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Drooping red enkianthus

Enkianthus cernuus

Drooping red enkianthus (Enkianthus cernuus) is a shrub that plays as a native-only buffer in Supplant.

XP 100%SUN 120HP 203Drooping redenkianthusShrubβ˜…β˜…β˜…β˜…β˜…CompetitorSnarlβš” 30β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€27speed 0.37Extrafloral NectariesactiveLignotuberactiveFruit Drop Kickβš” 27β˜€ 2Drooping red enkianthus β€” full-size photoDrooping red enkianthusEnkianthus cernuusLVL 100

Overview

Drooping red enkianthus (Enkianthus cernuus, Ericaceae) is a shrub in Supplant's battle system. It is native to East Asia and invasive nowhere on record, so it is a native-only card: a buffer, never an attacker. As a shrub it sits in the middle armor band β€” firmer than a weed, softer than a tree.

Moves

  • Snarl (starter, unlocks at Lv 1, 2 Sun) β€” Snarls the foe up in thorny growth β€” it can't pull loose. It hits for about 26.

  • Arrested Succession (ability, Lv 25, free once per battle) β€” Stops the forest before it starts β€” the foe stalls and can't heal. An ability deals no damage; it is pure utility.

  • Fruit Drop Kick (advanced attack, Lv 40, 6 Sun) β€” Boots a load of fruit β€” also nicks the bench. It hits for about 23.

The numbers above are read at Lv 40, the level its whole kit is unlocked; a card you catch far below that has only the moves whose levels it has reached.

Abilities

This card keeps two always-on traits, drawn from its category pool and locked in for good β€” the rest of the pool was dropped. They arrive on the level risers, one at a time, so for most of a card's life it is playing with just the first.

  • From Lv 10: Extrafloral nectaries that recruit ant bodyguards: any attacker striking it takes a small chip of damage back.

  • From Lv 68: Lignotuber β€” immune to Burn, and being Burned actually heals it, the way chaparral is released by fire.

Read these off the card's own trait schedule; the category pool lists more, but this plant carries only these two. Learn more at Abilities.

Features

No Moss Pole here β€” that fits only climbers (vines and epiphytes), and this is a shrub. A Calcium/Magnesium soil amendment adds flat DEF, which suits a card that already wants to hold ground. A Cloche wards off Poison if you expect a toxic opponent. See Field gear for the full kit.

Stats

At Lv 40 this card reads 121 HP and 15 ATK, with 11 DEF and a 14-Sun retreat. It has no invasive range, so there is no attacker split to show β€” it plays as a native buffer only.

Its opening and sustained tempo (23 then 22) are close, so it neither opens fast nor cruises fast β€” turn order is a coin-flip either way, and a tie goes to the defender (in a wild fight, that's you). Both tempo stats fall as the card levels.

Benched as a native, it projects an HP overshield bar onto your active, sized by its rarity.

See Stats and the overshield for how these bars work.

At Level 100

By Lv 100 HP reaches 233 and ATK 25, while DEF firms to 21 β€” a shrub's middle band, harder than a weed but no tree. Retreat rises to 27 Sun and the tempo stats have fallen to their floor, so a grown card is slow whatever its opening. Maturing buys bulk and a firmer guard, not speed.

Hardiness

Roughly USDA zone 4a β€” it should come through winters that bottom out near -33 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. Its measured climate envelope runs from a cold edge near -4.2 Β°C to a warm edge near 26.4 Β°C β€” a Cool-temperate band. Treat the zone as a rough guide rather than a promise: it comes from a regression whose error runs a little over one full zone, which is why the reading says "roughly."

On a card you will see one of four climate chips, read for wherever you are standing (so it shifts as you travel). Thrives here means your winter low and summer heat both sit inside its range, and it earns x2 battle XP. In range means it survives but sits near an edge, for x1.25 XP. Colder than its range or Hotter than its range means your winters or summers run past what it tolerates, for no bonus β€” and "colder than its range" is usually just a fact about the winter outside, not a verdict on the plant. Climate changes battle XP and nothing else: not damage, stats, growth speed or the economy.

Weaknesses & Resistances

As a shrub it belongs to the Competitor succession group. It hits the Ruderal categories β€” grasses, annual forbs, aquatics and bulbs β€” for Γ—1.5 and shrugs their blows down to Γ—0.667. The Specialists reverse that: succulents, conifers, ferns and epiphytes strike it for Γ—1.5 while resisting what it deals. Against other Competitors, and against the off-wheel Weird categories (carrion-aroids, carnivores, mycotrophs and parasites), the exchange is even. See Succession & weaknesses.

Gameplay uses

A mid-armor shrub. Native, it holds the bench and shields your active; it lacks the HP of a tree but sits firmer than any weed.

It is a serviceable mid-tier card: firmer than a weed, softer than a tree, and a reliable coin-earner and collection piece.

It is not eaten in-game, so any fertilizer you feed it banks Γ—1.25 XP rather than coins.

One framing note: it fights as a fast skirmisher until about Lv 8, after which its rising bulk and attack take over from its falling tempo. That is about which edge dominates, not about being stronger young β€” a card is always stronger in raw HP, ATK and DEF at higher levels, so level it up. The Total power gallery below the article shows the crossover and the fully grown card.

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 8

CrossoverLv 8
HP
62
ATK
10
DEF
5
SPD
34.12
INI
35.04
Retreat
βˆ’7
Tempo69.16
Power70
Fully grownLv 100
HP
233
ATK
25
DEF
21
SPD
0.37
INI
0.38
Retreat
βˆ’27
Tempo0.75
Power252

Neutralpower overtakes tempo at Lv 11

CrossoverLv 11
HP
59
ATK
11
DEF
6
SPD
33.02
INI
33.91
Retreat
βˆ’7
Tempo66.93
Power69
Fully grownLv 100
HP
203
ATK
25
DEF
21
SPD
0.37
INI
0.38
Retreat
βˆ’27
Tempo0.75
Power222

Sources

  1. https://www.inaturalist.org/taxa/search?q=Enkianthus%20cernuus
  2. https://en.wikipedia.org/wiki/Enkianthus_cernuus
  3. https://powo.science.kew.org/results?q=Enkianthus%20cernuus