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Trailing arbutus

Epigaea repens

A slow, low-attack shrub that hardens when hurt β€” a durable bench body and family-tree piece more than a battle winner.

XP 100%SUN 120HP 203Trailing arbutusShrubβ˜…β˜…β˜…β˜…β˜…CompetitorSnarlβš” 37β˜€ 0Bramble Barrierfree1Γ— / battleretreat β˜€26speed 0.46MarcescenceactiveDrupe MastactiveThicketβš” 42β˜€ 2Trailing arbutus β€” full-size photoTrailing arbutusEpigaea repensLVL 100

Overview

Trailing arbutus (Epigaea repens) is a Shrub in Supplant. A slow, low-attack shrub that hardens when hurt β€” a durable bench body and family-tree piece more than a battle winner. It is native to Eastern North America and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.

Numbers below are read at level 40, where every move in its kit has unlocked.

Moves

Its kit fills in as it levels. The starter attack, Snarl, unlocks at level 1 for 2 Sun: it deals 30 as a native card and 30 as an invasive one. In effect, Snarls the foe up in thorny growth β€” it can't pull loose.

At level 25 it gains its free once-per-battle ability, Bramble Barrier (no Sun cost, one use per fight): A wall of thorns β€” the foe withers against it.

The advanced attack, Thicket, arrives at level 40 for 6 Sun, dealing 35 native and 35 invasive: Hems the foe in. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Marcescence: it clings to its dead leaves, and once it drops below half health that retained litter stiffens into extra DEF β€” it grows harder to finish the more hurt it is.
  • From level 68: Drupe Mast: each time any plant is knocked out, its fruit crop heals its own bench a little, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.

Stats

Read at level 40: HP about 121 with its +15% native cushion, DEF 10, retreat 13 Sun β€” a shrub holds a firmer mid DEF band (a level-100 cap of roughly 20–35). Its attack sits at 25. Turn order runs on two tempo stats: initiative (23) decides turn 1, and SPD (28) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.

See Stats for how each number is built.

At Level 100

By level 100 its native health reaches 233 and its attack 46, while its DEF firms up toward the shrub cap (20) but never becomes a true wall. Retreat climbs to 26 Sun as it roots down, and its once-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.

Weaknesses & Resistances

Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it native as a bench buffer β€” its best job is projecting an overshield onto a stronger active. It has no attacker role. It is edible with a resolved leaf part, so feeding it Nitrogen (N) pays Γ—1.25 coins β€” a steady, low-effort earner. Any other nutrient banks Γ—1.25 XP instead. It leans on its speed edge until about level 10, after which its growing bulk and attack take the lead.

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 10

CrossoverLv 10
HP
66
ATK
15
DEF
5
SPD
41.48
INI
34.72
Retreat
βˆ’7
Tempo76.20
Power79
Fully grownLv 100
HP
233
ATK
46
DEF
20
SPD
0.46
INI
0.38
Retreat
βˆ’26
Tempo0.84
Power273

Neutralpower overtakes tempo at Lv 12

CrossoverLv 12
HP
60
ATK
16
DEF
6
SPD
40.57
INI
33.96
Retreat
βˆ’7
Tempo74.53
Power75
Fully grownLv 100
HP
203
ATK
46
DEF
20
SPD
0.46
INI
0.38
Retreat
βˆ’26
Tempo0.84
Power243

Sources

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