🌿 Supplant WikiPlay Supplant →

Desplatsia dewevrei

Desplatsia dewevrei

Desplatsia dewevrei is a broadleaf tree that moves like a weed — fewer than one tree in fifteen matches its sustained speed — trading the usual tree's wall of armour for a turn-order edge it can't keep late.

XP 100%SUN 120HP 165Desplatsia dewevreiBroadleaf tree★★★★CompetitorRaysteal⚔ 37☀ 0Climax Communityfree1× / battleretreat ☀23speed 0.86Buttress RootsactiveCanopy GapactiveRoot Heave⚔ 27☀ 2Desplatsia dewevrei — full-size photoDesplatsia dewevreiDesplatsia dewevreiLVL 100

Overview

Desplatsia dewevrei is a broadleaf tree that behaves like something much faster: fewer than one broadleaf tree in fifteen matches its sustained speed of 52, and it is quick off the opening too. The trade is the thing every other tree is built around — armour. Its DEF of 24 is only middling for the category, not the wall a tree usually is, so it wins early exchanges on turn order rather than by out-tanking anyone. It is a broadleaf tree — a Competitor on the succession wheelnative to Africa and invasive nowhere, so it plays the native buffer role, and as a canopy tree it also lends a Sun overshield to your active from the bench.

Moves

Raysteal unlocks at Lv 1, dealing 31 for 2 Sun — Takes the light by force — strike and heal 10%. The free ability Climax Community arrives at Lv 25: The forest as it ends up: heal 70% and +5 ATK. — a large heal that also raises its attack. The advanced attack Root Heave comes in at Lv 40, dealing 21 for 6 Sun — Heaves the ground up under the foe — trapped, and sapped. No move carries an initiative rider, but its own tempo already wins most openings.

Abilities

It keeps two always-on traits, both protective immunities rather than heals. Buttress Roots (from Lv 10) makes it immune to Bound — a buttressed trunk cannot be pinned. At Lv 68 Canopy Gap stacks on, refusing bench-reaching damage (splash and spread), so a blow aimed at its neighbour cannot catch it. Its draw did not keep the broadleaf pool's Mycorrhiza bench-heal, so do not expect one — its always-on value is staying free and untouched, not healing.

Features

It carries no special trait keywords. It is a tree, not a climber, so a Moss Pole does nothing. A Calcium/Magnesium amendment adds flat DEF on top of its category armour. See field gear.

Stats

Read at Lv 40. Native HP is 103 (a +15% cushion) against a base of 89; ATK is 22. DEF is 24 — middling for a tree, well short of a wall at this level. Its tempo is the story: an opening initiative of 50 and a sustained speed of 52, both fast for the category, so it tends to act first and keep acting. Retreat costs 12 Sun. Benched, it lends both an HP overshield (as a native) and a gold Sun overshield bar (as a canopy tree, any nativity) to your active.

At Level 100

This is where a tree's identity finally shows. DEF climbs to 55 as wood density feeds it, HP to 190 and ATK to 40 — so the fast, soft card of Lv 40 hardens into a genuine wall. The cost is its speed: the inverted tempo sinks to roughly 1% of cap, so the turn-order edge that defines it early is gone by Lv 100, leaving a slow wall like any mature tree. Retreat rises to 23 Sun.

Hardiness

Roughly USDA zone 11a — it should come through winters that bottom out near 7 °C. Colder than that and it wants shelter, a wall, or a winter indoors. Its range runs from a cold edge of 20.3 °C to a warm edge of 27.6 °C, a Tropical band — a tropical tree that needs real warmth and will not take a temperate winter outdoors. Treat the zone as rough; the estimate carries an error of just over a full zone.

The card's climate chip is the player-facing form of that range, and it changes only battle XP:

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno bonus

The reading is for wherever you stand, so it shifts as you travel.

Weaknesses & Resistances

As a broadleaf tree it is a Competitor on the succession wheel: ×1.5 into Ruderals (annual forbs, grasses, aquatics, bulbs), and ×1.5 hit by — while resisting to ×0.667 — Specialists (succulents, conifers, ferns, epiphytes). Weird cards are neutral both ways.

Gameplay uses

Play it as a native buffer and a benched Sun carrier for your active. Its speed makes it a better early-game skirmisher than most trees, but it gives up the tree's tank role until it matures, so lean on the turn-order edge while it is young and let it settle into a wall as it levels. It is edible with a resolved leaf part, so feeding it nitrogen (the leaf fertilizer) pays ×1.25 coins; any other nutrient banks ×1.25 XP. In the Total power gallery it fights as a fast skirmisher until about Lv 31 — later than most trees, because its speed holds on — after which its bulk and DEF take over.

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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 31

CrossoverLv 31
HP
90
ATK
20
DEF
19
SPD
60.00
INI
56.88
Retreat
−10
Tempo116.88
Power119
Fully grownLv 100
HP
190
ATK
40
DEF
55
SPD
0.86
INI
0.81
Retreat
−23
Tempo1.67
Power262

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
21
DEF
21
SPD
57.43
INI
54.44
Retreat
−11
Tempo111.87
Power113
Fully grownLv 100
HP
165
ATK
40
DEF
55
SPD
0.86
INI
0.81
Retreat
−23
Tempo1.67
Power237

Sources

  1. Desplatsia dewevrei on iNaturalist
  2. Desplatsia dewevrei on Wikipedia
  3. Desplatsia dewevrei on Plants of the World Online