Euphorbia lasiocarpa
Euphorbia lasiocarpa buffers when its region makes it native and attacks when its region makes it invasive.
Euphorbia lasiocarpa is a card in the Perennial herb category in Supplant. It is native to eastern and western North America and South America, where the arena treats it as a buffer with a small HP cushion, and invasive in Europe, where it plays as an attacker. Which role you get is set by the arena region, not by the card.
Its kit fills in as it levels β most cards you catch are well below the snapshot level (Lv 40) where every slot is unlocked, so introduce them in order. The starter attack, Herbal Draught (unlocks at Lv 1, 2 Sun), lands for 30 as a native and 30 as an invasive. The free once-per-battle ability is Seral Persistence, unlocked at Lv 25 and free to use. Refuses to be replaced: heal 60%, and the foe can't heal. The advanced attack, Deep-Seated Grudge (unlocks at Lv 40, 6 Sun), hits for 37 native and 38 invasive. None of its moves carry the initiative rider, so it never seizes hard priority in a wild fight or an extra action in the arena. See Moves and Abilities.
Resprout is its one always-on trait. About 60% of the time β roughly three battles in five β it survives a single otherwise-lethal hit at a sliver of HP; it is a coin-flip-plus save, not a guarantee, so do not plan around it landing. Because it is the card's only eligible riser trait, it comes in at half strength at Lv 10 and only reaches full strength at Lv 68, so for most of the card's life it is a weaker save than the endgame version. See Abilities.
It carries no special status keywords β no toxin, thorns, or lifesteal β so nothing it does punishes an attacker or drains the foe on contact. It is not a climber (its growth habit is terrestrial), so a Moss Pole does not attach to it. Its DEF band is soft, so a Calcium/Magnesium amendment gives it more proportional benefit than it looks β useful for a native buffer meant to soak hits. An invasive copy would rather run an attack-boosting amendment. See field gear.
Read at the snapshot level (Lv 40, where every move is unlocked): as a native it carries 103 HP (the +15% cushion is baked in) and 25 ATK; as an invasive, 89 HP and 26 ATK β the invasive edge is trait-sourced from how widely it spreads, so compare those ATK numbers to see the real gap. Its DEF is 4. Its sustained tempo (34) outruns its opening tempo (17), so it is slow off the mark on turn 1 but takes the lead from turn 2 onward. Its Sun bar caps at 120 and refills at +1 every 15 minutes; retreating costs 16 Sun. Benched behind an ally, a native copy projects a green HP-overshield bar onto your active, sized by its rarity, that soaks direct attack damage before base HP β though damage-over-time, recoil, and splash bypass it. See Stats and Native strength.
Fully grown, native HP swells to 190 (165 invasive) and ATK reaches 45, but DEF barely leaves its soft band β only 8 at Lv 100 β so it grows into a big-HP body with little armor, and a hard hitter still punches through it. Retreat rises to 33 Sun as it roots deeper, and its tempo has fallen to roughly 1% of cap, giving up the turn-order edge it had young. Maturing buys it survivability through sheer biomass, not toughness.
In the succession type chart it belongs to the Competitor group. It hits Ruderal categories (annual forbs, grasses, aquatics, and bulbs) hard (Γ1.5) and is resisted by Specialist categories (succulents, conifers, ferns, and epiphytes) (Γ0.667); against its own group and the off-wheel Weird categories, damage is even both ways. See weaknesses & resistances and categories.
Play a native copy as a benched buffer or a durable body that soaks hits and props up your active's overshield; play an invasive copy as the aggressor, leaning on its higher ATK β but remember an invasive pays "Faustian" self-damage to its own bench on every damaging attack and concedes 2 prizes when it is knocked out. On raw stats this is a middling card: a soft-DEF body that earns its keep more on the bench and in the collection than as a front-line battler, and it wants backup. It is inedible, so any fertilizer you feed it banks Γ1.25 XP β useful for leveling. Its power and tempo curves cross around Lv 14 as a native (Lv 18 invasive): below that it leans on turn order as a fast skirmisher, and above it its bulk and attack take over. Leveling always makes it stronger β the crossover is about which edge dominates, not when it peaks.
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.