Peperomia ferreyrae
Happy bean (Peperomia ferreyrae) is a water-storing succulent and succulent card in Supplant β a native-only buffer in the Specialist succession group.
Happy bean is a water-storing succulent in Supplant, fielded in the succulent category. It is native to South America and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β there is no attacker version of this card. Its nativity β set by the arena region you fight in β is the spine of how it plays; see Nativity.
Its kit unlocks in three stages, and most cards you own sit well below the level where all three are live (the numbers on this page are read at level 40, where every slot is unlocked). See Moves and Abilities.
None of its attacks carry the initiative rider, so it never seizes a turn on a killing blow β it takes its turns in the normal order.
A card keeps at most two always-on traits, one per riser, and the rest of its category pool is dropped. This one holds:
See Abilities.
For field gear, a Calcium/Magnesium soil amendment adds flat DEF, worth more on a plant this soft than any single point of its own. Its growth habit is not a climbing or epiphytic one, so it does not take a Moss Pole.
Read at level 40: it carries 103 HP (with the native +15% cushion already in) and 15 ATK on 2 DEF (a lot of stored HP but almost no armour). Benched as a native, it projects part of the segmented green HP overshield onto your active plant, sized by how threatened this species is; that shield drains front-first against direct hits but is bypassed by poison, recoil and splash. Damage is diminishing armour β a hit scales by ATK Γ· (ATK + DEF), and poison ignores DEF entirely. On Sun (cap 120, refilling in real time), the starter costs 2 and the advanced attack 6; retreating costs 16 Sun.
It is quicker off the mark than it is in a long fight: its initiative (51, which sets turn 1) outreads its sustained speed (34, which sets turn 2 onward), so it wants to land an early blow and does not win drawn-out exchanges on tempo.
Grown to level 100, its HP swells to 190 on the back of stored water, but DEF barely leaves its band at 3 β it ends huge in HP and almost unarmoured, the classic soft, heavy succulent. Retreat rises to 33 Sun, and its already-modest tempo has sunk to about its 1% floor.
It belongs to the Specialist succession group. As a specialist it presses Competitors β perennial herbs, vines, shrubs and broadleaf trees β for Γ1.5 damage, and is resisted to Γ0.667 by Ruderals (annual forbs, grasses, aquatics and bulbs). Weird-group plants are neutral both ways. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.
It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. In absolute terms it is a soft card: big HP but paper armour and low attack, so it is a fair coin-earner in single-player battles but wants backup on the bench against anything that hits hard. It is inedible, so any fertiliser you feed it banks Γ1.25 XP β useful for levelling. It leans on its opening speed early and crosses onto a power footing around level 34, after which its accumulating HP and attack matter more than its fading turn-order edge. It still only gets stronger as it levels β turn order is about a 5% lever.
Leveling trades speed for power. A plantβs 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.