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Wichura's rose

Rosa lucieae

A neutral-range vine with no nativity bonus in the arena.

XP 100%SUN 120HP 165Wichura's roseVineβ˜…β˜…β˜…β˜…β˜…CompetitorTugβš” 35β˜€ 0Canopy Climbfree1Γ— / battleretreat β˜€30speed 0.48HeteroblastyactiveApicalDominanceactiveClinging Vineβš” 30β˜€ 2Wichura's rose β€” full-size photoWichura's roseRosa lucieaeLVL 100

Overview

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.

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. 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.

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.

Stats

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.

At Level 100

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.

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

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 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 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.

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
19
DEF
5
SPD
34.23
INI
52.77
Retreat
βˆ’12
Tempo87.00
Power87
Fully grownLv 100
HP
165
ATK
40
DEF
11
SPD
0.48
INI
0.73
Retreat
βˆ’30
Tempo1.21
Power186

Sources

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