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Broad leaved Whitebeam

Karpatiosorbus latifolia

A neutral-range broadleaf tree with no nativity bonus in the arena.

XP 100%SUN 120HP 165Broad leavedWhitebeamBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorThornsBranch Bashβš” 35β˜€ 0Climax Communityfree1Γ— / battleretreat β˜€29speed 0.58ThornsactiveEpicormic BudsactiveButtress Bashβš” 40β˜€ 2Broad leaved Whitebeam β€” full-size photoBroad leaved WhitebeamKarpatiosorbus latifoliaLVL 100

Overview

The Broad leaved Whitebeam is a broadleaf tree in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.

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. Branch Bash is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Climax Community, unlocks at level 25: The forest as it ends up: heal 70% and +5 ATK. The advanced attack, Buttress Bash, comes online at level 40 for 6 Sun β€” Swings a buttress root and pins the foe.

Its attacks land for about 29 (starter) and 34 (advanced) at the snapshot level β€” plain base numbers, since no nativity bonus applies.

Turn order splits across two stats: initiative (40) decides who moves first on turn 1, and SPD (35) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

It reads Thorns from level 10, and a second passive, Mycorrhiza, stacks on at level 68.

Thorns. Every attacker that lands a damaging hit on it takes flat recoil off its own HP, and a multi-hit attack eats that recoil once per hit. It fires independently and stacks with any chemical recoil.

Mycorrhiza. A 60% chance each turn to heal a benched ally through the shared root network. Like Network, it is a support effect that pays off from the bench rather than in a duel β€” and because it only lands about three times in five, treat it as a bonus, not a plan.

Features

It carries thorns, so any attacker that hits it pays contact recoil (see Abilities); an armature rating is what sets that thorn damage. 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.

Stats

At the snapshot level (40) it reads roughly HP 89 (its plain, un-cushioned base), DEF 24, with a retreat cost of 14 Sun and tempo pips of 40 initiative / 35 SPD. Its DEF is tree-grade β€” a real wall that climbs with level, so a hit is blunted by diminishing armor (ATK Γ· (ATK + DEF)), though poison ignores plating entirely. With no nativity bonus its HP and ATK sit at base β€” no native cushion, no invasive ATK ramp β€” so it is a middle-of-the-road body on every stat. 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

It climbs into a wall: DEF hardens to about 55 on its wood density while HP swells toward 165. This is where a tree earns its keep. Retreat rises to 29 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

With no nativity role it is a straightforward neutral body β€” no cushion to lean on, no attacker's edge to exploit. Trees are the heavyweights of Supplant. Behind a wall of DEF and deep HP this is a genuinely strong card β€” a front-line wall on defence and a hard-hitting bruiser on the attack. It is edible (the game tags the fruit as the eaten part), so feeding it the matching Phosphorus fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. 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 26, 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.

Neutralpower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
18
DEF
17
SPD
43.18
INI
49.50
Retreat
βˆ’11
Tempo92.68
Power96
Fully grownLv 100
HP
165
ATK
40
DEF
55
SPD
0.58
INI
0.66
Retreat
βˆ’29
Tempo1.24
Power231

Sources

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