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Thistle

Lophiolepis ferox

A neutral-range perennial herb with no nativity bonus in the arena.

XP 100%SUN 120HP 165ThistlePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorHerbal Draughtβš” 35β˜€ 0AllelochemicalPrimingfree1Γ— / battleretreat β˜€23speed 0.59Bitter PrincipleactiveVernalizationMemoryactiveHerbaceous Assaultβš” 37β˜€ 2Thistle β€” full-size photoThistleLophiolepis feroxLVL 100

Overview

The Thistle is a perennial herb 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. Herbal Draught is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Allelochemical Priming, unlocks at level 25: Primes root chemistry β€” Poison the foe. The advanced attack, Herbaceous Assault, comes online at level 40 for 6 Sun β€” A season's growth thrown at once β€” the foe wilts.

Its attacks land for about 29 (starter) and 31 (advanced) at the snapshot level β€” plain base numbers, since no nativity bonus applies.

Turn order splits across two stats: initiative (42) decides who moves first on turn 1, and SPD (36) 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 has a single eligible passive, Resprout, 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.

Resprout. A 60% chance to survive one otherwise-lethal hit and cling on at roughly a quarter of its HP. It is a coin-flip-plus reprieve, not a guarantee β€” useful, but you cannot build around it landing.

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.

Stats

At the snapshot level (40) it reads roughly HP 89 (its plain, un-cushioned base), DEF 1, with a retreat cost of 12 Sun and tempo pips of 42 initiative / 36 SPD. Its DEF sits low, in the soft-herb band. 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

Biomass HP swells toward 165, but its armor barely leaves the soft band (1) β€” a bigger body, not a tougher one. 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.

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. This is a soft-bodied herb: low armor, modest HP. It is more a collection piece and a coin/level earner than a battle carry, and it wants bench support to do real work. 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 32, 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 32

CrossoverLv 32
HP
79
ATK
20
DEF
1
SPD
41.02
INI
47.85
Retreat
βˆ’11
Tempo88.87
Power89
Fully grownLv 100
HP
165
ATK
40
DEF
1
SPD
0.59
INI
0.69
Retreat
βˆ’23
Tempo1.28
Power183

Sources

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