Every battle in Supplant runs through one shared resolver, so a wild encounter and a head-to-head match follow the exact same rules.
PvE (against a wild plant) and PvP (against another trainer) use identical logic: moves resolve the same way, statuses tick the same way, and passives fire the same way. The wild AI simply plays the opponent and enters with a full Sun bar.
Each plant carries up to three move slots, gated by level and paid for in Sun.
| Move | Unlocks | Sun cost |
|---|---|---|
| Starter attack | L1 | 2 |
| Ability | L10 | 0 (once per battle) |
| Advanced attack | L18 | 6 |
Damage is your move's multiplier times your effective ATK, minus the target's DEF, floored at a minimum of 1. Healing costs 3 Sun per 10 HP; retreating costs 10 Sun (20 for shrubs, 30 for trees and conifers). Your Sun bar caps at 120 and only refills out of battle โ about +1 every 15 minutes โ so run it dry and you're attack-locked until you retreat or use your free ability.
Above your health sits the overshield, or "Native Strength": up to four green HP segments plus two gold Sun segments. Direct hits chew through it before touching base HP, but poison, thorn recoil, seed-rain, and haustorial drain bypass it entirely. You can be poisoned to death through a full shield.
Nativity is decided by the arena's region and reshapes every fight.
| Native (buffer) | Invasive (attacker) | |
|---|---|---|
| Stats | HP ร1.15 | ATK ร1.75 (ร1.4 if toxic) |
| Overshield | Projects HP segments to the active | Contributes none |
| Cost | None | "Faustian" recoil (~10 + level) to its lowest-HP benched ally on every damaging attack |
| On KO | โ | Pays a stewardship bounty / extra prizes |
Reduce every opposing plant to 0 HP. Statuses, level, and type matchup all swing the outcome โ the succession wheel scales a hit up to ร1.5 or down to ร0.667 based on the two plants' groups. Status immunities like warded and staked are a separate mechanic. Victory comes from Sun management, nativity, and playing the matchup.