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Hemp agrimony

Eupatorium cannabinum

Hemp agrimony (Eupatorium cannabinum) is a perennial herb that plays as a native buffer or invasive attacker in Supplant.

XP 100%SUN 120HP 165Hemp agrimonyPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 43β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€23speed 0.66Bitter PrincipleactiveDeep TaprootactiveWinterkillβš” 35β˜€ 2Hemp agrimony β€” full-size photoHemp agrimonyEupatorium cannabinumLVL 100

Overview

Hemp agrimony (Eupatorium cannabinum, Asteraceae) is a perennial herb in Supplant's battle system. It is native to Africa, East Asia and Europe β€” where it plays as a defensive buffer β€” and invasive in eastern North America, western North America, Oceania and South Asia, where it turns attacker. As a soft-bodied perennial herb it leans on its moves and traits rather than a heavy guard.

Moves

  • Steady Growth (starter, unlocks at Lv 1, 2 Sun) β€” A reliable, even strike. It hits for about 35 native / 38 invasive.

  • Allelochemical Priming (ability, Lv 25, free once per battle) β€” Primes root chemistry β€” Poison the foe. An ability deals no damage; it is pure utility.

  • Winterkill (advanced attack, Lv 40, 6 Sun) β€” Kills it back to the ground β€” it withers and can't heal. It hits for about 27 native / 30 invasive.

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: Bitter principle β€” bitter sesquiterpene compounds that Wither any attacker that strikes it, cutting into the foe's own healing.

  • From Lv 68: Deep taproot β€” it cannot be Bound; the taproot holds it past any Bind.

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 perennial herb. With little DEF of its own, a Calcium/Magnesium amendment is worth more here than on a wall β€” every flat point counts on a soft card. A Cloche helps against Poison-heavy foes. See Field gear for the full kit.

Stats

At Lv 40 this card reads 103 HP native versus 89 invasive, and 26 ATK native versus 33 invasive β€” the invasive edge is deferred onto the caps, so the gap widens as it grows. DEF is 1 and retreat costs 12 Sun regardless of nativity.

Its sustained tempo (40) sits above its opening tempo (33): it is a slow starter that cruises β€” it may cede the first hit but leads the tempo from turn 2 onward. It rewards patience over an opening burst. 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. As an invasive attacker its aggression is trait-sourced, not a flat multiplier, and it pays "Faustian" self-damage to its own bench on each damaging attack (growing with level) and concedes 2 prizes on knockout.

See Stats and the overshield for how these bars work.

At Level 100

By Lv 100 HP swells to 190 and ATK to 48, but DEF barely leaves its soft band at 1 β€” biomass grows, armor does not. Retreat rises to 23 Sun, and the inverted tempo has sunk to about its 1% floor, so whatever opening edge it had as a seedling is gone. It matures into a bigger, slower body that still takes hits like the soft card it is.

Hardiness

Roughly USDA zone 5a β€” it should come through winters that bottom out near -29 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 -1.6 Β°C to a warm edge near 23.8 Β°C β€” a 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 perennial herb 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

Native, it is a soft support that leans on its overshield and traits rather than its guard; invasive, a fragile-but-hungry attacker that has to end fights before its low HP catches up with it.

Be honest about its ceiling: with floor-tier DEF it is not a card that carries a hard fight on its own. It is a fine single-player coin-earner and a family-tree collection piece, best fielded with a sturdier bench behind it.

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 25, 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 25

CrossoverLv 25
HP
81
ATK
21
DEF
1
SPD
50.05
INI
41.03
Retreat
βˆ’9
Tempo91.08
Power94
Fully grownLv 100
HP
190
ATK
48
DEF
1
SPD
0.66
INI
0.54
Retreat
βˆ’23
Tempo1.20
Power216

Invasivepower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
26
DEF
1
SPD
48.74
INI
39.95
Retreat
βˆ’10
Tempo88.69
Power90
Fully grownLv 100
HP
165
ATK
64
DEF
1
SPD
0.66
INI
0.54
Retreat
βˆ’23
Tempo1.20
Power207

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
22
DEF
1
SPD
47.42
INI
38.87
Retreat
βˆ’10
Tempo86.29
Power88
Fully grownLv 100
HP
165
ATK
48
DEF
1
SPD
0.66
INI
0.54
Retreat
βˆ’23
Tempo1.20
Power191

Sources

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