupe Mast (level 68) turns the barberry's berry load into a bench-wide heal of 8% max HP each on its knockout. See Abilities.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 11, with a retreat cost of 13 Sun and tempo pips of 27 initiative / 35 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As an invasive its ATK is the story: it rises toward 29 as it matures, and it pays "Faustian" self-damage to its own bench on every damaging hit. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

It firms into a solid mid-armor bruiser: DEF around 21 and HP toward 190 β€” tougher than a weed, still short of a tree. Retreat rises to 25 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the invasive attacker: field it to push damage, accepting the Faustian bench self-damage and the 2 prizes it concedes on a knockout. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is edible (the game tags the fruit as the eaten part), so feeding it the matching Phosphorus fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 21, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.

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.

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
20
DEF
7
SPD
45.53
INI
35.63
Retreat
βˆ’9
Tempo81.16
Power83
Fully grownLv 100
HP
165
ATK
56
DEF
21
SPD
0.57
INI
0.45
Retreat
βˆ’25
Tempo1.02
Power217

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
17
DEF
8
SPD
44.97
INI
35.19
Retreat
βˆ’9
Tempo80.16
Power83
Fully grownLv 100
HP
165
ATK
40
DEF
21
SPD
0.57
INI
0.45
Retreat
βˆ’25
Tempo1.02
Power201

Sources

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