🌿 Supplant WikiPlay Supplant β†’

Jade Plant

Crassula ovata

A native-only succulent that heals in the sun and poisons anything that strikes it, though its own damage is very low.

XP 100%SUN 120HP 203Jade PlantSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDeadly Surpriseβš” 31β˜€ 0SucculentStalematefree1Γ— / battleretreat β˜€41speed 0.34ToxinactiveCaudex ReserveactiveCrassulacean Crushβš” 37β˜€ 2Jade Plant β€” full-size photoJade PlantCrassula ovataLVL 100

Overview

Jade plant is a stout Succulent that fights as a defensive irritant: it heals itself, poisons attackers who touch it, and asks the opponent to wear itself down. It is native to Africa and has no invasive form, so it only ever plays the native buffer role; there is no attacker scenario for it. Its own hits are weak, so it is a low-damage staller whose value is the punishment it hands back, not the blows it lands. See nativity.

Moves

Its starter attack, Deadly Surprise, unlocks at level 1 and costs 2 Sun, dealing about 27 damage as a straightforward strike. The free once-per-battle ability, Succulent Stalemate, unlocks at level 25: Outlasts anything β€” the foe is held fast and can't heal. The advanced attack, Crassulacean Crush, unlocks at level 40 for 6 Sun (32 damage) and lands as multiple smaller hits, useful for chewing through shields. Most of your jade plants sit below level 40, where only the starter is available. None of its moves carry an initiative rider. See moves.

Abilities

Jade plant keeps a single always-on trait: Photosynthesis, which arrives on the level 10 riser and mends the plant in sunny weather. It fires only about 60% of the time, so the heal is steady but not guaranteed, and it does not run in poor weather. See abilities.

Features

Jade plant holds the Toxin trait, which is the core of its game: striking it Poisons the attacker at the mild tier, and this fires in the arena and in player-versus-player (PvP) alike. Sulfur soil does not neutralize it, though a Cloche-warded attacker can absorb the recoil. It has no other trait keywords, and its terrestrial growth habit means it is not eligible for a Moss Pole. As a native, defensive field gear suits its stalling game and keeps it alive long enough for the poison to add up. See statuses for how Poison ticks.

Stats

At level 40 jade plant reads 121 HP and 17 ATK; the ATK is very low, so it will not out-damage much. DEF is just 2, near the floor of the succulent band, so it survives on health and healing rather than armor. Its tempo is front-loaded: turn 1 runs on a fair initiative (46), but every turn after runs on a much lower SPD (21), so it leads the opening and is out-paced later. Retreat costs 19 Sun. It only appears as a native, so it always carries the +15% HP cushion and a bench HP overshield. See Stats.

At Level 100

Matured to level 100, jade plant swells to a large 233 HP and 30 ATK, but its DEF only reaches 3: as a succulent it becomes a near-armorless health sponge, so it endures many hits without ever blocking one, and every one of those hits eats the poison recoil. Retreat rises to 41 Sun, and its tempo has sunk to roughly 1% of cap, so a mature jade acts last against almost anything young.

Weaknesses & Resistances

As a succulent, jade plant is in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, trees) for x1.5 and is hit for only x0.667 by them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for x1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play jade plant as a native poison wall: park it up front so anything that attacks it takes the Toxin recoil, let Photosynthesis top it up in the sun, and lean on its type edge against Competitors. Because its own damage is so low, it wins by attrition rather than by hitting, so it is best beside a real attacker that closes fights the jade has softened. On the economy it is inedible, so any nutrient banks x1.25 XP rather than coins, making it a grower rather than a coin engine. Its bulk and poison only scale up with levels, so there is no 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.

Nativepower overtakes tempo at Lv 21

CrossoverLv 21
HP
86
ATK
13
DEF
1
SPD
27.20
INI
60.20
Retreat
βˆ’12
Tempo87.40
Power88
Fully grownLv 100
HP
233
ATK
30
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’41
Tempo1.09
Power225

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
83
ATK
14
DEF
2
SPD
25.50
INI
56.44
Retreat
βˆ’14
Tempo81.94
Power85
Fully grownLv 100
HP
203
ATK
30
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’41
Tempo1.09
Power195

Sources

  1. https://www.inaturalist.org/taxa/search?q=Crassula%20ovata
  2. https://en.wikipedia.org/wiki/Crassula_ovata
  3. https://powo.science.kew.org/results?q=Crassula_ovata