🌿 Supplant WikiPlay Supplant β†’

Beach strawberry

Fragaria chiloensis

Beach strawberry (Fragaria chiloensis) is a perennial herb that plays as a native buffer or invasive attacker in Supplant.

XP 100%SUN 120HP 165Beach strawberryPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 39β˜€ 0Seral Persistencefree1Γ— / battleretreat β˜€29speed 0.59Bitter PrincipleactiveVernalizationMemoryactiveCrown Divisionβš” 48β˜€ 2Beach strawberryFragaria chiloensisLVL 100

Overview

Beach strawberry (Fragaria chiloensis, Rosaceae) is a perennial herb in Supplant's battle system. It is native to western North America, Oceania and South America β€” where it plays as a defensive buffer β€” and invasive in Europe, 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 33 native / 34 invasive.

  • Seral Persistence (ability, Lv 25, free once per battle) β€” Refuses to be replaced: heal 60%, and the foe can't heal. An ability deals no damage; it is pure utility.

  • Crown Division (advanced attack, Lv 40, 6 Sun) β€” Splits the crown and strikes from both halves. It hits for about 38 native / 40 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: Vernalization memory β€” from the third turn onward it bolts for extra ATK, a cold-primed late surge.

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 20 ATK native versus 23 invasive β€” the invasive edge is deferred onto the caps, so the gap widens as it grows. DEF is 2 and retreat costs 14 Sun regardless of nativity.

Its opening and sustained tempo (36 then 36) 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. 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 36, but DEF barely leaves its soft band at 3 β€” biomass grows, armor does not. Retreat rises to 29 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 5b β€” it should come through winters that bottom out near -25 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 0.6 Β°C to a warm edge near 20.3 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 edible (fruit), and its part is tagged, so feeding it the matching fertilizer β€” Phosphorus β€” pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead.

One framing note: it fights as a fast skirmisher until about Lv 26, 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 26

CrossoverLv 26
HP
82
ATK
17
DEF
2
SPD
44.01
INI
44.01
Retreat
βˆ’11
Tempo88.02
Power90
Fully grownLv 100
HP
190
ATK
36
DEF
3
SPD
0.59
INI
0.59
Retreat
βˆ’29
Tempo1.18
Power200

Invasivepower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
19
DEF
2
SPD
41.67
INI
41.67
Retreat
βˆ’12
Tempo83.34
Power86
Fully grownLv 100
HP
165
ATK
42
DEF
3
SPD
0.59
INI
0.59
Retreat
βˆ’29
Tempo1.18
Power181

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
18
DEF
2
SPD
41.67
INI
41.67
Retreat
βˆ’12
Tempo83.34
Power85
Fully grownLv 100
HP
165
ATK
36
DEF
3
SPD
0.59
INI
0.59
Retreat
βˆ’29
Tempo1.18
Power175

Sources

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