🌿 Supplant WikiPlay Supplant β†’

Depressed clearweed

Pilea depressa

A scrappy self-healing perennial herb with a touch more armor than most soft cards β€” a modest but resilient native buffer and light invasive attacker.

XP 100%SUN 120HP 165Depressed clearweedPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorHerbal Draughtβš” 31β˜€ 0Perennating Budfree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveDeep TaprootactiveHerbaceous Assaultβš” 34β˜€ 2Depressed clearweed β€” full-size photoDepressed clearweedPilea depressaLVL 100

Overview

Depressed clearweed is a perennial-herb that plays as a self-healing grinder. It is native to South America, where it takes the native buffer role, and invasive in Oceania, where it becomes a light attacker. Both roles are available.

Moves

Three stages of kit (moves):

  • Herbal Draught (from Lv 1, 2 Sun) β€” a cheap starter that strikes for 27 native / 29 invasive and heals it for 12% of the damage dealt.
  • Perennating Bud (from Lv 25, free, once per battle) β€” Breaks a stored bud: heal 40%. A 40% heal from a stored bud is a strong once-per-battle reset on a durable card.
  • Herbaceous Assault (from Lv 40, 6 Sun) β€” its signature attack, 29 native / 32 invasive, and it Withers the foe (cuts its ATK); see statuses.

No move carries an initiative rider, so turn order rides purely on tempo.

Abilities

Its trait schedule keeps two always-on abilities:

  • Basal Rosette, from Lv 10 β€” a flat +3 DEF from its ground-hugging growth. Small in absolute terms, but on a category this soft it roughly doubles its early armor (its DEF reads 4 at the snapshot).
  • Deep Taproot, stacking on at Lv 68 β€” a taproot no Bind can pin: it is immune to the Bound status, so shove-and-hold tactics don't work on it.

For most of its life it has only Basal Rosette; Deep Taproot is a very late addition.

Features

Despite being in the nettle family (Urticaceae), this card holds no Toxin or Thorns trait, so it is safe to strike and gives no contact recoil. It is not a climber, so it is not Moss Pole eligible. A calcium/magnesium field gear amendment stacks more flat DEF on top of Basal Rosette, leaning into the durable-buffer plan.

Stats

At the Lv 40 snapshot (stats): HP 103 native / 89 invasive, DEF 4 (a hair above the softest floor, thanks to Basal Rosette), retreat 16 Sun. Its ATK steps up with nativity β€” 17 native to 24 invasive β€” so the invader hits harder while paying Faustian self-damage to its bench on each attack.

On tempo it is a middling opener that picks up later: initiative 23 is low-to-average on turn one, and its sustained speed 34 is higher, so it tends to move second early and hold its own from turn two. Benched as a native, it projects an HP overshield onto your active.

At Level 100

It keeps a little more armor than its softer cousins: HP climbs to 190 native / 165 invasive, ATK to 30 / 46, and DEF reaches 8 β€” still light, but the highest of these four soft cards, so diminishing armor blunts small hits a touch. Retreat rises to 33 Sun and the inverted tempo has sunk to roughly 1% of cap, so the mature card is slow. Maturity buys it bulk, a bit of armor, and Bind immunity.

Weaknesses & Resistances

Perennial herbs are in the Competitor succession group (weaknesses & resistances): Γ—1.5 into Ruderals (annual-forb, grass, aquatic, bulb), Γ—1.5 taken from Specialists (succulent, conifer, fern, epiphyte), neutral against other Competitors and the Weird categories.

Gameplay uses

This is a modest card that punches a little above its weight: between the 12% lifesteal on its starter, a 40% burst heal, a Wither to soften the foe's attack, and slightly firmer DEF than most soft cards, it grinds out attrition fights well as a native buffer. As an invasive it is a light attacker at ATK 24 that leans on the same self-healing to stay in. It is inedible, so fertilizer banks Γ—1.25 XP rather than coins. It fights as a fast skirmisher until about Lv 20, after which its bulk and attack take over; higher levels always make it stronger, so never hold it back. Try its sustain math in the battle lab.

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 20

CrossoverLv 20
HP
74
ATK
13
DEF
2
SPD
45.36
INI
31.05
Retreat
βˆ’10
Tempo76.41
Power79
Fully grownLv 100
HP
190
ATK
30
DEF
8
SPD
0.56
INI
0.38
Retreat
βˆ’33
Tempo0.94
Power195

Invasivepower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
17
DEF
2
SPD
44.24
INI
30.28
Retreat
βˆ’11
Tempo74.52
Power75
Fully grownLv 100
HP
165
ATK
46
DEF
8
SPD
0.56
INI
0.38
Retreat
βˆ’33
Tempo0.94
Power186

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
68
ATK
14
DEF
3
SPD
43.68
INI
29.90
Retreat
βˆ’11
Tempo73.58
Power74
Fully grownLv 100
HP
165
ATK
30
DEF
8
SPD
0.56
INI
0.38
Retreat
βˆ’33
Tempo0.94
Power170

Sources

  1. iNaturalist β€” Pilea depressa
  2. Wikipedia β€” Pilea depressa
  3. Plants of the World Online (Kew)