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Arrow bindweed

Convolvulus sagittatus

Arrow bindweed (Convolvulus sagittatus) is a climbing vine and vine card in Supplant β€” a native-only buffer in the Competitor succession group.

XP 100%SUN 120HP 165Arrow bindweedVineβ˜…β˜…β˜…β˜…β˜…CompetitorTendril Whipβš” 40β˜€ 0Liana Loopfree1Γ— / battleretreat β˜€33speed 0.56HeteroblastyactiveStructural LoadactiveTwist Endingβš” 45β˜€ 2Arrow bindweed β€” full-size photoArrow bindweedConvolvulus sagittatusLVL 100

Overview

Arrow bindweed is a climbing vine in Supplant, fielded in the vine category. It is native to Africa 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.

  • Tendril Whip (starter attack, unlocks at level 1, costs 2 Sun): A lashing tendril. It deals about 34 damage.
  • Liana Loop (free ability, unlocks at level 25, once per battle, no Sun): Loops around the foe β€” Bind and Wither.
  • Twist Ending (advanced attack, unlocks at level 40, costs 6 Sun): One last turn of the coil. It deals about 39 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

A card keeps at most two always-on traits, one per riser, and the rest of its category pool is dropped. This one holds:

  • Allelopathy β€” it projects a wilting aura that saps the enemy active plant. It is this card's only eligible always-on trait, so it arrives at half strength on the level 10 riser and matures on the second riser at level 68.

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 22 ATK on 8 DEF (modest 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 16 Sun.

Its opening and sustained tempo are close β€” initiative 32 sets turn 1 and speed 34 sets turn 2 onward β€” so it neither reliably leads nor trails on turn order.

At Level 100

Grown to level 100, its HP climbs to 190 while DEF only inches up to 15 β€” biomass swells but armour stays soft, so it hardens as a bigger target rather than a tougher one. Retreat rises to 33 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. It is a middling card overall: fine for earning coins in single-player battles, but soft enough to want backup on the bench in a tougher fight. It is inedible, so any fertiliser you feed it banks Γ—1.25 XP β€” useful for levelling. It leans on its opening speed early and crosses onto a power footing around level 22, 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 22

CrossoverLv 22
HP
76
ATK
17
DEF
6
SPD
44.24
INI
41.52
Retreat
βˆ’11
Tempo85.76
Power88
Fully grownLv 100
HP
190
ATK
39
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power211

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
18
DEF
6
SPD
42.00
INI
39.42
Retreat
βˆ’12
Tempo81.42
Power84
Fully grownLv 100
HP
165
ATK
39
DEF
15
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power186

Sources

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