🌿 Supplant WikiPlay Supplant →

Fraxinus purpusii

Fraxinus purpusii

A North and South American native ash that fights as a sturdy support wall, healing benched allies and shielding your active from the bench, and growing more relentless the longer a fight runs.

XP 100%SUN 120HP 203Fraxinus purpusiiBroadleaf tree★★★★CompetitorAcorn Drop⚔ 30☀ 0Old-GrowthReactionfree1× / battleretreat ☀41speed 0.56Buttress RootsactiveMycorrhizaactiveBarking Mad⚔ 41☀ 2Fraxinus purpusii — full-size photoFraxinus purpusiiFraxinus purpusiiLVL 100

Overview

Fraxinus purpusii is a Broadleaf tree that fights as a sturdy support wall: it splashes the enemy bench on its opening hit, mends through its kit, and feeds its own bench through its traits. It is native to Eastern and Western North America and South America, with no invasive card, so it only plays the native buffer side. It is built to defend and support rather than to hit hard.

Moves

Its starter attack, Acorn Drop, unlocks at level 1 for 2 Sun, dealing about 25 damage while splashing the enemy bench. The free once-per-battle ability, Old-Growth Reaction, arrives at level 25: Centuries of shade — the foe stalls and withers. It is a mid-fight mend. The advanced attack, Barking Mad, unlocks at level 40 for 6 Sun (35 damage) and mends the plant as it strikes. Most of your Fraxinus purpusii sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Fraxinus purpusii keeps two always-on traits. Mycorrhiza arrives on the level 10 riser and heals a benched ally, but as a sustain trait it fires only about 60% of the time. Network arrives on the level 68 riser and, as a canopy tree, projects a gold Sun overshield bar onto your active from the bench; it works reliably once unlocked. See Abilities.

Features

Fraxinus purpusii does not hold the Toxin trait and is non-toxic, so striking it carries no contact recoil and its attacks add no poison. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native buffer, defensive field gear — a Cloche, or a calcium/magnesium amendment for extra DEF — thickens its already firm armor. See statuses.

Stats

At level 40 Fraxinus purpusii reads 121 HP with ATK of 19. DEF is 24, in the broadleaf-tree band, the firmest here, so it soaks hits like a wall where the weeds and herbs fold. Its tempo is back-loaded: turn 1 runs on its initiative (32), which is out-paced, but every turn after on its higher SPD (34), so it starts behind and grows more relentless the longer a fight runs. Retreat costs 19 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, Fraxinus purpusii swells to 233 HP and 34 ATK, and its DEF climbs to 54 — as a tree it turns into a heavy wall, buying deep armor on top of its health. Retreat rises to 41 Sun, and its tempo has sunk to about 1% of cap, so even a fight it would once cruise it now enters acting last against anything younger. Maturing buys a formidable defensive body at the cost of all its late-fight speed.

Weaknesses & Resistances

As a broadleaf tree, Fraxinus purpusii sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for ×1.5 and takes only ×0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for ×1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Fraxinus purpusii as a native support wall: heal a benched ally with Mycorrhiza, shield your active with Network once mature, and hold the front line as a body that soaks hits, leaning on its back-loaded tempo to keep pace in longer fights. Its own attack is modest, so lead with it for defense rather than pressure. On economy, it is inedible, so any nutrient you feed it banks ×1.25 XP toward faster growth rather than coins. It plays as a slow-starting bulk wall that only firms up as it levels, crossing over around level 16 — but it is always stronger at higher levels, so there is no 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 16

CrossoverLv 16
HP
77
ATK
14
DEF
12
SPD
47.60
INI
44.68
Retreat
−10
Tempo92.28
Power93
Fully grownLv 100
HP
233
ATK
34
DEF
54
SPD
0.56
INI
0.53
Retreat
−41
Tempo1.09
Power280

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
73
ATK
15
DEF
14
SPD
45.36
INI
42.58
Retreat
−12
Tempo87.94
Power90
Fully grownLv 100
HP
203
ATK
34
DEF
54
SPD
0.56
INI
0.53
Retreat
−41
Tempo1.09
Power250

Sources

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