🌿 Supplant WikiPlay Supplant β†’

Reflexed Stonecrop

Petrosedum rupestre

A tanky stonecrop with huge health and no armor β€” a Specialist that opens fast, heals in sun, and swings a multi-hit finisher.

XP 100%SUN 120HP 165Reflexed StonecropSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDrygroundβš” 36β˜€ 0Desert Pavementfree1Γ— / battleretreat β˜€33speed 0.34Crassulacean AcidMetabolismactiveRoot SloughingactiveNeedle Volleyβš” 66β˜€ 2Reflexed Stonecrop β€” full-size photoReflexed StonecropPetrosedum rupestreLVL 100

Overview

Reflexed Stonecrop is a Succulent that fights as a high-health opener. It is native to Europe and invasive across Africa, Eastern North America, and Oceania, so the arena can cast it either way β€” a native buffer for your bench or an invasive attacker. It is a solid card whose big HP pool papers over its complete lack of armor.

Moves

Its starter attack, Dryground, unlocks at level 1 and costs 2 Sun for about 29 damage native / 32 invasive, pinning the target so it cannot retreat. The free once-per-battle ability, Desert Pavement, arrives at level 25: Bakes the ground to stone β€” the foe stalls and withers. The advanced attack, Needle Volley, unlocks at level 40 for 6 Sun (52 native / 58 invasive) and lands as a multi-hit flurry. Most of your stonecrops sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.

Abilities

Reflexed Stonecrop keeps one always-on trait: photosynthesis, which heals it in sun. It draws a single eligible trait, so it comes in at half strength on the level 10 riser and matures on the level 68 one, and even then it fires only about 60% of the time. Treat the heal as frequent, not guaranteed. See Abilities.

Features

It carries no trait keywords and is non-toxic, so nothing punishes an attacker for hitting it: no contact recoil and no poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear helps it stall on its big HP pool; as an invasive, offensive gear sharpens its damage.

Stats

At level 40 Reflexed Stonecrop reads 103 HP native / 89 invasive, with ATK of 23 native versus 31 invasive β€” a strong invasive bump. DEF is only 2, at the succulent floor, so its whole survival plan is raw health, not armor. Its tempo is a quick start into a slower cruise: turn 1 on its initiative (46), every turn after on its SPD (21), so it leads off the mark but is out-paced in a long fight. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and a bench overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, stonecrop becomes a huge-HP body with almost no armor: 190 HP native / 165 invasive and 42 / 61 ATK, but DEF only reaches 3. Every hit lands close to full, so its health bar alone decides how long it lasts. Retreat rises to 33 Sun and its tempo has sunk to roughly 1% of cap, so a mature plant acts last against most young cards. Maturing buys survivability through sheer HP, never a wall.

Weaknesses & Resistances

As a succulent, Reflexed Stonecrop is in the Specialist succession group. It strikes Competitor plants (perennial herbs, shrubs, trees, vines) for x1.5 and takes only x0.667 from them, but it is weak to Ruderal plants (annual forbs, grasses, bulbs), which hit it for x1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

As a native, play stonecrop as a durable buffer: its huge HP and bench overshield soak damage while a benched hitter finishes. As an invasive it is a fast opener that pins, heals, and closes with its multi-hit swing β€” a genuine attacker, if a fragile one against Ruderal foes. Its value is also economic β€” it is inedible, so any nutrient banks x1.25 XP toward leveling. It fights as a fast skirmisher until about level 23 as a native (about 26 as an invasive), then its bulk takes over; there is no reason to hold it back from leveling.

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 23

CrossoverLv 23
HP
78
ATK
18
DEF
1
SPD
26.52
INI
58.69
Retreat
βˆ’11
Tempo85.21
Power86
Fully grownLv 100
HP
190
ATK
42
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’33
Tempo1.09
Power202

Invasivepower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
24
DEF
2
SPD
25.50
INI
56.44
Retreat
βˆ’12
Tempo81.94
Power86
Fully grownLv 100
HP
165
ATK
61
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’33
Tempo1.09
Power196

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
19
DEF
2
SPD
25.16
INI
55.68
Retreat
βˆ’12
Tempo80.84
Power82
Fully grownLv 100
HP
165
ATK
42
DEF
3
SPD
0.34
INI
0.75
Retreat
βˆ’33
Tempo1.09
Power177

Sources

  1. https://www.inaturalist.org/taxa/search?q=Petrosedum%20rupestre
  2. https://en.wikipedia.org/wiki/Petrosedum_rupestre
  3. https://powo.science.kew.org/results?q=Petrosedum_rupestre