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Donkey Food

Euphorbia meloformis

A native-only succulent that plays as a defensive buffer.

XP 100%SUN 120HP 165Donkey FoodSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSucculenceWater Leechβš” 30β˜€ 0Xeric Climaxfree1Γ— / battleretreat β˜€33speed 0.56SucculenceactiveRoot SloughingactiveDesiccationEnduranceβš” 24β˜€ 2Donkey FoodEuphorbia meloformisLVL 100

Overview

The Donkey Food is a succulent in Supplant. It is native to Africa and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Water Leech is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Xeric Climax, unlocks at level 25: Master of the drylands: heal 70%. The advanced attack, Desiccation Endurance, comes online at level 40 for 6 Sun β€” Outlasts the drought β€” the foe dries out while it mends.

Its attacks land for about 26 (starter) and 21 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (15) decides who moves first on turn 1, and SPD (34) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

It has a single eligible passive, Photosynthesis, which arrives at half strength on its level 10 riser and matures at level 68 β€” a real difference for most of the card's life.

Photosynthesis. A 60% chance to heal itself in sunny weather β€” reliable-ish grind, but weather-dependent and never guaranteed.

Features

For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 2, with a retreat cost of 16 Sun and tempo pips of 15 initiative / 34 SPD. Its DEF sits at the succulent floor: this is a high-HP, thin-plate card, and poison or a big attacker cuts straight through. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

Classic succulent divergence: HP balloons toward 190 while DEF stays near the floor (3). Huge, and still soft. Retreat rises to 33 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. All water and no armor: big HP but near-zero DEF. Its 60% heals let it grind out attrition, yet poison and heavy hitters cut straight through its thin plating. A slow attrition card, not a bruiser. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 16, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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 16

CrossoverLv 16
HP
68
ATK
11
DEF
1
SPD
47.60
INI
21.54
Retreat
βˆ’9
Tempo69.14
Power71
Fully grownLv 100
HP
190
ATK
25
DEF
3
SPD
0.56
INI
0.25
Retreat
βˆ’33
Tempo0.81
Power185

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
64
ATK
12
DEF
1
SPD
45.36
INI
20.52
Retreat
βˆ’10
Tempo65.88
Power67
Fully grownLv 100
HP
165
ATK
25
DEF
3
SPD
0.56
INI
0.25
Retreat
βˆ’33
Tempo0.81
Power160

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)