🌿 Supplant WikiPlay Supplant β†’

Common Broomrape

Orobanche minor

There are too few vascular parasites in the game to rank them against each other, so Common Broomrape's numbers stand on their own: an initiative of 33, a sustained tempo of 1 and DEF 10 at Lv 40.

XP 100%SUN 120HP 100Common BroomrapeVascular parasiteβ˜…β˜…β˜…β˜…β˜…WeirdLightstealβš” 29β˜€ 0Host Scentfree1Γ— / battleretreat β˜€17speed 0.02Sun SiphonactiveSpore-driftactiveBroomrape Bindβš” 26β˜€ 2πŸƒCommon BroomrapeOrobanche minorLVL 100

Overview

There are too few vascular parasites in the game to rank them against each other, so Common Broomrape's numbers stand on their own: an initiative of 33, a sustained tempo of 1 and DEF 10 at Lv 40.

Common Broomrape fights as a vascular parasite (categories) in the Weird succession group. It is native to Europe, where it plays as a buffer, and invasive in Eastern North America and Western North America, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Lightsteal β€” starter attack, 2 Sun. Siphons light it never earned β€” strike and heal 12%. Expected damage: 25, or 27 where it is invasive.
  • Host Scent β€” ability, free once per battle. Germinates only on the right chemistry: +4 ATK, kept for the match.
  • Broomrape Bind β€” advanced attack, 6 Sun. Fastens onto the root and will not be pulled off β€” the foe wilts. Expected damage: 22, or 25 where it is invasive.

Lightsteal carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities). A feeding mode is different: it is innate, on from Lv 1 and never dropped.

  • Haustorial Drain β€” innate, on from Lv 1. When it is knocked out, the opposing active plant loses 5% of its max HP, straight past DEF and any overshield.
  • Sun Siphon β€” from Lv 10, at half strength until Lv 68. When its own Sun can't cover a move, it draws the shortfall from the opposing active plant's Sun.
  • Spore-drift β€” from Lv 68. Each checkup it chips one opposing benched plant for 25% of its own ATK. A wild plant has no bench, so on your team it only works in the arena, while a wild plant that carries it chips your bench. A Sulfur amendment or a Cloche on the target blocks it.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 10 coins on top of the 30 a catch pays.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)61100
HP (native)70115
ATK (neutral)1830
ATK (invasive)2650
DEF1020
Initiative330.54
Sustained tempo (SPD)10.02
Retreat cost (Sun)1017
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 10 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 5b β€” it should come through winters that bottom out near -26 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of 0.3 Β°C to a warm edge of 24.4 Β°C, in the temperate band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Common Broomrape is in the Weird group (weaknesses and resistances). Weird sits outside the succession wheel, so it neither deals nor takes a matchup multiplier.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 7 as a native and at Lv 10 as an invasive or neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 7

CrossoverLv 7
HP
45
ATK
11
DEF
4
SPD
2.17
INI
50.65
Retreat
βˆ’6
Tempo52.82
Power54
Fully grownLv 100
HP
115
ATK
30
DEF
20
SPD
0.02
INI
0.54
Retreat
βˆ’17
Tempo0.56
Power148

Invasivepower overtakes tempo at Lv 10

CrossoverLv 10
HP
41
ATK
14
DEF
5
SPD
2.10
INI
49.04
Retreat
βˆ’6
Tempo51.14
Power54
Fully grownLv 100
HP
100
ATK
50
DEF
20
SPD
0.02
INI
0.54
Retreat
βˆ’17
Tempo0.56
Power153

Neutralpower overtakes tempo at Lv 10

CrossoverLv 10
HP
41
ATK
12
DEF
5
SPD
2.10
INI
49.04
Retreat
βˆ’6
Tempo51.14
Power52
Fully grownLv 100
HP
100
ATK
30
DEF
20
SPD
0.02
INI
0.54
Retreat
βˆ’17
Tempo0.56
Power133

Sources

  1. Orobanche minor on iNaturalist
  2. Orobanche minor on Wikipedia
  3. Orobanche minor on Plants of the World Online