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Cupid peperomia

Peperomia serpens

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

XP 100%SUN 120HP 165Cupid peperomiaVineβ˜…β˜…β˜…β˜…β˜…CompetitorCreeping Smotherβš” 34β˜€ 0Canopy Climbfree1Γ— / battleretreat β˜€33speed 0.56AllelopathyactiveApicalDominanceactiveChoke Pointβš” 31β˜€ 2Cupid peperomiaPeperomia serpensLVL 100

Overview

The Cupid peperomia is a vine in Supplant. It is native to Eastern North America, Western North America and South America 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. Creeping Smother is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Canopy Climb, unlocks at level 25: Hauls itself into the light: heal 30% and +3 ATK. The advanced attack, Choke Point, comes online at level 40 for 6 Sun β€” Finds the narrow spot and closes it β€” the foe stalls and wilts.

Its attacks land for about 27 (starter) and 24 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (31) decides who moves first on turn 1, and SPD (34) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It has a single eligible passive, Allelopathy, 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.

Allelopathy. An always-on wilt aura that saps the enemy active a little every turn it stays in β€” passive chip damage that rewards a stalling game.

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 8, with a retreat cost of 16 Sun and tempo pips of 31 initiative / 34 SPD. Its DEF sits in the soft-to-mid vine band. 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

HP climbs toward 190 while DEF settles in the soft-to-mid band (15). Retreat rises to 33 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 Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). 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. A vine sits at soft-to-mid armor with damage-capped attacks, so it will not burst anything down. Treat it as a supporting body, not a carry. 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 20, 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 20

CrossoverLv 20
HP
74
ATK
18
DEF
5
SPD
45.36
INI
41.07
Retreat
βˆ’10
Tempo86.43
Power87
Fully grownLv 100
HP
190
ATK
44
DEF
15
SPD
0.56
INI
0.51
Retreat
βˆ’33
Tempo1.07
Power216

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
20
DEF
6
SPD
42.56
INI
38.54
Retreat
βˆ’12
Tempo81.10
Power84
Fully grownLv 100
HP
165
ATK
44
DEF
15
SPD
0.56
INI
0.51
Retreat
βˆ’33
Tempo1.07
Power191

Sources

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