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Swamp azalea

Rhododendron viscosum

A native-only shrub that plays as a defensive buffer.

XP 100%SUN 120HP 203Swamp azaleaShrubβ˜…β˜…β˜…β˜…β˜…CompetitorHedge Hammerβš” 38β˜€ 0Shrubland Serefree1Γ— / battleretreat β˜€26speed 0.30Extrafloral NectariesactiveLignotuberactiveFruit Drop Kickβš” 33β˜€ 2Swamp azaleaRhododendron viscosumLVL 100

Overview

The Swamp azalea is a shrub in Supplant. It is native to Eastern North America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than 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. Hedge Hammer is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Shrubland Sere, unlocks at level 25: Settles the slope: heal 35%, and the foe withers. The advanced attack, Fruit Drop Kick, comes online at level 40 for 6 Sun β€” Boots a load of fruit β€” also nicks the bench.

Its attacks land for about 31 (starter) and 26 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (33) decides who moves first on turn 1, and SPD (18) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

Swamp azalea runs a trait on each riser. Extrafloral Nectaries (level 10) takes 3% of every attacker's own max HP, straight through DEF and the overshield. Lignotuber (level 68) makes the card Burn-immune and healed by an applied Burn. 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 121, DEF 11, with a retreat cost of 13 Sun and tempo pips of 33 initiative / 18 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. 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 firms into a solid mid-armor bruiser: DEF around 21 and HP toward 233 β€” tougher than a weed, still short of a tree. Retreat rises to 26 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 native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. 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 10, 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.

Nativepower overtakes tempo at Lv 10

CrossoverLv 10
HP
66
ATK
14
DEF
6
SPD
27.22
INI
49.74
Retreat
βˆ’7
Tempo76.96
Power79
Fully grownLv 100
HP
233
ATK
43
DEF
21
SPD
0.30
INI
0.55
Retreat
βˆ’26
Tempo0.85
Power271

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
62
ATK
15
DEF
6
SPD
26.32
INI
48.10
Retreat
βˆ’8
Tempo74.42
Power75
Fully grownLv 100
HP
203
ATK
43
DEF
21
SPD
0.30
INI
0.55
Retreat
βˆ’26
Tempo0.85
Power241

Sources

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