🌿 Supplant WikiPlay Supplant β†’

Carolina poplar

Populus Γ— canadensis

An invasive-only broadleaf tree that plays as an attacker.

XP 100%SUN 120HP 165Carolina poplarBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorWhompβš” 48β˜€ 0Shade Tolerancefree1Γ— / battleretreat β˜€33speed 0.78Buttress RootsactiveEpicormic BudsactiveCanopy Closureβš” 36β˜€ 2Carolina poplar β€” full-size photoCarolina poplarPopulus Γ— canadensisLVL 100

Overview

The Carolina poplar is a broadleaf tree in Supplant. It is native nowhere in the game's regions but invasive in Europe, so it plays purely as an attacker.

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. Whomp is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Shade Tolerance, unlocks at level 25: Waits out the dark: heal 40%, and the foe can't heal. The advanced attack, Canopy Closure, comes online at level 40 for 6 Sun β€” Closes the canopy β€” nothing below it recovers.

Its attacks land for about 41 (starter) and 29 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (37) decides who moves first on turn 1, and SPD (48) 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

It reads Mycorrhiza from level 10, and a second passive, Network, stacks on at level 68.

Mycorrhiza. A 60% chance each turn to heal a benched ally through the shared root network. Like Network, it is a support effect that pays off from the bench rather than in a duel β€” and because it only lands about three times in five, treat it as a bonus, not a plan.

Network. While this plant sits on your bench it lends the active card a gold Sun-overshield bar β€” a reserve that is only spent once the base Sun bar runs dry. It is a support perk it plays for any active, native or invasive, so its real value shows when it is benched, not fighting.

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 103, DEF 17, with a retreat cost of 16 Sun and tempo pips of 37 initiative / 48 SPD. Its DEF is tree-grade β€” a real wall that climbs with level, so a hit is blunted by diminishing armor (ATK Γ· (ATK + DEF)), though poison ignores plating entirely. As an invasive its ATK is the story: it rises toward 32 as it matures, and it pays "Faustian" self-damage to its own bench on every damaging hit. 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

It climbs into a wall: DEF hardens to about 36 on its wood density while HP swells toward 190. This is where a tree earns its keep. 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 Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the invasive attacker: field it to push damage, accepting the Faustian bench self-damage and the 2 prizes it concedes on a knockout. Trees are the heavyweights of Supplant. Behind a wall of DEF and deep HP this is a genuinely strong card β€” a front-line wall on defence and a hard-hitting bruiser on the attack. 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 29, 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.

Invasivepower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
27
DEF
13
SPD
56.16
INI
43.78
Retreat
βˆ’13
Tempo99.95
Power102
Fully grownLv 100
HP
165
ATK
62
DEF
36
SPD
0.78
INI
0.61
Retreat
βˆ’33
Tempo1.39
Power230

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
24
DEF
13
SPD
55.38
INI
43.18
Retreat
βˆ’13
Tempo98.56
Power101
Fully grownLv 100
HP
165
ATK
50
DEF
36
SPD
0.78
INI
0.61
Retreat
βˆ’33
Tempo1.39
Power218

Sources

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