Hoya lacunosa
A epiphyte that buffers on its native turf and attacks where it is invasive.
The Furrowed hoya is an epiphyte in Supplant. It is native to Oceania and South Asia and invasive in East Asia, so it can take whichever role the arena hands it β a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.
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. Tangle is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Hemiepiphytic Descent, unlocks at level 25: Drops roots to the ground and takes over β the foe is driven out and pinned. The advanced attack, Aerial Cage, comes online at level 40 for 6 Sun β A cage of aerial roots, and nowhere to go.
As a native its attacks land for about 23 (starter) and 20 (advanced); as an invasive those rise to 23 and 20 as the introduced-range aggression matures.
Turn order splits across two stats: initiative (22) decides who moves first on turn 1, and SPD (47) 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.
Furrowed hoya holds a working trait on each riser. Velamen Radicum (level 10) is the spongy sheath on its aerial roots, and it pulls 2% of max HP back every checkup β a slow, unglamorous regen that keeps a frail card in the fight. Sapromyophily (level 68) makes it a decoy: wherever the engine singles out one victim from a group, this card takes it instead of an ally. See Abilities.
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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.
At the snapshot level (40) it reads roughly HP 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 22 initiative / 47 SPD. Its DEF sits at the soft floor β expect no real plating. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 20 (against 20 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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.
HP creeps up toward 190 but DEF stays at the floor (1); it never stops being frail. 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.
In the succession wheel it is a Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.
Play it native as a defensive buffer β the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. An epiphyte is a frail, low-armor card, so this one leans on its traits rather than its body β Velamen Radicum regen from level 10 and a Sapromyophily taunt from level 68. It is inedible in the game's economy, so any fertilizer you feed it banks Γ1.25 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 24, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.
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.