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Canada mayflower

Maianthemum canadense

A native-only perennial herb that plays as a defensive buffer.

XP 100%SUN 120HP 165Canada mayflowerPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 42β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€22speed 0.37Basal RosetteactiveResproutactiveWinterkillβš” 35β˜€ 2Canada mayflower β€” full-size photoCanada mayflowerMaianthemum canadenseLVL 100

Overview

The Canada mayflower is a perennial herb in Supplant. It is native to Eastern North America and Western North America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

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. Steady Growth is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Perennating Bud, unlocks at level 25: Breaks a stored bud: heal 40%. The advanced attack, Winterkill, comes online at level 40 for 6 Sun β€” Kills it back to the ground β€” it withers and can't heal.

Its attacks land for about 35 (starter) and 27 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (25) decides who moves first on turn 1, and SPD (23) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It reads Succulence from level 10, and a second passive, Resprout, stacks on at level 68.

Succulence. A 60% chance to regenerate a little HP in any weather, wet or dry, so it can slowly out-grind a chip-damage race.

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 103, DEF 1, with a retreat cost of 12 Sun and tempo pips of 25 initiative / 23 SPD. Its DEF sits low, in the soft-herb band. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. 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 190, but its armor barely leaves the soft band (1) β€” a bigger body, not a tougher one. Retreat rises to 22 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

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. 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 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 11, 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 11

CrossoverLv 11
HP
61
ATK
16
DEF
1
SPD
33.45
INI
37.02
Retreat
βˆ’7
Tempo70.47
Power71
Fully grownLv 100
HP
190
ATK
47
DEF
1
SPD
0.37
INI
0.41
Retreat
βˆ’22
Tempo0.78
Power216

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
17
DEF
1
SPD
31.96
INI
35.37
Retreat
βˆ’7
Tempo67.33
Power69
Fully grownLv 100
HP
165
ATK
47
DEF
1
SPD
0.37
INI
0.41
Retreat
βˆ’22
Tempo0.78
Power191

Sources

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