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Orange stonecrop

Phedimus kamtschaticus

A succulent that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Orange stonecropSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistDrygroundβš” 34β˜€ 0Night Stomatafree1Γ— / battleretreat β˜€33speed 0.34PhotosynthesisactiveRoot SloughingactiveNeedle Volleyβš” 64β˜€ 2Orange stonecrop β€” full-size photoOrange stonecropPhedimus kamtschaticusLVL 100

Overview

The Orange stonecrop is a succulent in Supplant. It is native to East Asia and invasive in Europe and Eastern North America, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

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. Dryground is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Night Stomata, unlocks at level 25: Breathes by night, saving every drop: heal 30% and gain speed. The advanced attack, Needle Volley, comes online at level 40 for 6 Sun β€” A flurry of needles β€” strikes twice.

As a native its attacks land for about 29 (starter) and 52 (advanced); as an invasive those rise to 30 and 54 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (45) decides who moves first on turn 1, and SPD (21) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

It has a single eligible passive, Photosynthesis, 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.

Photosynthesis. A 60% chance to heal itself in sunny weather β€” reliable-ish grind, but weather-dependent and never guaranteed.

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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 2, with a retreat cost of 16 Sun and tempo pips of 45 initiative / 21 SPD. Its DEF sits at the succulent floor: this is a high-HP, thin-plate card, and poison or a big attacker cuts straight through. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 26 (against 22 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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

Classic succulent divergence: HP balloons toward 190 while DEF stays near the floor (3). Huge, and still soft. 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 Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. All water and no armor: big HP but near-zero DEF. Its 60% heals let it grind out attrition, yet poison and heavy hitters cut straight through its thin plating. A slow attrition card, not a bruiser. 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 23, 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 23

CrossoverLv 23
HP
78
ATK
17
DEF
1
SPD
26.52
INI
57.73
Retreat
βˆ’11
Tempo84.25
Power85
Fully grownLv 100
HP
190
ATK
39
DEF
3
SPD
0.34
INI
0.74
Retreat
βˆ’33
Tempo1.08
Power199

Invasivepower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
21
DEF
2
SPD
25.50
INI
55.51
Retreat
βˆ’12
Tempo81.01
Power83
Fully grownLv 100
HP
165
ATK
50
DEF
3
SPD
0.34
INI
0.74
Retreat
βˆ’33
Tempo1.08
Power185

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
18
DEF
2
SPD
25.16
INI
54.77
Retreat
βˆ’12
Tempo79.93
Power81
Fully grownLv 100
HP
165
ATK
39
DEF
3
SPD
0.34
INI
0.74
Retreat
βˆ’33
Tempo1.08
Power174

Sources

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