🌿 Supplant WikiPlay Supplant β†’

Indian mulberry

Morinda citrifolia

The Indian mulberry (Morinda citrifolia) is a Broadleaf tree that plays as a defensive buffer where native and an attacker where invasive.

XP 100%SUN 120HP 165Indian mulberryBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorBranch Slamβš” 42β˜€ 0Gap Capturefree1Γ— / battleretreat β˜€33speed 0.53Tannin LoadactiveMycorrhizaactiveDeadfallβš” 50β˜€ 2Indian mulberry β€” full-size photoIndian mulberryMorinda citrifoliaLVL 100

Overview

The Indian mulberry is noni, or Indian mulberry, a coastal tree with pungent edible fruit. In battle it plays as a Broadleaf tree. It is native to Africa, East Asia, Oceania, and South Asia, where it takes the defensive buffer role, and invasive in Eastern North America and South America, where it becomes an attacker.

Moves

Its kit unlocks in three stages. The starter attack, Branch Slam, is available from Level 1 and costs 2 Sun, dealing 35 as a native and 38 as an invasive. Its effect: A heavy branch slams down.

The free ability, Gap Capture (Level 25), costs no Sun because it is once per battle: Takes the fallen giant's light: +5 ATK, kept for the match.

The advanced attack, Deadfall (Level 40, 6 Sun), deals 43 native and 46 invasive: The whole tree comes down. 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 Tannin Load, so striking it back Withers the attacker and shaves its ATK. From Level 68 a second, different trait stacks on top: Mycorrhiza, a roughly 60% chance each checkup to send a heal to a benched ally. 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. A Cal-Mag (Ca/Mg) amendment stacks flat DEF onto an already-high wall for a native anchor; an invasive copy is better fed an economy fertilizer to bank coins or XP. Its edible fruit means the matching Phosphorus (P) fertilizer pays bonus coins (see Gameplay uses). 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 24 β€” the hardest armor band in the game, set by its battle category and real wood density, so a mature trunk genuinely stands as an armored wall. It retreats for 16 Sun. Turn 1 is ordered by its initiative (32) and every turn after by its SPD (32). Its opening and sustained tempo sit close together, so its turn order holds roughly steady through a fight. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β€” compare 25 native ATK against 35 invasive β€” and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. 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 it has hardened into that wall: DEF climbs to 54 as wood density asserts itself and HP swells toward 190, while its retreat cost rises to 33 Sun β€” an old tree is deeply rooted and slow to pull back. Its tempo, already unhurried, has sunk to roughly 1% of cap, so it leads no exchange late; it wins by absorbing and outlasting.

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 broadleaf-tree wall with strong tree attacks (Deadfall hits hard) and an edible fruit. One of the better dual-purpose trees here: durable, hits respectably, and earns coins on fruit fertilizer. Because its edible part is a resolved fruit, feeding it Phosphorus pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead. On the total-power curve its crossover falls around Level 17 native and 19 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, 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 17

CrossoverLv 17
HP
69
ATK
18
DEF
12
SPD
44.15
INI
44.15
Retreat
βˆ’10
Tempo88.30
Power89
Fully grownLv 100
HP
190
ATK
46
DEF
54
SPD
0.53
INI
0.53
Retreat
βˆ’33
Tempo1.06
Power257

Invasivepower overtakes tempo at Lv 19

CrossoverLv 19
HP
63
ATK
23
DEF
13
SPD
43.10
INI
43.10
Retreat
βˆ’10
Tempo86.20
Power89
Fully grownLv 100
HP
165
ATK
72
DEF
54
SPD
0.53
INI
0.53
Retreat
βˆ’33
Tempo1.06
Power258

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
64
ATK
19
DEF
14
SPD
42.58
INI
42.58
Retreat
βˆ’10
Tempo85.16
Power87
Fully grownLv 100
HP
165
ATK
46
DEF
54
SPD
0.53
INI
0.53
Retreat
βˆ’33
Tempo1.06
Power232

Sources

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