🌿 Supplant WikiPlay Supplant β†’

Eastern Red Cedar

Juniperus virginiana

Eastern Red Cedar hits harder than almost any other conifer: fewer than 1 in 20 conifers in the game reach its ATK of 26 at Lv 40.

XP 100%SUN 120HP 554Eastern Red CedarConiferβ˜…β˜…β˜…β˜…β˜…SpecialistBlazing Pitchβš” 37β˜€ 0Old-Growth Standfree1Γ— / battleretreat β˜€47speed 0.12Resin CanalsactiveNetworkactiveCone Capβš” 29β˜€ 2Eastern Red Cedar β€” full-size photoEastern Red CedarJuniperus virginianaLVL 100

Overview

Eastern Red Cedar hits harder than almost any other conifer: fewer than 1 in 20 conifers in the game reach its ATK of 26 at Lv 40.

Eastern Red Cedar fights as a conifer (categories) in the Specialist succession group. It is native to Eastern North America and Western North America, where it plays as a buffer, and invasive in Africa, East Asia, Europe and South America, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Blazing Pitch β€” starter attack, 2 Sun. Flings burning pitch β€” the foe catches. Expected damage: 30, or 31 where it is invasive.
  • Old-Growth Stand β€” ability, free once per battle. Ancient and immovable: heal 70%, and the foe is pinned. Where it is invasive, this slot holds Fire-Sealed Vault instead: Cones that only fire can open: +4 ATK and heal 20%.
  • Cone Cap β€” advanced attack, 6 Sun. Caps the foe under a cone β€” it stalls and can't heal. Expected damage: 22, or 24 where it is invasive.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Resin Canals β€” from Lv 10. Every direct hit on it Poisons the attacker (3 stacks on the first strike, less on each repeat; a Cloche or a Sulfur amendment on the attacker blocks it).
  • Network β€” from Lv 68. While benched, it gives your active plant a gold Sun bar that is spent once the active's own Sun runs out. The bar's size follows this plant's conservation rating, Mulch makes it 25% larger, and at most 2 such bars can stack.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 12 coins on top of the 30 a catch pays.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)245554
HP (native)282637
ATK (neutral)2647
ATK (invasive)3059
DEF56135
Initiative150.24
Sustained tempo (SPD)70.12
Retreat cost (Sun)2247
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 22 Sun at Lv 40, and after it enters the active slot it must stay 2 turns before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 3b β€” it should come through winters that bottom out near -35 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -5.3 Β°C to a warm edge of 28.3 Β°C, in the cool-temperate band, and it is wide-ranging. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Eastern Red Cedar is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power leads its tempo from Lv 1, so it plays as a heavyweight from the start. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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-favored from the start

SeedlingLv 1
HP
52
ATK
12
DEF
4
SPD
12.21
INI
24.10
Retreat
βˆ’5
Tempo36.31
Power63
Fully grownLv 100
HP
637
ATK
47
DEF
135
SPD
0.12
INI
0.24
Retreat
βˆ’47
Tempo0.36
Power772

Invasivepower-favored from the start

SeedlingLv 1
HP
45
ATK
12
DEF
4
SPD
12.21
INI
24.10
Retreat
βˆ’5
Tempo36.31
Power56
Fully grownLv 100
HP
554
ATK
59
DEF
135
SPD
0.12
INI
0.24
Retreat
βˆ’47
Tempo0.36
Power701

Neutralpower-favored from the start

SeedlingLv 1
HP
45
ATK
12
DEF
4
SPD
12.21
INI
24.10
Retreat
βˆ’5
Tempo36.31
Power56
Fully grownLv 100
HP
554
ATK
47
DEF
135
SPD
0.12
INI
0.24
Retreat
βˆ’47
Tempo0.36
Power689

Sources

  1. Juniperus virginiana on iNaturalist
  2. Juniperus virginiana on Wikipedia
  3. Juniperus virginiana on Plants of the World Online