Haworthiopsis glauca
Blue Haworthia is a middling succulent on every axis; its worth is a benched HP cushion and a slow, sun-fed self-heal, not anything it does on the attack.
Nothing in Blue Haworthia's stat line separates it from the roughly 160 other succulents in the game β ordinary HP, a floor-tier attack of 15 ATK, and the same paper armour the whole category shares. What it brings instead is the succulent's sun-fed self-heal and, while benched, a small overshield for whatever card is active. In Supplant's battle system it is a succulent β a Specialist on the succession wheel β native to Africa and invasive nowhere, so it only ever plays the native buffer role and never an attacker. It is a weak card in plain terms: a family-tree collection piece and a bench support, not something you build a team around.
The kit is small and cheap. Parch unlocks at Lv 1 and deals 26 for 2 Sun. The free once-per-battle ability Night Stomata arrives at Lv 25: Breathes by night, saving every drop: heal 30% and gain speed. The advanced attack CAM Shaft comes in at Lv 40, dealing 26 for 6 Sun. None of these carries an initiative rider, so it takes its turn in the normal order.
This card keeps two always-on traits. From Lv 10 it has Photosynthesis: in a sunny arena it heals a little each checkup and clears a status β but only about 60% of the time, so treat it as a coin-flip-plus, not a guarantee. At Lv 68 Root Sloughing stacks on top, shedding a lingering status effect each checkup. Note that although it is a succulent, its draw did not keep the all-weather Succulence regen β so its healing needs sunlight to work.
It carries no special trait keywords, so there is no poison or thorn deterrent to work around. It is not a climber, so a Moss Pole does nothing for it; a Calcium/Magnesium soil amendment is the amendment that helps most, since it adds flat DEF to an otherwise floor-armoured card. See field gear.
Read at Lv 40, where the whole kit is unlocked. As a native it carries 121 HP (a +15% cushion) against a base of 106. DEF is 2 β floor-level, like most succulents. Its tempo is slow on both clocks: an opening initiative of 27 and a sustained speed of 21, so it usually moves after its foe on turn one and stays behind afterward. Retreat costs 19 Sun. Benched, it projects an HP overshield bar onto your active, sized by its conservation rarity β as a Least-Concern species, only a sliver.
A succulent matures into mass without armour. HP climbs to 233 and ATK to 25, but DEF only reaches 3 β so a hard hitter still punches through it (damage scales by ATK Γ· (ATK + DEF), and a DEF of 3 barely divides). Retreat rises to 41 Sun as it roots deeper, and its inverted tempo sinks to roughly 1% of cap, so the slow start it has at Lv 40 only gets slower.
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 range runs from a cold edge of 5.3 Β°C to a warm edge of 22.3 Β°C, a Subtropical band. In most temperate gardens that means it wants shelter, a wall, or a winter indoors β and "roughly" is the operative word, since the zone comes from a regression with an error of just over one full zone.
The climate chip on the card is the player-facing form of all this, and it only ever changes battle XP β nothing about damage, stats, growth or the economy:
| Chip | What it means | Battle XP |
|---|---|---|
| Thrives here | your local winter low and summer heat both sit inside its range | x2 |
| In range | it survives where you are but sits near one of its edges | x1.25 |
| Colder than its range | your winters drop below what it tolerates; outdoors it needs protection | no bonus |
| Hotter than its range | your summers run past its warm edge | no bonus |
The reading is for wherever you are standing, so it shifts as you travel.
As a succulent it is in the Specialist succession group. It hits Competitors (perennial herbs, vines, shrubs, broadleaf trees) for Γ1.5, and takes Γ1.5 in return from Ruderals (annual forbs, grasses, aquatics, bulbs), against which its damage is resisted to Γ0.667. Weird-group cards are neutral both ways.
Play it as a benched buffer: parked behind a real active it lends the overshield, and its sun-fed heal lets it stall in a bright arena. It is not edible, so any fertilizer you feed it banks Γ1.25 XP rather than coins. Honestly, it is a poor battler β floor ATK, paper DEF, slow tempo β so its place is collection and bench support. If you do level it, note that it flips from tempo-favoured to power-favoured around Lv 12 in the Total power gallery below; that only marks which edge dominates, not a level to stop at β it is stronger at every level, just never a strong card.
Leveling trades speed for power. A plantβs 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.