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Gaultheria glomerata

Gaultheria glomerata

Gaultheria glomerata (Gaultheria glomerata) is a shrub that plays as a native-only buffer in Supplant.

XP 100%SUN 120HP 203Gaultheria glomerataShrubβ˜…β˜…β˜…β˜…β˜…CompetitorTick Tumbleβš” 32β˜€ 0Bramble Barrierfree1Γ— / battleretreat β˜€25speed 0.33SclerophyllyactiveSapromyophilyactiveFruit Drop Kickβš” 30β˜€ 2Gaultheria glomerata β€” full-size photoGaultheria glomerataGaultheria glomerataLVL 100

Overview

Gaultheria glomerata (Gaultheria glomerata, Ericaceae) is a shrub in Supplant's battle system. It is native to South America and invasive nowhere on record, so it is a native-only card: a buffer, never an attacker. As a shrub it sits in the middle armor band β€” firmer than a weed, softer than a tree.

Moves

  • Tick Tumble (starter, unlocks at Lv 1, 2 Sun) β€” Shakes the tick load loose onto the foe. It hits for about 27.

  • Bramble Barrier (ability, Lv 25, free once per battle) β€” A wall of thorns β€” the foe withers against it. An ability deals no damage; it is pure utility.

  • Fruit Drop Kick (advanced attack, Lv 40, 6 Sun) β€” Boots a load of fruit β€” also nicks the bench. It hits for about 25.

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: Sclerophylly β€” tough, hard leaves worth flat damage reduction on every hit.

  • From Lv 68: Sapromyophily β€” a taunt: wherever the engine picks one victim out of a group (a shove's forced swap, a Seed Rain, an incoming spore-drift), this card takes it instead of an ally. While young it only holds the foe's focus above half health; matured, it always holds. Against a lone wild plant there is no choice to pull, so it does nothing in a one-on-one wild encounter β€” the honest caveat, not a flaw.

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 shrub. 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 19 ATK, with 10 DEF and a 13-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 (26) sits above its sustained tempo (20): 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.

See Stats and the overshield for how these bars work.

At Level 100

By Lv 100 HP reaches 233 and ATK 33, while DEF firms to 20 β€” a shrub's middle band, harder than a weed but no tree. Retreat rises to 25 Sun and the tempo stats have fallen to their floor, so a grown card is slow whatever its opening. Maturing buys bulk and a firmer guard, not speed.

Hardiness

Roughly USDA zone 7a β€” it should come through winters that bottom out near -17 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 5.4 Β°C to a warm edge near 22.3 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 shrub 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

A mid-armor shrub. Native, it holds the bench and shields your active; it lacks the HP of a tree but sits firmer than any weed.

It is a serviceable mid-tier card: firmer than a weed, softer than a tree, and a reliable coin-earner and collection piece.

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 8, 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 8

CrossoverLv 8
HP
62
ATK
12
DEF
5
SPD
30.25
INI
40.38
Retreat
βˆ’6
Tempo70.63
Power73
Fully grownLv 100
HP
233
ATK
33
DEF
20
SPD
0.33
INI
0.43
Retreat
βˆ’25
Tempo0.76
Power261

Neutralpower overtakes tempo at Lv 11

CrossoverLv 11
HP
59
ATK
12
DEF
6
SPD
29.28
INI
39.08
Retreat
βˆ’7
Tempo68.36
Power70
Fully grownLv 100
HP
203
ATK
33
DEF
20
SPD
0.33
INI
0.43
Retreat
βˆ’25
Tempo0.76
Power231

Sources

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