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Lady Banks' Rose

Rosa banksiae

A vine that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Lady Banks' RoseVineβ˜…β˜…β˜…β˜…β˜…CompetitorTwistβš” 31β˜€ 0Inhibitionfree1Γ— / battleretreat β˜€28speed 0.58Thigmotropic CoilactiveAdventitiousRootsactiveVine and Dandyβš” 29β˜€ 2Lady Banks' Rose β€” full-size photoLady Banks' RoseRosa banksiaeLVL 100

Overview

The Lady Banks' Rose is a vine in Supplant. It is native to East Asia and invasive in Europe and South Asia, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

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. Twist is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Inhibition, unlocks at level 25: Chokes off recovery β€” the foe can't heal. The advanced attack, Vine and Dandy, comes online at level 40 for 6 Sun β€” Takes what it needs and thrives β€” heal 25% and drain.

As a native its attacks land for about 27 (starter) and 24 (advanced); as an invasive those rise to 29 and 27 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (39) decides who moves first on turn 1, and SPD (35) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It reads Allelopathy from level 10, and a second passive, Thorns, stacks on at level 68.

Allelopathy. An always-on wilt aura that saps the enemy active a little every turn it stays in β€” passive chip damage that rewards a stalling game.

Thorns. Every attacker that lands a damaging hit on it takes flat recoil off its own HP, and a multi-hit attack eats that recoil once per hit. It fires independently and stacks with any chemical recoil.

Features

It carries thorns, so any attacker that hits it pays contact recoil (see Abilities); an armature rating is what sets that thorn damage. 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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 7, with a retreat cost of 14 Sun and tempo pips of 39 initiative / 35 SPD. Its DEF sits in the soft-to-mid vine band. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 24 (against 17 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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

HP climbs toward 190 while DEF settles in the soft-to-mid band (13). Retreat rises to 28 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

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. A vine sits at soft-to-mid armor with damage-capped attacks, so it will not burst anything down. Treat it as a supporting body, not a carry. It is edible (the game tags the fruit as the eaten part), so feeding it the matching Phosphorus fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. 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 26, 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 26

CrossoverLv 26
HP
82
ATK
14
DEF
6
SPD
43.27
INI
47.35
Retreat
βˆ’11
Tempo90.62
Power91
Fully grownLv 100
HP
190
ATK
30
DEF
13
SPD
0.58
INI
0.63
Retreat
βˆ’28
Tempo1.21
Power205

Invasivepower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
19
DEF
6
SPD
41.54
INI
45.46
Retreat
βˆ’12
Tempo87.00
Power88
Fully grownLv 100
HP
165
ATK
46
DEF
13
SPD
0.58
INI
0.63
Retreat
βˆ’28
Tempo1.21
Power196

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
15
DEF
6
SPD
40.96
INI
44.83
Retreat
βˆ’12
Tempo85.79
Power86
Fully grownLv 100
HP
165
ATK
30
DEF
13
SPD
0.58
INI
0.63
Retreat
βˆ’28
Tempo1.21
Power180

Sources

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