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Crassocephalum vitellinum

Crassocephalum vitellinum

Crassocephalum vitellinum (Crassocephalum vitellinum) is a fast-cycling annual weed and annual forb card in Supplant β€” a native-only buffer in the Ruderal succession group.

XP 100%SUN 120HP 165CrassocephalumvitellinumAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalColonizeβ˜€ 0Ruderal Rushfree1Γ— / battleretreat β˜€22speed 0.59PhotoblasticactiveReseedactiveSomnolent Smellβš” 30β˜€ 2Crassocephalum vitellinum β€” full-size photoCrassocephalum vitellinumCrassocephalum vitellinumLVL 100

Overview

Crassocephalum vitellinum is a fast-cycling annual weed in Supplant, fielded in the annual forb 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.

  • Colonize (starter attack, unlocks at level 1, costs 2 Sun): Pioneer spread that ignores armor and hits harder each time it lands. It has no fixed damage number β€” it hits harder each time it lands.
  • Ruderal Rush (free ability, unlocks at level 25, once per battle, no Sun): Weedy haste β€” a burst of speed, kept for the match.
  • Somnolent Smell (advanced attack, unlocks at level 40, costs 6 Sun): A narcotic scent β€” the foe sickens and sleeps through its turn. It deals about 24 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:

  • Duff Stuff β€” while it holds this, its effective DEF rises by half the summed DEF of your alive benched ruderals (annual forbs, grasses, aquatics and bulbs), recomputed live so the bonus fades as those allies faint. It comes in on the level 10 riser.
  • Reseed β€” when it is knocked out it leaves a Seedling token in its slot rather than an empty gap. It comes in on the level 68 riser.

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 1 DEF (almost no 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 12 Sun.

It is quicker off the mark than it is in a long fight: its initiative (46, 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 1 β€” biomass swells but armour stays soft, so it hardens as a bigger target rather than a tougher one. Retreat rises to 22 Sun, and its early tempo edge has faded to about its 1% floor by the cap.

Weaknesses & Resistances

It belongs to the Ruderal succession group. As a ruderal it presses succession Specialists β€” succulents, conifers, ferns and epiphytes β€” for Γ—1.5 damage, and is softened to Γ—0.667 against Competitors (perennial herbs, vines, shrubs and broadleaf trees). 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. Its edible part is tagged, so feeding it the matching Nitrogen fertiliser pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead. See the N/P/K economy. It leans on its opening speed early and crosses onto a power footing around level 29, 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 29

CrossoverLv 29
HP
87
ATK
19
DEF
1
SPD
42.22
INI
54.69
Retreat
βˆ’10
Tempo96.91
Power97
Fully grownLv 100
HP
190
ATK
38
DEF
1
SPD
0.59
INI
0.76
Retreat
βˆ’22
Tempo1.35
Power207

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
20
DEF
1
SPD
39.29
INI
50.89
Retreat
βˆ’11
Tempo90.18
Power92
Fully grownLv 100
HP
165
ATK
38
DEF
1
SPD
0.59
INI
0.76
Retreat
βˆ’22
Tempo1.35
Power182

Sources

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