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Common barberry

Berberis vulgaris

A shrub that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Common barberryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramble Lashβš” 42β˜€ 0Shrubland Serefree1Γ— / battleretreat β˜€25speed 0.58Extrafloral NectariesactiveDrupe MastactiveFruit Drop Kickβš” 34β˜€ 2Common barberryBerberis vulgarisLVL 100

Overview

The Common barberry is a shrub in Supplant. It is native to Africa, East Asia and Europe and invasive in Eastern North America, Western North America and Oceania, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

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. Bramble Lash is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Shrubland Sere, unlocks at level 25: Settles the slope: heal 35%, and the foe withers. 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.

As a native its attacks land for about 35 (starter) and 27 (advanced); as an invasive those rise to 38 and 30 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (29) decides who moves first on turn 1, and SPD (36) 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

Common barberry runs two always-on traits. Extrafloral Nectaries (level 10) bills any attacker 3% of its own max HP for contact, ignoring DEF and the overshield. Drupe Mast (level 68) turns its heavy scarlet berry load into a bench-wide heal of 8% max HP each when the barberry falls. 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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 11, with a retreat cost of 13 Sun and tempo pips of 29 initiative / 36 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 35 (against 25 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. 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 19, 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.

Nativepower overtakes tempo at Lv 19

CrossoverLv 19
HP
72
ATK
18
DEF
7
SPD
47.89
INI
39.37
Retreat
βˆ’9
Tempo87.26
Power88
Fully grownLv 100
HP
190
ATK
45
DEF
21
SPD
0.58
INI
0.48
Retreat
βˆ’25
Tempo1.06
Power231

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
24
DEF
7
SPD
46.72
INI
38.41
Retreat
βˆ’9
Tempo85.13
Power87
Fully grownLv 100
HP
165
ATK
71
DEF
21
SPD
0.58
INI
0.48
Retreat
βˆ’25
Tempo1.06
Power232

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
19
DEF
8
SPD
46.14
INI
37.93
Retreat
βˆ’9
Tempo84.07
Power85
Fully grownLv 100
HP
165
ATK
45
DEF
21
SPD
0.58
INI
0.48
Retreat
βˆ’25
Tempo1.06
Power206

Sources

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