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Water pepper

Persicaria hydropiper

An invasive-only annual forb that plays as an attacker.

XP 100%SUN 120HP 165Water pepperAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalInsect Allianceβš” 37β˜€ 0r-Selected Riotfree1Γ— / battleretreat β˜€33speed 0.56PhotoblasticactiveBallisticDispersalactiveCovercrop Crushβš” 37β˜€ 2Water pepper β€” full-size photoWater pepperPersicaria hydropiperLVL 100

Overview

The Water pepper is an annual forb in Supplant. It is native nowhere in the game's regions but invasive in Africa and Europe, so it plays purely as 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. Insect Alliance is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, r-Selected Riot, unlocks at level 25: All-out reproduction: +8 ATK and speed, kept. The advanced attack, Covercrop Crush, comes online at level 40 for 6 Sun β€” Blankets the ground β€” the foe and its bench wither.

Its starter is a utility opener that deals no direct damage; the advanced attack lands for about 33 at the snapshot level.

Turn order splits across two stats: initiative (14) decides who moves first on turn 1, and SPD (34) 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 reads Duff Stuff from level 10, and a second passive, Reseed, stacks on at level 68.

Duff Stuff. While it is the active card it hardens on leaf litter, adding half the pooled DEF of any ruderal allies (annual forbs, grasses, aquatics and bulbs) benched behind it β€” so it rewards a ruderal-stacked team and does nothing on a mixed bench.

Reseed. When it is knocked out it leaves a fresh Seedling token that keeps fighting, trading its own body for one more turn on the field. This is what lets a fragile annual punch above its weight on a crowded bench.

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 2, with a retreat cost of 16 Sun and tempo pips of 14 initiative / 34 SPD. Its DEF sits at the soft ruderal floor. As an invasive its ATK is the story: it rises toward 29 as it matures, and it pays "Faustian" self-damage to its own bench on every damaging hit. 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 grows toward 190 while DEF stays pinned in the soft band (3) β€” more mass, no real plate. 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 Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ—1.5), and takes extra damage from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the invasive attacker: field it to push damage, accepting the Faustian bench self-damage and the 2 prizes it concedes on a knockout. Soft and lightly armored, but Reseed and Duff Stuff give it real staying power on a ruderal bench. It is a fine early coin-earner in single-player rather than a heavyweight. It is edible (the game tags the leaf as the eaten part), so feeding it the matching Nitrogen fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. 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 16, 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.

Invasivepower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
18
DEF
1
SPD
47.60
INI
19.43
Retreat
βˆ’9
Tempo67.03
Power69
Fully grownLv 100
HP
165
ATK
56
DEF
3
SPD
0.56
INI
0.23
Retreat
βˆ’33
Tempo0.79
Power191

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
60
ATK
16
DEF
1
SPD
47.04
INI
19.20
Retreat
βˆ’10
Tempo66.24
Power67
Fully grownLv 100
HP
165
ATK
40
DEF
3
SPD
0.56
INI
0.23
Retreat
βˆ’33
Tempo0.79
Power175

Sources

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