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Amphibious bistort

Persicaria amphibia

Amphibious bistort (Persicaria amphibia) is an aquatic weed and aquatic card in Supplant β€” an invasive-only attacker in the Ruderal succession group.

XP 100%SUN 120HP 165Amphibious bistortAquaticβ˜…β˜…β˜…β˜…β˜…RuderalSlimeβš” 37β˜€ 0Sediment Chokefree1Γ— / battleretreat β˜€33speed 0.56HeterophyllyactiveTurion DormancyactiveTurion Torpedoβš” 64β˜€ 2Amphibious bistort β€” full-size photoAmphibious bistortPersicaria amphibiaLVL 100

Overview

Amphibious bistort is an aquatic weed in Supplant, fielded in the aquatic category. It is invasive in Europe and native nowhere in the game's regions, so it only ever plays the invasive, attacking role β€” there is no native buffer 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.

Moves

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.

  • Slime (starter attack, unlocks at level 1, costs 2 Sun): A slick of algal slime saps the foe. It deals about 33 damage.
  • Sediment Choke (free ability, unlocks at level 25, once per battle, no Sun): Buries the foe in anoxic silt β€” saturating Poison, and no healing.
  • Turion Torpedo (advanced attack, unlocks at level 40, costs 6 Sun): Two overwintering buds fired like torpedoes. It deals about 56 damage.

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.

Abilities

A card keeps at most two always-on traits, one per riser, and the rest of its category pool is dropped. This one holds:

  • Allelopathy β€” it projects a wilting aura that saps the enemy active plant. It comes in on the level 10 riser.
  • Duff Stuff β€” while it holds this, its effective DEF rises by half the summed DEF of your alive benched ruderals (annual forbs, grasses, aquatics and bulbs), recomputed live so the bonus fades as those allies faint. It comes in on the level 68 riser.

See Abilities.

Features

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.

Stats

Read at level 40: it carries 89 HP and 29 ATK on 2 DEF (almost no armour). Its attack identity is built from how widely it spreads plus an introduced-range term for being invasive. As an invasive it pays "Faustian" self-damage to its own bench on every damaging attack and concedes 2 prizes when knocked out. 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 slow to open but faster once the fight settles: its sustained speed (34, which sets turn 2 onward) outruns its initiative (14, which sets turn 1), so it often takes the first hit and then out-paces the foe from the second turn on.

At Level 100

Grown to level 100, its HP climbs to 165 while DEF only inches up to 3 β€” biomass swells but armour stays soft, so it hardens as a bigger target rather than a tougher one. Retreat rises to 33 Sun, and its early tempo edge has faded to about its 1% floor by the cap.

Weaknesses & Resistances

It belongs to the Ruderal succession group. As a ruderal it presses succession Specialists β€” succulents, conifers, ferns and epiphytes β€” for Γ—1.5 damage, and is softened to Γ—0.667 against Competitors (perennial herbs, vines, shrubs and broadleaf trees). Weird-group plants are neutral both ways. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.

Gameplay uses

It only ever fights as an invasive, so play it as an attacker, leaning on its ATK while paying the Faustian self-damage to your own bench each hit. It is a middling card overall: fine for earning coins in single-player battles, but soft enough to want backup on the bench in a tougher fight. Its edible part is tagged, so feeding it the matching Nitrogen fertiliser pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead. See the N/P/K economy. It leans on its opening speed early and crosses onto a power footing around level 16, 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.

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.

Invasivepower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
18
DEF
1
SPD
47.60
INI
18.91
Retreat
βˆ’9
Tempo66.51
Power69
Fully grownLv 100
HP
165
ATK
56
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power191

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
60
ATK
16
DEF
1
SPD
47.04
INI
18.68
Retreat
βˆ’10
Tempo65.72
Power67
Fully grownLv 100
HP
165
ATK
40
DEF
3
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power175

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Persicaria%20amphibia
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Persicaria_amphibia
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Persicaria%20amphibia