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Lime

Citrus Γ— aurantiifolia

An invasive-only shrub that plays as an attacker.

XP 100%SUN 120HP 165LimeShrubβ˜…β˜…β˜…β˜…β˜…CompetitorFrΓ¨re Brerβš” 35β˜€ 0Shrubland Serefree1Γ— / battleretreat β˜€33speed 0.56SclerophyllyactiveSapromyophilyactiveHedge Fundβš” 35β˜€ 2LimeCitrus Γ— aurantiifoliaLVL 100

Overview

The Lime is a shrub in Supplant. It is native nowhere in the game's regions but invasive in Africa, Eastern North America, Oceania, South America and South Asia, so it plays purely as 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. Frère Brer is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Shrubland Sere, unlocks at level 25: Settles the slope: heal 35%, and the foe withers. The advanced attack, Hedge Fund, comes online at level 40 for 6 Sun — Draws on its reserves — heal 30%.

Its attacks land for about 31 (starter) and 31 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (51) decides who moves first on turn 1, and SPD (34) 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

Lime holds two working traits. Sclerophylly (level 10) reflects the thick citrus leaf, taking a flat 3 off every direct hit. Sapromyophily (level 68) pulls single-victim picks onto the tree rather than the bench behind it. See Abilities.

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 13, with a retreat cost of 16 Sun and tempo pips of 51 initiative / 34 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As an invasive its ATK is the story: it rises toward 29 as it matures, and it pays "Faustian" self-damage to its own bench on every damaging hit. 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 firms into a solid mid-armor bruiser: DEF around 28 and HP toward 190 β€” tougher than a weed, still short of a tree. 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 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 invasive attacker: field it to push damage, accepting the Faustian bench self-damage and the 2 prizes it concedes on a knockout. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. 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 31, 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.

Invasivepower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
25
DEF
11
SPD
39.20
INI
58.45
Retreat
βˆ’13
Tempo97.65
Power101
Fully grownLv 100
HP
165
ATK
56
DEF
28
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power216

Neutralpower overtakes tempo at Lv 32

CrossoverLv 32
HP
79
ATK
20
DEF
12
SPD
38.64
INI
57.61
Retreat
βˆ’14
Tempo96.25
Power97
Fully grownLv 100
HP
165
ATK
40
DEF
28
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power200

Sources

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