Rosa lucieae
A neutral-range vine with no nativity bonus in the arena.
The Wichura's rose is a vine in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.
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. Tug is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Canopy Climb, unlocks at level 25: Hauls itself into the light: heal 30% and +3 ATK. The advanced attack, Clinging Vine, comes online at level 40 for 6 Sun β Won't let go, and feeds while it holds.
Its attacks land for about 29 (starter) and 23 (advanced) at the snapshot level β plain base numbers, since no nativity bonus applies.
Turn order splits across two stats: initiative (45) decides who moves first on turn 1, and SPD (29) 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.
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.
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.
At the snapshot level (40) it reads roughly HP 89 (its plain, un-cushioned base), DEF 6, with a retreat cost of 15 Sun and tempo pips of 45 initiative / 29 SPD. Its DEF sits in the soft-to-mid vine band. With no nativity bonus its HP and ATK sit at base β no native cushion, no invasive ATK ramp β so it is a middle-of-the-road body on every stat. 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.
HP climbs toward 165 while DEF settles in the soft-to-mid band (11). Retreat rises to 30 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.
In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ1.5), 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.
With no nativity role it is a straightforward neutral body β no cushion to lean on, no attacker's edge to exploit. 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 Γ1.25 coins β a steady earner between battles; any other nutrient banks Γ1.25 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 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.
Leveling trades speed for power. A plantβs 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.