🌿 Supplant WikiPlay Supplant β†’

Showy goldeneye

Heliomeris multiflora

A fast-opening but fragile North American daisy that chips with an early Poison.

XP 100%SUN 120HP 165Showy goldeneyePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorStolon Reachβš” 37β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€23speed 0.54Bitter PrincipleactiveResproutactiveAlkaloid Ambushβš” 30β˜€ 2Showy goldeneye β€” full-size photoShowy goldeneyeHeliomeris multifloraLVL 100

Overview

Showy goldeneye is a fast-opening but soft perennial herb whose Alkaloid Ambush lands an early Poison. It is native to eastern North America and western North America and invasive nowhere the game tracks. So it plays only as a native buffer.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Stolon Reach, is available from level 1 for 2 Sun. It deals 31 damage. Runs a stolon out fast β€” and keeps the speed.

At level 25 it gains a free, once-per-battle ability, Chronosequence: Time on its side: +3 ATK and speed, kept. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Alkaloid Ambush, arrives at level 40 for 6 Sun, dealing 23 damage. Poisons before the foe can react.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Bitter Principle (from level 10) β€” any attacker that strikes it is Withered, blunting that foe's next blow.
  • Resprout (from level 68) β€” once per match, when a hit would finish it, it has a 60% chance to cling on at a quarter of its maximum HP β€” a coin-flip-plus safety net, not a guarantee.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 1 DEF and retreats for 12 Sun.

It opens fast and fades: it tends to land the first blow (opening initiative 38) but is out-paced from turn two onward (sustained Speed 33).

As a native it carries a +15% HP cushion (103 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 1 DEF β€” leveling buys it bulk and attack (climbing to 40), not toughness. Retreat climbs to 23 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Perennial herb, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

It is a light skirmisher β€” fine for chipping and coin runs, weak as a front-line wall. Lean on its speed to land the first hit, then rotate it out before it is worn down.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 25, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” 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 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 25

CrossoverLv 25
HP
81
ATK
18
DEF
1
SPD
40.84
INI
47.61
Retreat
βˆ’9
Tempo88.45
Power91
Fully grownLv 100
HP
190
ATK
40
DEF
1
SPD
0.54
INI
0.63
Retreat
βˆ’23
Tempo1.17
Power208

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
19
DEF
1
SPD
38.69
INI
45.10
Retreat
βˆ’10
Tempo83.79
Power85
Fully grownLv 100
HP
165
ATK
40
DEF
1
SPD
0.54
INI
0.63
Retreat
βˆ’23
Tempo1.17
Power183

Sources

  1. iNaturalist β€” Heliomeris multiflora
  2. Wikipedia β€” Heliomeris multiflora
  3. Plants of the World Online (Kew) β€” Heliomeris multiflora