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White dipladenia

Mandevilla boliviensis

The White dipladenia (Mandevilla boliviensis) is a Vine that plays as a defensive buffer.

XP 100%SUN 120HP 165White dipladeniaVineβ˜…β˜…β˜…β˜…β˜…CompetitorTendril Whipβš” 38β˜€ 0Inhibitionfree1Γ— / battleretreat β˜€23speed 0.79AllelopathyactiveStructural LoadactiveChoke Pointβš” 28β˜€ 2White dipladenia β€” full-size photoWhite dipladeniaMandevilla boliviensisLVL 100

Overview

The White dipladenia is a showy tropical climbing vine. In battle it plays as a Vine. It is native to South America and listed as invasive nowhere, so it fills the defensive buffer role only.

Moves

Its kit unlocks in three stages. The starter attack, Tendril Whip, is available from Level 1 and costs 2 Sun, dealing 33 as a native and 33 as an invasive. Its effect: A lashing tendril.

The free ability, Inhibition (Level 25), costs no Sun because it is once per battle: Chokes off recovery β€” the foe can't heal.

The advanced attack, Choke Point (Level 40, 6 Sun), deals 22 native and 22 invasive: Finds the narrow spot and closes it β€” the foe stalls and wilts. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Allelopathy, a wilt aura that saps the enemy active's ATK every checkup, on both single-player and player-versus-player boards. From Level 68 a second, different trait stacks on top: Structural Load, whose dead weight chips the enemy bench when it is knocked out. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. As a vine its growth habit resolves to a climber, so isClimber returns true and it can equip a Moss Pole β€” a natural fit that suits its clinging style. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 6 β€” a modest band with a hard cap on its own attack damage β€” a vine wears a foe down rather than hitting through it. It retreats for 12 Sun. Turn 1 is ordered by its initiative (22) and every turn after by its SPD (48). It is slow off the mark but relentless after β€” outpaced on the opening exchange, then pulling ahead as the fight settles. No region lists it as invasive, so it plays purely as a buffer: a +15% HP cushion (103 HP) and, from the bench, an HP overshield onto your active. It has no attacker stance. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 its DEF has risen to 11 and HP toward 190, but its damage stays capped and its once-quick tempo has sunk to roughly 1% of cap. Retreat climbs to 23 Sun. Late, it is a clinging attritional body, not a finisher.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5Γ— and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5Γ— disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A native-only Competitor vine with Allelopathy wilt and heal-denial. Frail and damage-capped; play it for its ATK-sapping utility and its Moss Pole, not for damage. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its native crossover falls around Level 24: below it the card leans on its turn-order edge, above it on raw bulk and attack β€” it is monotonically stronger as it levels, so keep growing it.

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 24

CrossoverLv 24
HP
79
ATK
16
DEF
5
SPD
60.71
INI
27.93
Retreat
βˆ’9
Tempo88.64
Power91
Fully grownLv 100
HP
190
ATK
34
DEF
11
SPD
0.79
INI
0.36
Retreat
βˆ’23
Tempo1.15
Power212

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
17
DEF
5
SPD
57.56
INI
26.48
Retreat
βˆ’10
Tempo84.04
Power86
Fully grownLv 100
HP
165
ATK
34
DEF
11
SPD
0.79
INI
0.36
Retreat
βˆ’23
Tempo1.15
Power187

Sources

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