Philodendron tortum
Philodendron tortum (Philodendron tortum) is a carrion-scented aroid and carrion aroid card in Supplant β a native-only buffer in the Weird succession group.
Philodendron tortum is a carrion-scented aroid in Supplant, fielded in the carrion aroid category. It is native to South America and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β there is no attacker 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.
Philodendron tortum holds a trait on each riser. Thermogenesis (level 10) burns the opposing active 1 stack per checkup. Corm Reserve (level 68) is a 35% survival roll at 30% HP, statuses cleared β a real second life on a card that otherwise folds quickly. 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 103 HP (with the native +15% cushion already in) and 16 ATK on 6 DEF (little armour). Benched as a native, it projects part of the segmented green HP overshield onto your active plant, sized by how threatened this species is; that shield drains front-first against direct hits but is bypassed by poison, recoil and splash. 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 12 Sun.
Its opening and sustained tempo are close β initiative 37 sets turn 1 and speed 38 sets turn 2 onward β so it neither reliably leads nor trails on turn order.
Grown to level 100, its HP climbs to 190 while DEF only inches up to 10 β biomass swells but armour stays soft, so it hardens as a bigger target rather than a tougher one. Retreat rises to 23 Sun, and its early tempo edge has faded to about its 1% floor by the cap.
It belongs to the Weird succession group. It sits in the Weird group, off the succession wheel, so it is neutral both attacking and defending β no category matchup helps it or hurts it. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.
It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. The frame is soft, so it is a decent early coin-earner and a collection piece more than a battle staple β though its Thermogenesis burns the enemy active every checkup and its level-68 Corm Reserve can bring it back from a lethal hit. It is inedible, so any fertiliser you feed it banks Γ1.25 XP β useful for levelling. It leans on its opening speed early and crosses onto a power footing around level 27, 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.