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Loveweed

Bouchea prismatica

A native-only annual forb that plays as a defensive buffer.

XP 100%SUN 120HP 165LoveweedAnnual forb★★★★RuderalInsect Alliance⚔ 38☀ 0Ecesisfree1× / battleretreat ☀33speed 0.56Rapid CyclingactiveReseedactiveFloormat Chokeout⚔ 35☀ 2Loveweed — full-size photoLoveweedBouchea prismaticaLVL 100

Overview

The Loveweed is an annual forb in Supplant. It is native to Eastern North America, Western North America and South America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than 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 — the plant unlocks them as it grows. Insect Alliance is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Ecesis, unlocks at level 25: Establishes fast: heal 35% and gain speed. The advanced attack, Floormat Chokeout, comes online at level 40 for 6 Sun — Mats the floor and reaches the whole back row — the foe wilts.

Its starter is a utility opener that deals no direct damage; the advanced attack lands for about 28 at the snapshot level.

Turn order splits across two stats: initiative (33) decides who moves first on turn 1, and SPD (34) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It reads Duff Stuff from level 10, and a second passive, Reseed, stacks on at level 68.

Duff Stuff. While it is the active card it hardens on leaf litter, adding half the pooled DEF of any ruderal allies (annual forbs, grasses, aquatics and bulbs) benched behind it — so it rewards a ruderal-stacked team and does nothing on a mixed bench.

Reseed. When it is knocked out it leaves a fresh Seedling token that keeps fighting, trading its own body for one more turn on the field. This is what lets a fragile annual punch above its weight on a crowded bench.

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 2, with a retreat cost of 16 Sun and tempo pips of 33 initiative / 34 SPD. Its DEF sits at the soft ruderal floor. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active — its whole role is defensive support. 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

HP grows toward 190 while DEF stays pinned in the soft band (3) — more mass, no real plate. Retreat rises to 33 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now — 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 Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (×1.5), and takes extra damage from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. Soft and lightly armored, but Reseed and Duff Stuff give it real staying power on a ruderal bench. It is a fine early coin-earner in single-player rather than a heavyweight. It is inedible in the game's economy, so any fertilizer you feed it banks ×1.25 XP rather than coins — useful as level fodder, not as a coin source. 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 23, 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 23

CrossoverLv 23
HP
78
ATK
18
DEF
1
SPD
43.68
INI
41.96
Retreat
−11
Tempo85.64
Power86
Fully grownLv 100
HP
190
ATK
43
DEF
3
SPD
0.56
INI
0.54
Retreat
−33
Tempo1.10
Power203

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
19
DEF
2
SPD
41.44
INI
39.81
Retreat
−12
Tempo81.25
Power82
Fully grownLv 100
HP
165
ATK
43
DEF
3
SPD
0.56
INI
0.54
Retreat
−33
Tempo1.10
Power178

Sources

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