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Common White Jasmine

Jasminum officinale

A vine that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 203Common WhiteJasmineVineβ˜…β˜…β˜…β˜…β˜…CompetitorTendril Whipβš” 40β˜€ 0Liana Loopfree1Γ— / battleretreat β˜€41speed 0.56Thigmotropic CoilactiveStructural LoadactiveStrangleβš” 27β˜€ 2Common White Jasmine β€” full-size photoCommon White JasmineJasminum officinaleLVL 100

Overview

The Common White Jasmine is a vine in Supplant. It is native to East Asia, Europe and South Asia and invasive in Africa and South America, 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.

Moves

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. Tendril Whip is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Liana Loop, unlocks at level 25: Loops around the foe β€” Bind and Wither. The advanced attack, Strangle, comes online at level 40 for 6 Sun β€” Coils tight β€” a light blow that leaves the foe dormant.

As a native its attacks land for about 34 (starter) and 21 (advanced); as an invasive those rise to 37 and 24 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (13) decides who moves first on turn 1, and SPD (34) 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.

Abilities

It has a single eligible passive, Allelopathy, which arrives at half strength on its level 10 riser and matures at level 68 β€” a real difference for most of the card's life.

Allelopathy. An always-on wilt aura that saps the enemy active a little every turn it stays in β€” passive chip damage that rewards a stalling game.

Features

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.

Stats

At the snapshot level (40) it reads roughly HP 121, DEF 8, with a retreat cost of 19 Sun and tempo pips of 13 initiative / 34 SPD. Its DEF sits in the soft-to-mid vine band. 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 30 (against 22 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.

At Level 100

HP climbs toward 233 while DEF settles in the soft-to-mid band (15). Retreat rises to 41 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.

Weaknesses & Resistances

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

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. A vine sits at soft-to-mid armor with damage-capped attacks, so it will not burst anything down. Treat it as a supporting body, not a carry. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 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 9, after which its power takes over. It is monotonically stronger the higher it goes, 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 9

CrossoverLv 9
HP
64
ATK
13
DEF
4
SPD
51.52
INI
19.89
Retreat
βˆ’8
Tempo71.41
Power73
Fully grownLv 100
HP
233
ATK
39
DEF
15
SPD
0.56
INI
0.22
Retreat
βˆ’41
Tempo0.78
Power246

Invasivepower overtakes tempo at Lv 11

CrossoverLv 11
HP
59
ATK
16
DEF
4
SPD
50.40
INI
19.46
Retreat
βˆ’9
Tempo69.86
Power70
Fully grownLv 100
HP
203
ATK
58
DEF
15
SPD
0.56
INI
0.22
Retreat
βˆ’41
Tempo0.78
Power235

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
62
ATK
14
DEF
4
SPD
49.28
INI
19.03
Retreat
βˆ’9
Tempo68.31
Power71
Fully grownLv 100
HP
203
ATK
39
DEF
15
SPD
0.56
INI
0.22
Retreat
βˆ’41
Tempo0.78
Power216

Sources

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