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Blanket flower

Gaillardia Γ— grandiflora

An invasive-only perennial herb that plays as an attacker.

XP 100%SUN 120HP 165Blanket flowerPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorVolatile Oilsβš” 32β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€23speed 0.65Bitter PrincipleactiveResproutactiveTonicβš” 40β˜€ 2Blanket flowerGaillardia Γ— grandifloraLVL 100

Overview

The Blanket flower is a perennial herb in Supplant. It is native nowhere in the game's regions but invasive in Africa and Europe, so it plays purely as 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. Volatile Oils is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Allelochemical Priming, unlocks at level 25: Primes root chemistry β€” Poison the foe. The advanced attack, Tonic, comes online at level 40 for 6 Sun β€” Strikes and mends β€” heal 15%.

Its attacks land for about 28 (starter) and 36 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (29) decides who moves first on turn 1, and SPD (39) 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, Resprout, 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.

Resprout. A 60% chance to survive one otherwise-lethal hit and cling on at roughly a quarter of its HP. It is a coin-flip-plus reprieve, not a guarantee β€” useful, but you cannot build around it landing.

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 1, with a retreat cost of 12 Sun and tempo pips of 29 initiative / 39 SPD. Its DEF sits low, in the soft-herb band. As an invasive its ATK is the story: it rises toward 29 as it matures, and it pays "Faustian" self-damage to its own bench on every damaging hit. 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

Biomass HP swells toward 190, but its armor barely leaves the soft band (1) β€” a bigger body, not a tougher one. Retreat rises to 23 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 Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the invasive attacker: field it to push damage, accepting the Faustian bench self-damage and the 2 prizes it concedes on a knockout. This is a soft-bodied herb: low armor, modest HP. It is more a collection piece and a coin/level earner than a battle carry, and it wants bench support to do real work. 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 26, 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.

Invasivepower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
22
DEF
1
SPD
48.54
INI
35.92
Retreat
βˆ’10
Tempo84.46
Power85
Fully grownLv 100
HP
165
ATK
56
DEF
1
SPD
0.65
INI
0.48
Retreat
βˆ’23
Tempo1.13
Power199

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
19
DEF
1
SPD
47.25
INI
34.96
Retreat
βˆ’10
Tempo82.21
Power84
Fully grownLv 100
HP
165
ATK
40
DEF
1
SPD
0.65
INI
0.48
Retreat
βˆ’23
Tempo1.13
Power183

Sources

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