Dracaena angustifolia
A shrub that buffers on its native turf and attacks where it is invasive.
The Song of India is a shrub in Supplant. It is native to East Asia, Oceania and South Asia and invasive in South America, 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.
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. FrΓ¨re Brer is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Nurse Shrub, unlocks at level 25: Shelters the whole bench β evens their health, and calls the fallen back. The advanced attack, Hedge Fund, comes online at level 40 for 6 Sun β Draws on its reserves β heal 30%.
As a native its attacks land for about 29 (starter) and 29 (advanced); as an invasive those rise to 29 and 29 as the introduced-range aggression matures.
Turn order splits across two stats: initiative (33) decides who moves first on turn 1, and SPD (24) decides every turn after. This one is the quicker starter β it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.
It keeps one working passive, Succulence, from level 10.
Succulence. A 60% chance to regenerate a little HP in any weather, wet or dry, so it can slowly out-grind a chip-damage race.
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.
At the snapshot level (40) it reads roughly HP 103, DEF 10, with a retreat cost of 12 Sun and tempo pips of 33 initiative / 24 SPD. Its DEF sits in the firm shrub band β better than a weed, well short of a tree. 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 23 (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.
It firms into a solid mid-armor bruiser: DEF around 20 and HP toward 190 β tougher than a weed, still short of a tree. Retreat rises to 22 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.
In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.
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. A shrub sits in the middle of the armor table β firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is inedible in the game's economy, so any fertilizer you feed it banks Γ1.25 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 15, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.
Leveling trades speed for power. A plantβs 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.