🌿 Supplant WikiPlay Supplant β†’

Snake plant

Dracaena zebra

A zebra dracaena with a back-row creep attack and a stall ability.

XP 100%SUN 120HP 165Snake plantSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSucculenceWater Leechβš” 31β˜€ 0SucculentStalematefree1Γ— / battleretreat β˜€22speed 0.37SucculenceactiveRoot SloughingactiveSpine Wallβš” 44β˜€ 2Snake plantDracaena zebraLVL 100

Overview

Dracaena zebra is a soft perennial herb that creeps underground into the foe's back row and pins the active in place. It is native to Africa and invasive in Oceania. That gives it two roles: a native buffer, or an invasive attacker.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Water Leech, is available from level 1 for 2 Sun. It deals 27 damage as a native or 28 as an invasive. Draws the foe's water off for itself.

At level 25 it gains a free, once-per-battle ability, Succulent Stalemate: Outlasts anything β€” the foe is held fast and can't heal. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Spine Wall, arrives at level 40 for 6 Sun, dealing 40 damage as a native or 41 as an invasive. A wall of spines, straight through.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Basal Rosette (from level 10) β€” a ground-hugging rosette adds a flat +3 DEF that grazing and mowing can't reach.
  • Resprout (from level 68) β€” once per match, when a hit would finish it, it has a 60% chance to cling on at a quarter of its maximum HP β€” a coin-flip-plus safety net, not a guarantee.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 1 DEF and retreats for 12 Sun.

It opens fast and fades: it tends to land the first blow (opening initiative 30) but is out-paced from turn two onward (sustained Speed 23).

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 17 to 21, a clear step up, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 1 DEF β€” leveling buys it bulk and attack (climbing to 30 native / 38 invasive), not toughness. Retreat climbs to 22 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Succulent, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

Its invasive form in Oceania hits a little harder; both roles are modest. A disruptor-chipper and collection piece rather than a damage threat.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 20, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” 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 17

CrossoverLv 17
HP
69
ATK
12
DEF
1
SPD
31.22
INI
41.62
Retreat
βˆ’8
Tempo72.84
Power74
Fully grownLv 100
HP
190
ATK
30
DEF
1
SPD
0.37
INI
0.50
Retreat
βˆ’22
Tempo0.87
Power199

Invasivepower overtakes tempo at Lv 20

CrossoverLv 20
HP
64
ATK
15
DEF
1
SPD
30.11
INI
40.13
Retreat
βˆ’8
Tempo70.24
Power72
Fully grownLv 100
HP
165
ATK
38
DEF
1
SPD
0.37
INI
0.50
Retreat
βˆ’22
Tempo0.87
Power182

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
13
DEF
1
SPD
29.73
INI
39.63
Retreat
βˆ’8
Tempo69.36
Power71
Fully grownLv 100
HP
165
ATK
30
DEF
1
SPD
0.37
INI
0.50
Retreat
βˆ’22
Tempo0.87
Power174

Sources

  1. iNaturalist β€” Dracaena zebra
  2. Wikipedia β€” Dracaena zebra
  3. Plants of the World Online (Kew) β€” Dracaena zebra