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Sand hickory

Carya pallida

A native-only broadleaf tree that plays as a defensive buffer.

XP 100%SUN 120HP 240Sand hickoryBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorAcorn Dropβš” 33β˜€ 0Nurse Logfree1Γ— / battleretreat β˜€43speed 0.45Buttress RootsactiveCanopy GapactiveTranspiration Drainβš” 35β˜€ 2Sand hickoryCarya pallidaLVL 100

Overview

The Sand hickory is a broadleaf tree in Supplant. It is native to Eastern North 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 β€” the plant unlocks them as it grows. Acorn Drop is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Nurse Log, unlocks at level 25: The fallen feed the next: heal 25%, even the bench, and call back the lost. The advanced attack, Transpiration Drain, comes online at level 40 for 6 Sun β€” Pulls water up through the foe and keeps it.

Its attacks land for about 26 (starter) and 29 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (40) decides who moves first on turn 1, and SPD (28) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

It reads Mycorrhiza from level 10, and a second passive, Network, stacks on at level 68.

Mycorrhiza. A 60% chance each turn to heal a benched ally through the shared root network. Like Network, it is a support effect that pays off from the bench rather than in a duel β€” and because it only lands about three times in five, treat it as a bonus, not a plan.

Network. While this plant sits on your bench it lends the active card a gold Sun-overshield bar β€” a reserve that is only spent once the base Sun bar runs dry. It is a support perk it plays for any active, native or invasive, so its real value shows when it is benched, not fighting.

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 140, DEF 26, with a retreat cost of 20 Sun and tempo pips of 40 initiative / 28 SPD. Its DEF is tree-grade β€” a real wall that climbs with level, so a hit is blunted by diminishing armor (ATK Γ· (ATK + DEF)), though poison ignores plating entirely. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” 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

It climbs into a wall: DEF hardens to about 61 on its wood density while HP swells toward 276. This is where a tree earns its keep. Retreat rises to 43 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 native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. Trees are the heavyweights of Supplant. Behind a wall of DEF and deep HP this is a genuinely strong card β€” a front-line wall on defence and a hard-hitting bruiser on the attack. 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 14, 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 14

CrossoverLv 14
HP
81
ATK
15
DEF
11
SPD
39.56
INI
57.21
Retreat
βˆ’10
Tempo96.77
Power97
Fully grownLv 100
HP
276
ATK
41
DEF
61
SPD
0.45
INI
0.66
Retreat
βˆ’43
Tempo1.11
Power335

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
77
ATK
16
DEF
13
SPD
38.19
INI
55.24
Retreat
βˆ’11
Tempo93.43
Power95
Fully grownLv 100
HP
240
ATK
41
DEF
61
SPD
0.45
INI
0.66
Retreat
βˆ’43
Tempo1.11
Power299

Sources

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