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Eastern White Pine

Pinus strobus

A sun-hungry conifer Specialist that heals and shields under a clear sky β€” a durable buffer at home, a heavy-hitting Sun engine when it invades.

Overview

Eastern White Pine is a conifer, which makes it a Specialist on the succession chart. Specialists live and die by the arena: their kit only fully switches on when the sky is sunny. Like every plant, its whole role flips on nativity.

In a region where it's native, it plays as a buffer β€” HP Γ—1.15, and while it's benched it projects green HP overshield segments onto your active plant. Pure upside, no cost. In a region where it's invasive, it becomes an attacker β€” ATK Γ—1.75 (Γ—1.4 instead if it's toxic), hitting far harder, but it pays a "Faustian" self-tax of about 10 + its level to its own lowest-HP benched ally every time it lands a damaging hit, and it hands the enemy a coin bounty (wild) or extra prizes (PvP) when it faints.

Moves

White Pine can carry up to three move slots: a starter attack (unlocks L1, 2 Sun), a free once-per-battle ability (L10, 0 Sun), and an advanced attack (L18, 6 Sun). Damage is round(dmgΓ—ATK) βˆ’ enemy DEF, minimum 1, and it drains the target's overshield before base HP.

Native, its damage stays modest β€” you're not here to trade blows, you're here to outlast. Invasive, that Γ—1.75 turns the same moves into real threats, but remember the advanced attack's 6-Sun cost fights against your own Photosynthesis timing, and every hit chips a benched ally. If this plant is toxic in your region, its attacks carry a poison rider β€” note that poison bypasses the overshield entirely.

Abilities

Two Specialist passives define it:

  • Photosynthesis β€” each checkup, only in a sunny arena, it heals and cleanses statuses. In cloud or shade it does nothing, so read the arena before you commit.
  • Network β€” it projects a gold Sun overshield bar onto the active, feeding your Sun economy from the bench.

Native, both run clean β€” free healing and a Sun cushion with no strings. Invasive, they still fire, but you're racing your own recoil: the heal offsets the Faustian tax, yet the tax targets a benched ally, not the pine itself.

Features

White Pine's signature is arena dependence. In sun it's a self-repairing, Sun-generating engine; in shade it's a plain tanky conifer. Its retreat costs a steep 30 Sun β€” far more than the 10 most categories pay β€” so plan swaps early. It's Mulch-eligible: a network cluster gets Γ—1.25, amplifying that gold Sun bar.

Stats

StatRole in its kit
HPΓ—1.15 when native β€” the multiplier at the core of its buffer identity
ATKUnbuffed when native; Γ—1.75 (or Γ—1.4 toxic) when invasive
DEFFlat cut off incoming damage β€” pairs with the overshield
SPDSets initiative order
SunCap 120; regen only out of battle (~+1/15min)

See stats for the full model.

Weaknesses & Resistances

The succession chart is the only type chart. As a Specialist:

  • Strong (Γ—1.5) vs Competitors β€” perennial herbs, vines, shrubs, broadleaf trees.
  • Weak (Γ—0.667) vs Ruderals β€” annual forbs, grasses, aquatics, bulbs.
  • Neutral into and out of Weird (carnivores, etc.).

This holds whether the pine is native or invasive β€” nativity changes your multipliers, not the chart.

Gameplay uses

Native, bench it behind a frailer active and let its green overshield and (in sun) Photosynthesis keep the team standing while it walls Competitors. Pair with field gear: Ca-Mg adds +2 DEF and Γ—1.25 Photosynthesis; Mulch boosts its Network Sun. Invasive, lead with it in a sunny arena to bully Competitors with Γ—1.75 hits β€” just keep an expendable, healthy benchmate to absorb the Faustian tax, and expect to gift prizes if it drops. Against Ruderals in either role, it's outmatched β€” rotate out.

Sources

  1. iNaturalist β€” Pinus strobus
  2. Wikipedia β€” Pinus strobus
  3. Plants of the World Online β€” Pinus strobus