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Carolina ash

Fraxinus caroliniana

Carolina ash (Fraxinus caroliniana) is a broadleaf tree that plays as a native-only buffer in Supplant.

XP 100%SUN 120HP 203Carolina ashBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 32β˜€ 0Climax Communityfree1Γ— / battleretreat β˜€41speed 0.53Buttress RootsactiveHeartwood CoreactiveRoot Heaveβš” 26β˜€ 2Carolina ashFraxinus carolinianaLVL 100

Overview

Carolina ash (Fraxinus caroliniana, Oleaceae) is a broadleaf tree in Supplant's battle system. It is native to eastern North America and South America and invasive nowhere on record, so it is a native-only card: a buffer, never an attacker. Like other trees it is built to be a slow, high-HP, hard-DEF wall. Read on for its exact kit at Lv 40.

Moves

  • Deathshadow (starter, unlocks at Lv 1, 2 Sun) β€” Casts a shade nothing recovers in β€” the foe can't heal. It hits for about 26.

  • Climax Community (ability, Lv 25, free once per battle) β€” The forest as it ends up: heal 70% and +5 ATK. An ability deals no damage; it is pure utility.

  • Root Heave (advanced attack, Lv 40, 6 Sun) β€” Heaves the ground up under the foe β€” trapped, and sapped. It hits for about 21.

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: Buttress roots β€” it cannot be Bound; a buttressed trunk can't be pinned in place.

  • From Lv 68: Heartwood core β€” a dense wooden core worth flat DEF, and more of it the taller the tree grows.

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 broadleaf tree. A Calcium/Magnesium soil amendment adds flat DEF, which suits a card that already wants to hold ground. A Cloche wards off Poison if you expect a toxic opponent. See Field gear for the full kit.

Stats

At Lv 40 this card reads 121 HP and 22 ATK, with 24 DEF and a 19-Sun retreat. It has no invasive range, so there is no attacker split to show β€” it plays as a native buffer only.

Its opening tempo (51) sits above its sustained tempo (32): it is a quick starter that fades β€” likely to land the first hit on turn 1, then get out-paced from turn 2 on. Play it to open, not to grind. 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 β€” and at IUCN EN that bar is a generous one.

See Stats and the overshield for how these bars work.

At Level 100

By Lv 100 this is a wall. HP climbs to 233, ATK to 38, and β€” because DEF is category-plus-wood-density β€” its armor hardens to 54, far past the soft floors a weed ever reaches. Retreat rises to 41 Sun (older means more rooted), and the inverted tempo has sunk to roughly its 1% floor, so the quick-versus-slow story from the Stats section is a young-card affair β€” a mature tree is slow whatever it started as. Growing it up trades speed for sheer staying power.

Hardiness

Roughly USDA zone 7a β€” it should come through winters that bottom out near -16 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 6.1 Β°C to a warm edge near 27.5 Β°C β€” a Subtropical 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 broadleaf tree 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

This is a defensive card. Native, it anchors the bench as a high-HP wall and shields your active; it is slow, so it wins by outlasting rather than out-racing.

Its value is durability, not tempo β€” a dependable wall for the bench and a steady coin-earner, if never a fast finisher.

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 23, 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 23

CrossoverLv 23
HP
90
ATK
17
DEF
15
SPD
41.00
INI
65.13
Retreat
βˆ’13
Tempo106.13
Power109
Fully grownLv 100
HP
233
ATK
38
DEF
54
SPD
0.53
INI
0.83
Retreat
βˆ’41
Tempo1.36
Power284

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
83
ATK
18
DEF
17
SPD
39.42
INI
62.62
Retreat
βˆ’14
Tempo102.04
Power104
Fully grownLv 100
HP
203
ATK
38
DEF
54
SPD
0.53
INI
0.83
Retreat
βˆ’41
Tempo1.36
Power254

Sources

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