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Japanese false bindweed

Calystegia hederacea

Calystegia hederacea has no native or invasive region, so it always fights at its neutral base line.

XP 100%SUN 120HP 165Japanese falsebindweedVineβ˜…β˜…β˜…β˜…β˜…CompetitorTendril Whipβš” 40β˜€ 0Inhibitionfree1Γ— / battleretreat β˜€33speed 0.56HeteroblastyactiveStructural LoadactiveSmotherβš” 45β˜€ 2Japanese false bindweedCalystegia hederaceaLVL 100

Overview

Calystegia hederacea is a card in the Vine category in Supplant. It is listed as native and invasive in none of the game's regions, so it never picks up the native HP cushion or the invasive attacker profile β€” it always fights at its neutral base line (the single card shown in the Total power gallery below).

Moves

Its kit fills in as it levels β€” most cards you catch are well below the snapshot level (Lv 40) where every slot is unlocked, so introduce them in order. The starter attack, Tendril Whip (unlocks at Lv 1, 2 Sun), lands for 34 at its base line. The free once-per-battle ability is Inhibition, unlocked at Lv 25 and free to use. Chokes off recovery β€” the foe can't heal. The advanced attack, Smother (unlocks at Lv 40, 6 Sun), hits for 39 at its base line. None of its moves carry the initiative rider, so it never seizes hard priority in a wild fight or an extra action in the arena. See Moves and Abilities.

Abilities

Allelopathy is its one always-on trait: a wilting chemical aura that saps the enemy active plant each turn. It is not one of the 60%-chance sustain effects β€” the aura is always on β€” but because it is the card's only eligible riser trait it arrives at half strength at Lv 10 and matures at Lv 68, so the drain roughly doubles across that span. See Abilities.

Features

It carries no special status keywords β€” no toxin, thorns, or lifesteal β€” so nothing it does punishes an attacker or drains the foe on contact. It is not a climber (its growth habit is terrestrial), so a Moss Pole does not attach to it. Its DEF band is soft, so a Calcium/Magnesium amendment gives it more proportional benefit than it looks β€” useful for a native buffer meant to soak hits. An invasive copy would rather run an attack-boosting amendment. See field gear.

Stats

Read at the snapshot level (Lv 40, where every move is unlocked): at its neutral base it runs roughly 89 HP and 22 ATK (it gains neither the native HP cushion nor the invasive ATK term in any region), with DEF 8. Its sustained tempo (34) outruns its opening tempo (32), so it is slow off the mark on turn 1 but takes the lead from turn 2 onward. Its Sun bar caps at 120 and refills at +1 every 15 minutes; retreating costs 16 Sun. See Stats and Native strength.

At Level 100

Fully grown, native HP swells to 190 (165 invasive) and ATK reaches 40, but DEF barely leaves its soft band β€” only 15 at Lv 100 β€” so it grows into a big-HP body with little armor, and a hard hitter still punches through it. Retreat rises to 33 Sun as it roots deeper, and its tempo has fallen to roughly 1% of cap, giving up the turn-order edge it had young. Maturing buys it survivability through sheer biomass, not toughness.

Weaknesses & Resistances

In the succession type chart it belongs to the Competitor group. It hits Ruderal categories (annual forbs, grasses, aquatics, and bulbs) hard (Γ—1.5) and is resisted by Specialist categories (succulents, conifers, ferns, and epiphytes) (Γ—0.667); against its own group and the off-wheel Weird categories, damage is even both ways. See weaknesses & resistances and categories.

Gameplay uses

With no native or invasive region, it always fights at its base line β€” neither a cushioned buffer nor a boosted attacker. Judge it on its raw stats. On raw stats this is a middling card: a soft-DEF body that earns its keep more on the bench and in the collection than as a front-line battler, and it wants backup. It is inedible, so any fertilizer you feed it banks Γ—1.25 XP β€” useful for leveling. Its power and tempo curves cross around Lv 26: below that it leans on turn order, above it on bulk and attack. Leveling always makes it stronger β€” the crossover is about which edge dominates, not when it peaks.

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.

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
18
DEF
6
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power84
Fully grownLv 100
HP
165
ATK
40
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power187

Sources

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