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Natal Babooncabbage

Othonna natalensis

A native-only succulent that plays as a defensive buffer.

XP 100%SUN 120HP 165Natal BabooncabbageSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistWater Leechβš” 33β˜€ 0Stress Tolerancefree1Γ— / battleretreat β˜€23speed 0.74Crassulacean AcidMetabolismactiveRoot SloughingactiveDrought Standβš” 36β˜€ 2Natal Babooncabbage β€” full-size photoNatal BabooncabbageOthonna natalensisLVL 100

Overview

The Natal Babooncabbage is a succulent in Supplant. It is native to Africa 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. Water Leech is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Stress Tolerance, unlocks at level 25: Built for the dry season: heal 40%. The advanced attack, Drought Stand, comes online at level 40 for 6 Sun β€” Endures and mends β€” heal 15%.

Its attacks land for about 28 (starter) and 30 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (23) decides who moves first on turn 1, and SPD (45) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

It has a single eligible passive, Photosynthesis, 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.

Photosynthesis. A 60% chance to heal itself in sunny weather β€” reliable-ish grind, but weather-dependent and never guaranteed.

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 23 initiative / 45 SPD. Its DEF sits at the succulent floor: this is a high-HP, thin-plate card, and poison or a big attacker cuts straight through. 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

Classic succulent divergence: HP balloons toward 190 while DEF stays near the floor (1). Huge, and still soft. 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 Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). 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. All water and no armor: big HP but near-zero DEF. Its 60% heals let it grind out attrition, yet poison and heavy hitters cut straight through its thin plating. A slow attrition card, not a bruiser. 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 24, 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 24

CrossoverLv 24
HP
79
ATK
16
DEF
1
SPD
56.93
INI
29.48
Retreat
βˆ’9
Tempo86.41
Power87
Fully grownLv 100
HP
190
ATK
35
DEF
1
SPD
0.74
INI
0.38
Retreat
βˆ’23
Tempo1.12
Power203

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
17
DEF
1
SPD
53.97
INI
27.95
Retreat
βˆ’10
Tempo81.92
Power82
Fully grownLv 100
HP
165
ATK
35
DEF
1
SPD
0.74
INI
0.38
Retreat
βˆ’23
Tempo1.12
Power178

Sources

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