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Dumb cane

Dieffenbachia seguine

A carrion aroid that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Dumb canePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 33β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€23speed 0.65Bitter PrincipleactiveContractile RootsactiveAlkaloid Ambushβš” 30β˜€ 2Dumb cane β€” full-size photoDumb caneDieffenbachia seguineLVL 100

Overview

The Dumb cane is a carrion aroid in Supplant. It is native to South America and invasive in Africa, Western North America, Oceania and South Asia, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

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. Volatile Oils is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Allelochemical Priming, unlocks at level 25: Primes root chemistry β€” Poison the foe. The advanced attack, Alkaloid Ambush, comes online at level 40 for 6 Sun β€” Poisons before the foe can react.

As a native its attacks land for about 26 (starter) and 24 (advanced); as an invasive those rise to 28 and 26 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (39) decides who moves first on turn 1, and SPD (40) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

Dumb cane holds two working traits. Thermogenesis (level 10) applies 1 Burn stack to the opposing active each checkup. Sapromyophily (level 68) pulls the engine's single-victim picks onto this card instead of an ally. 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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 39 initiative / 40 SPD. Its DEF sits modestly in the low band. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 29 (against 23 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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 swells toward 190 while DEF stays modest (1) β€” bigger, but no new tricks. Retreat rises to 23 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

Its category is off the succession wheel entirely, so it deals and takes neutral damage against every group β€” no type advantage in either direction. It lives or dies on raw stats and its kit, not the matchup chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. Off the succession wheel it never gets a type edge either way, but it is not an empty card: it runs a Thermogenesis burn from level 10 and a Sapromyophily taunt from level 68, both working every match. 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 28, 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 28

CrossoverLv 28
HP
85
ATK
20
DEF
1
SPD
47.60
INI
46.87
Retreat
βˆ’10
Tempo94.47
Power96
Fully grownLv 100
HP
190
ATK
42
DEF
1
SPD
0.65
INI
0.64
Retreat
βˆ’23
Tempo1.29
Power210

Invasivepower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
24
DEF
1
SPD
46.29
INI
45.59
Retreat
βˆ’10
Tempo91.88
Power92
Fully grownLv 100
HP
165
ATK
56
DEF
1
SPD
0.65
INI
0.64
Retreat
βˆ’23
Tempo1.29
Power199

Neutralpower overtakes tempo at Lv 32

CrossoverLv 32
HP
79
ATK
21
DEF
1
SPD
44.99
INI
44.31
Retreat
βˆ’11
Tempo89.30
Power90
Fully grownLv 100
HP
165
ATK
42
DEF
1
SPD
0.65
INI
0.64
Retreat
βˆ’23
Tempo1.29
Power185

Sources

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