🌿 Supplant WikiPlay Supplant β†’

Wichura's rose

Rosa lucieae

Wichura's rose keeps a faster pace than most vines: no more than 1 in 5 vines in the game reach its sustained tempo of 35 at Lv 40.

XP 100%SUN 120HP 349Wichura's roseVineβ˜…β˜…β˜…β˜…β˜…CompetitorTugβš” 33β˜€ 0Canopy Climbfree1Γ— / battleretreat β˜€25speed 0.58HeteroblastyactiveApicalDominanceactiveClinging Vineβš” 28β˜€ 2Wichura's rose β€” full-size photoWichura's roseRosa lucieaeLVL 100

Overview

Wichura's rose keeps a faster pace than most vines: no more than 1 in 5 vines in the game reach its sustained tempo of 35 at Lv 40.

Wichura's rose fights as a vine (categories) in the Competitor succession group. It has no recorded native or invasive range, so it plays neutral wherever it turns up, with neither the native HP cushion nor the invasive attack edge (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Tug β€” starter attack, 2 Sun. Hauls itself in first: first in the wild, acts again on a kill. Expected damage: 27.
  • Canopy Climb β€” ability, free once per battle. Hauls itself into the light: heal 30% and +3 ATK.
  • Clinging Vine β€” advanced attack, 6 Sun. Won't let go, and feeds while it holds. Expected damage: 22.

Tug carries the initiative rider, which does a different job on each surface. In a wild battle the move strikes first whatever either plant's tempo, unless both sides use one. In the arena it grants no priority: when the strike itself knocks out the target, the attacker keeps the turn and acts again (combat overview).

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Heteroblasty β€” from Lv 10. It gets +4 ATK for the first two turns.
  • Apical Dominance β€” from Lv 68. It gets +5 ATK while at full HP.

Items and economy

  • It climbs, so it can take a Moss Pole (field gear).
  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its fruit or seeds, so a Phosphorus amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall.

StatLv 40Lv 100
HP (neutral)162349
ATK (neutral)1934
DEF48117
Initiative280.47
Sustained tempo (SPD)350.58
Retreat cost (Sun)1325
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens slower than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 13 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.

Hardiness

Roughly USDA zone 4b β€” it should come through winters that bottom out near -29 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -2.1 Β°C to a warm edge of 25.6 Β°C, in the temperate band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Wichura's rose is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • Neutral everywhere, it brings its base stats, its kit and its traits, with no stance bonus either way.
  • Over its life, its power overtakes its tempo at Lv 12 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 12

CrossoverLv 12
HP
74
ATK
13
DEF
16
SPD
51.35
INI
41.53
Retreat
βˆ’7
Tempo92.88
Power96
Fully grownLv 100
HP
349
ATK
34
DEF
117
SPD
0.58
INI
0.47
Retreat
βˆ’25
Tempo1.05
Power475

Sources

  1. Rosa lucieae on iNaturalist
  2. Rosa lucieae on Wikipedia
  3. Rosa lucieae on Plants of the World Online