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Angel wings

Phyllotaenium lindenii

A neutral-range carrion aroid with no nativity bonus in the arena.

XP 100%SUN 120HP 165Angel wingsPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorBitter Sapβš” 35β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€23speed 0.68Basal RosetteactiveVernalizationMemoryactiveCrown Divisionβš” 52β˜€ 2Angel wings β€” full-size photoAngel wingsPhyllotaenium lindeniiLVL 100

Overview

The Angel wings is a carrion aroid in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.

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. Bitter Sap is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Perennating Bud, unlocks at level 25: Breaks a stored bud: heal 40%. The advanced attack, Crown Division, comes online at level 40 for 6 Sun β€” Splits the crown and strikes from both halves.

Its attacks land for about 29 (starter) and 38 (advanced) at the snapshot level β€” plain base numbers, since no nativity bonus applies.

Turn order splits across two stats: initiative (35) decides who moves first on turn 1, and SPD (42) 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

Angel wings holds two always-on traits. Thermogenesis (level 10) burns the opposing active for 1 stack per checkup. Sapromyophily (level 68) turns its striking white-veined leaves into a lure that soaks the engine's single-target picks. See Abilities.

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 89 (its plain, un-cushioned base), DEF 1, with a retreat cost of 12 Sun and tempo pips of 35 initiative / 42 SPD. Its DEF sits modestly in the low band. With no nativity bonus its HP and ATK sit at base β€” no native cushion, no invasive ATK ramp β€” so it is a middle-of-the-road body on every stat. 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 swells toward 165 while DEF stays modest (1) β€” bigger, but no new tricks. Retreat rises to 23 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

Its category is off the succession wheel entirely, so it deals and takes neutral damage against every group β€” no type advantage in either direction. It lives or dies on raw stats and its kit, not the matchup chart.

Gameplay uses

With no nativity role it is a straightforward neutral body β€” no cushion to lean on, no attacker's edge to exploit. Off the succession wheel it never gets a type edge either way, but it is not an empty card: it runs a Thermogenesis burn from level 10 and a Sapromyophily taunt from level 68, both working every match. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. 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 31, 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.

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
20
DEF
1
SPD
47.70
INI
40.07
Retreat
βˆ’10
Tempo87.77
Power89
Fully grownLv 100
HP
165
ATK
40
DEF
1
SPD
0.68
INI
0.57
Retreat
βˆ’23
Tempo1.25
Power183

Sources

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