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Japanese chestnut

Castanea crenata

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

XP 100%SUN 120HP 240Japanese chestnutBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 28β˜€ 0Leaf Litterfree1Γ— / battleretreat β˜€41speed 0.42Tannin LoadactiveHeartwood CoreactiveBarking Madβš” 38β˜€ 2Japanese chestnut β€” full-size photoJapanese chestnutCastanea crenataLVL 100

Overview

The Japanese chestnut is a broadleaf tree in Supplant. It is native to East Asia and invasive in Europe and Eastern North America, 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. Deathshadow is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Leaf Litter, unlocks at level 25: Buries the ground in litter β€” the foe's whole bench withers. The advanced attack, Barking Mad, comes online at level 40 for 6 Sun β€” Sheds bark like shrapnel β€” the foe wilts.

As a native its attacks land for about 24 (starter) and 34 (advanced); as an invasive those rise to 26 and 36 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (28) decides who moves first on turn 1, and SPD (25) 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 Network from level 10, and a second passive, Mycorrhiza, stacks on at level 68.

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.

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.

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 140, DEF 22, with a retreat cost of 19 Sun and tempo pips of 28 initiative / 25 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. As an invasive its ATK rises toward 21 (against 16 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 climbs into a wall: DEF hardens to about 50 on its wood density while HP swells toward 276. This is where a tree earns its keep. Retreat rises to 41 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. 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 10, 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 10

CrossoverLv 10
HP
72
ATK
11
DEF
8
SPD
38.00
INI
42.50
Retreat
βˆ’8
Tempo80.50
Power83
Fully grownLv 100
HP
276
ATK
28
DEF
50
SPD
0.42
INI
0.47
Retreat
βˆ’41
Tempo0.89
Power313

Invasivepower overtakes tempo at Lv 12

CrossoverLv 12
HP
67
ATK
12
DEF
9
SPD
37.16
INI
41.57
Retreat
βˆ’9
Tempo78.73
Power79
Fully grownLv 100
HP
240
ATK
39
DEF
50
SPD
0.42
INI
0.47
Retreat
βˆ’41
Tempo0.89
Power288

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
69
ATK
11
DEF
10
SPD
36.74
INI
41.10
Retreat
βˆ’9
Tempo77.84
Power81
Fully grownLv 100
HP
240
ATK
28
DEF
50
SPD
0.42
INI
0.47
Retreat
βˆ’41
Tempo0.89
Power277

Sources

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