🌿 Supplant WikiPlay Supplant β†’

Ivy Leaved Morning-Glory

Ipomoea hederacea

The Ivy Leaved Morning-Glory (Ipomoea hederacea) is a Vine that plays as a defensive buffer where native and an attacker where invasive.

XP 100%SUN 120HP 165Ivy LeavedMorning-GloryVineβ˜…β˜…β˜…β˜…β˜…CompetitorCreeping Smotherβš” 30β˜€ 0Canopy Weightfree1Γ— / battleretreat β˜€33speed 0.56Thigmotropic CoilactiveApicalDominanceactiveClinging Vineβš” 27β˜€ 2Ivy Leaved Morning-Glory β€” full-size photoIvy Leaved Morning-GloryIpomoea hederaceaLVL 100

Overview

The Ivy Leaved Morning-Glory is an aggressive twining annual vine. In battle it plays as a Vine. It is native to Eastern North America and Western North America, where it takes the defensive buffer role, and invasive in Africa, East Asia, Europe, Oceania, South America, and South Asia, where it becomes an attacker.

Moves

Its kit unlocks in three stages. The starter attack, Creeping Smother, is available from Level 1 and costs 2 Sun, dealing 25 as a native and 29 as an invasive. Its effect: Creeps over and smothers β€” the foe weakens.

The free ability, Canopy Weight (Level 25), costs no Sun because it is once per battle: Loads the crown until it breaks: +8 ATK, and the foe is pinned.

The advanced attack, Clinging Vine (Level 40, 6 Sun), deals 22 native and 27 invasive: Won't let go, and feeds while it holds. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Thigmotropic Coil, so striking it Binds the attacker in its tendrils. From Level 68 a second, different trait stacks on top: Apical Dominance, extra ATK while it is at full health. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. As a vine its growth habit resolves to a climber, so isClimber returns true and it can equip a Moss Pole β€” a natural fit that suits its clinging style. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 8 β€” a modest band with a hard cap on its own attack damage β€” a vine wears a foe down rather than hitting through it. It retreats for 16 Sun. Turn 1 is ordered by its initiative (51) and every turn after by its SPD (34). It is a quick starter that fades β€” it tends to land the first hit, then gets out-paced turn on turn. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β€” compare 19 native ATK against 32 invasive β€” and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 its DEF has risen to 15 and HP toward 190, but its damage stays capped and its once-quick tempo has sunk to roughly 1% of cap. Retreat climbs to 33 Sun. Late, it is a clinging attritional body, not a finisher.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5Γ— and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5Γ— disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A widespread invasive vine that clings and drains. Its Canopy Weight ability piles on ATK and pins the foe. Frail, but a persistent attritional harasser with a Moss Pole. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its crossover falls around Level 31 native and 31 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, 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.

Nativepower overtakes tempo at Lv 31

CrossoverLv 31
HP
90
ATK
17
DEF
7
SPD
39.20
INI
58.45
Retreat
βˆ’13
Tempo97.65
Power101
Fully grownLv 100
HP
190
ATK
33
DEF
15
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power205

Invasivepower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
27
DEF
7
SPD
39.20
INI
58.45
Retreat
βˆ’13
Tempo97.65
Power99
Fully grownLv 100
HP
165
ATK
66
DEF
15
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power213

Neutralpower overtakes tempo at Lv 35

CrossoverLv 35
HP
83
ATK
18
DEF
7
SPD
36.96
INI
55.11
Retreat
βˆ’15
Tempo92.07
Power93
Fully grownLv 100
HP
165
ATK
33
DEF
15
SPD
0.56
INI
0.83
Retreat
βˆ’33
Tempo1.39
Power180

Sources

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