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Sparrowegg lady's slipper

Cypripedium passerinum

A native-only epiphyte that plays as a defensive buffer.

XP 100%SUN 120HP 165Sparrowegg lady'sslipperEpiphyteβ˜…β˜…β˜…β˜…β˜…SpecialistDefenestrateβš” 29β˜€ 0Canopy Soilfree1Γ— / battleretreat β˜€33speed 0.56Canopy AnchorageactiveCAM IdlingactivePerch Punchβš” 50β˜€ 2Sparrowegg lady's slipper β€” full-size photoSparrowegg lady's slipperCypripedium passerinumLVL 100

Overview

The Sparrowegg lady's slipper is an epiphyte in Supplant. It is native to Eastern North America and Western North America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than 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 β€” the plant unlocks them as it grows. Defenestrate is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Canopy Soil, unlocks at level 25: A whole soil built in the branches: heal 65% and +4 ATK. The advanced attack, Perch Punch, comes online at level 40 for 6 Sun β€” Two blows from above.

Its attacks land for about 23 (starter) and 38 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (26) decides who moves first on turn 1, and SPD (34) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

Sparrowegg lady's slipper carries a working trait on each riser. Canopy Anchorage (level 10) makes it immune to Bound. CAM Idling (level 68) heals 2% of max HP every checkup and works through Blight, so a blighting opponent cannot switch its recovery off. 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 2, with a retreat cost of 16 Sun and tempo pips of 26 initiative / 34 SPD. Its DEF sits at the soft floor β€” expect no real plating. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. 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

HP creeps up toward 190 but DEF stays at the floor (3); it never stops being frail. 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 Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. An epiphyte is a frail, low-armor card, so this one leans on its traits rather than its body β€” Canopy Anchorage from level 10 and CAM Idling regen from level 68. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. 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 20, 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.

Nativepower overtakes tempo at Lv 20

CrossoverLv 20
HP
74
ATK
16
DEF
1
SPD
45.36
INI
35.06
Retreat
βˆ’10
Tempo80.42
Power81
Fully grownLv 100
HP
190
ATK
38
DEF
3
SPD
0.56
INI
0.43
Retreat
βˆ’33
Tempo0.99
Power198

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
17
DEF
1
SPD
42.56
INI
32.89
Retreat
βˆ’12
Tempo75.45
Power76
Fully grownLv 100
HP
165
ATK
38
DEF
3
SPD
0.56
INI
0.43
Retreat
βˆ’33
Tempo0.99
Power173

Sources

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