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Bastard cabbage

Rapistrum rugosum

Bastard cabbage (Rapistrum rugosum) is a annual forb that plays as a native buffer or invasive attacker in Supplant.

XP 100%SUN 120HP 128Bastard cabbageAnnual forbβ˜…β˜…β˜…β˜…β˜…RuderalSuperheroβš” 42β˜€ 0Germination Flushfree1Γ— / battleretreat β˜€24speed 0.78Rapid CyclingactiveReseedactiveSomnolent Smellβš” 33β˜€ 2Bastard cabbageRapistrum rugosumLVL 100

Overview

Bastard cabbage (Rapistrum rugosum, Brassicaceae) is a annual forb in Supplant's battle system. It is native to Africa, East Asia and Europe β€” where it plays as a defensive buffer β€” and invasive in eastern North America, western North America, Oceania, South America and South Asia, where it turns attacker. As a soft-bodied annual forb it leans on its moves and traits rather than a heavy guard.

Moves

  • Superhero (starter, unlocks at Lv 1, 2 Sun) β€” Rallies the whole patch β€” the blow carries onto the bench. It hits for about 35 native / 39 invasive.

  • Germination Flush (ability, Lv 25, free once per battle) β€” The seed bank breaks at once: +4 ATK, kept for the match. An ability deals no damage; it is pure utility.

  • Somnolent Smell (advanced attack, Lv 40, 6 Sun) β€” A narcotic scent β€” the foe sickens and sleeps through its turn. It hits for about 25 native / 29 invasive.

The numbers above are read at Lv 40, the level its whole kit is unlocked; a card you catch far below that has only the moves whose levels it has reached.

Abilities

This card keeps two always-on traits, drawn from its category pool and locked in for good β€” the rest of the pool was dropped. They arrive on the level risers, one at a time, so for most of a card's life it is playing with just the first.

  • From Lv 10: Rapid cycling β€” it adds a point of SPD each checkup up to a small cap, accelerating as the fight wears on.

  • From Lv 68: Reseed β€” on a knockout it leaves a fresh Seedling token that steps straight into its place. (Because the parent genuinely dies, a finishing enemy still collects its prize.)

Read these off the card's own trait schedule; the category pool lists more, but this plant carries only these two. Learn more at Abilities.

Features

No Moss Pole here β€” that fits only climbers (vines and epiphytes), and this is a annual forb. With little DEF of its own, a Calcium/Magnesium amendment is worth more here than on a wall β€” every flat point counts on a soft card. A Cloche helps against Poison-heavy foes. See Field gear for the full kit.

Stats

At Lv 40 this card reads 84 HP native versus 73 invasive, and 26 ATK native versus 37 invasive β€” the invasive edge is deferred onto the caps, so the gap widens as it grows. DEF is 2 and retreat costs 12 Sun regardless of nativity.

Its sustained tempo (48) sits above its opening tempo (25): it is a slow starter that cruises β€” it may cede the first hit but leads the tempo from turn 2 onward. It rewards patience over an opening burst. Both tempo stats fall as the card levels.

Benched as a native, it projects an HP overshield bar onto your active, sized by its rarity. As an invasive attacker its aggression is trait-sourced, not a flat multiplier, and it pays "Faustian" self-damage to its own bench on each damaging attack (growing with level) and concedes 2 prizes on knockout.

See Stats and the overshield for how these bars work.

At Level 100

By Lv 100 HP swells to 147 and ATK to 47, but DEF barely leaves its soft band at 3 β€” biomass grows, armor does not. Retreat rises to 24 Sun, and the inverted tempo has sunk to about its 1% floor, so whatever opening edge it had as a seedling is gone. It matures into a bigger, slower body that still takes hits like the soft card it is.

Hardiness

Roughly USDA zone 6a β€” it should come through winters that bottom out near -21 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. Its measured climate envelope runs from a cold edge near 3.0 Β°C to a warm edge near 28.5 Β°C β€” a Subtropical band. Treat the zone as a rough guide rather than a promise: it comes from a regression whose error runs a little over one full zone, which is why the reading says "roughly."

On a card you will see one of four climate chips, read for wherever you are standing (so it shifts as you travel). Thrives here means your winter low and summer heat both sit inside its range, and it earns x2 battle XP. In range means it survives but sits near an edge, for x1.25 XP. Colder than its range or Hotter than its range means your winters or summers run past what it tolerates, for no bonus β€” and "colder than its range" is usually just a fact about the winter outside, not a verdict on the plant. Climate changes battle XP and nothing else: not damage, stats, growth speed or the economy.

Weaknesses & Resistances

As a annual forb it sits in the Ruderal succession group. It reclaims from the Specialists β€” succulents, conifers, ferns and epiphytes β€” hitting them for Γ—1.5 and resisting their blows, but the Competitors (perennial herbs, vines, shrubs and broadleaf trees) crowd it out, striking for Γ—1.5 while shrugging off what it returns. The off-wheel Weird categories are neutral both ways. See Succession & weaknesses.

Gameplay uses

Native, it is a soft support that leans on its overshield and traits rather than its guard; invasive, a fragile-but-hungry attacker that has to end fights before its low HP catches up with it.

Be honest about its ceiling: with floor-tier DEF it is not a card that carries a hard fight on its own. It is a fine single-player coin-earner and a family-tree collection piece, best fielded with a sturdier bench behind it.

It is edible (leaf), and its part is tagged, so feeding it the matching fertilizer β€” Nitrogen β€” pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead.

One framing note: it fights as a fast skirmisher until about Lv 29, after which its rising bulk and attack take over from its falling tempo. That is about which edge dominates, not about being stronger young β€” a card is always stronger in raw HP, ATK and DEF at higher levels, so level it up. The Total power gallery below the article shows the crossover and the fully grown card.

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 29

CrossoverLv 29
HP
72
ATK
22
DEF
2
SPD
56.16
INI
29.08
Retreat
βˆ’10
Tempo85.24
Power86
Fully grownLv 100
HP
147
ATK
47
DEF
3
SPD
0.78
INI
0.40
Retreat
βˆ’24
Tempo1.18
Power173

Invasivepower overtakes tempo at Lv 30

CrossoverLv 30
HP
64
ATK
30
DEF
2
SPD
55.38
INI
28.68
Retreat
βˆ’11
Tempo84.06
Power85
Fully grownLv 100
HP
128
ATK
75
DEF
3
SPD
0.78
INI
0.40
Retreat
βˆ’24
Tempo1.18
Power182

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
67
ATK
23
DEF
2
SPD
53.04
INI
27.47
Retreat
βˆ’11
Tempo80.51
Power81
Fully grownLv 100
HP
128
ATK
47
DEF
3
SPD
0.78
INI
0.40
Retreat
βˆ’24
Tempo1.18
Power154

Sources

  1. https://www.inaturalist.org/taxa/search?q=Rapistrum%20rugosum
  2. https://en.wikipedia.org/wiki/Rapistrum_rugosum
  3. https://powo.science.kew.org/results?q=Rapistrum%20rugosum