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Chamaecrista desvauxii

Chamaecrista desvauxii

Chamaecrista desvauxii (Chamaecrista desvauxii) is a woody shrub and shrub card in Supplant β€” a native-only buffer in the Competitor succession group.

XP 100%SUN 120HP 165ChamaecristadesvauxiiShrubβ˜…β˜…β˜…β˜…β˜…CompetitorDrupe Dropβš” 33β˜€ 0Chaparral Climaxfree1Γ— / battleretreat β˜€26speed 0.60MarcescenceactiveDrupe MastactiveBramble Scrambleβš” 54β˜€ 2Chamaecrista desvauxii β€” full-size photoChamaecrista desvauxiiChamaecrista desvauxiiLVL 100

Overview

Chamaecrista desvauxii is a woody shrub in Supplant, fielded in the shrub category. It is native to Eastern North America, Western North America and South America and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β€” there is no attacker version of this card. Its nativity β€” set by the arena region you fight in β€” is the spine of how it plays; see Nativity.

Moves

Its kit unlocks in three stages, and most cards you own sit well below the level where all three are live (the numbers on this page are read at level 40, where every slot is unlocked). See Moves and Abilities.

  • Drupe Drop (starter attack, unlocks at level 1, costs 2 Sun): Drops fruit β€” also nicks the bench. It deals about 26 damage.
  • Chaparral Climax (free ability, unlocks at level 25, once per battle, no Sun): Owns the dry hillside: heal 60% and +4 ATK.
  • Bramble Scramble (advanced attack, unlocks at level 40, costs 6 Sun): Two passes through the brambles. It deals about 40 damage.

None of its attacks carry the initiative rider, so it never seizes a turn on a killing blow β€” it takes its turns in the normal order.

Abilities

Chamaecrista desvauxii runs a working trait on both risers. Marcescence (level 10) is worth +4 DEF at half HP or below. Drupe Mast (level 68) pays out on knockout, healing every surviving ally 8% of that ally's max HP. See Abilities.

Features

For field gear, a Calcium/Magnesium soil amendment adds flat DEF, worth more on a plant this soft than any single point of its own. Its growth habit is not a climbing or epiphytic one, so it does not take a Moss Pole.

Stats

Read at level 40: it carries 103 HP (with the native +15% cushion already in) and 23 ATK on 11 DEF (a firm band of armour). Benched as a native, it projects part of the segmented green HP overshield onto your active plant, sized by how threatened this species is; that shield drains front-first against direct hits but is bypassed by poison, recoil and splash. Damage is diminishing armour β€” a hit scales by ATK Γ· (ATK + DEF), and poison ignores DEF entirely. On Sun (cap 120, refilling in real time), the starter costs 2 and the advanced attack 6; retreating costs 13 Sun.

It is quicker off the mark than it is in a long fight: its initiative (49, which sets turn 1) outreads its sustained speed (36, which sets turn 2 onward), so it wants to land an early blow and does not win drawn-out exchanges on tempo.

At Level 100

Grown to level 100, its HP climbs to 190 while DEF only inches up to 21 β€” biomass swells but armour stays soft, so it hardens as a bigger target rather than a tougher one. Retreat rises to 26 Sun, and its early tempo edge has faded to about its 1% floor by the cap.

Weaknesses & Resistances

It belongs to the Competitor succession group. As a competitor it hits Ruderals β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and is resisted to Γ—0.667 by Specialists (succulents, conifers, ferns and epiphytes). Weird-group plants are neutral both ways. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.

Gameplay uses

It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. The frame is soft, so it is a decent early coin-earner and a collection piece more than a battle staple β€” though it does run Marcescence from level 10 and Drupe Mast from level 68. It is inedible, so any fertiliser you feed it banks Γ—1.25 XP β€” useful for levelling. As a legume it fixes its own nitrogen: about one in four caught in the wild arrives with a Nitrogen amendment already equipped β€” a roughly 300-coin head start that occupies a soil slot and decomposes after a month. That is pure economy, never combat power. It leans on its opening speed early and crosses onto a power footing around level 28, after which its accumulating HP and attack matter more than its fading turn-order edge. It still only gets stronger as it levels β€” turn order is about a 5% lever.

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 28

CrossoverLv 28
HP
85
ATK
20
DEF
9
SPD
43.53
INI
59.06
Retreat
βˆ’11
Tempo102.59
Power103
Fully grownLv 100
HP
190
ATK
43
DEF
21
SPD
0.60
INI
0.81
Retreat
βˆ’26
Tempo1.41
Power228

Neutralpower overtakes tempo at Lv 32

CrossoverLv 32
HP
79
ATK
21
DEF
9
SPD
41.14
INI
55.83
Retreat
βˆ’12
Tempo96.97
Power97
Fully grownLv 100
HP
165
ATK
43
DEF
21
SPD
0.60
INI
0.81
Retreat
βˆ’26
Tempo1.41
Power203

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Chamaecrista%20desvauxii
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Chamaecrista_desvauxii
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Chamaecrista%20desvauxii