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.
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.
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 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.
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.
It belongs to the Ruderal succession group. As a ruderal it presses succession Specialists β succulents, conifers, ferns and epiphytes β for Γ1.5 damage, and is softened to Γ0.667 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.
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 Γ1.25 coins; any other nutrient banks Γ1.25 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.
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.