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Climbing rose

Rosa setigera

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

XP 100%SUN 120HP 165Climbing roseVineβ˜…β˜…β˜…β˜…β˜…CompetitorCreeping Smotherβš” 34β˜€ 0Liana Loopfree1Γ— / battleretreat β˜€30speed 0.82AllelopathyactiveStructural LoadactiveKudzu Crawlβš” 34β˜€ 2Climbing rose β€” full-size photoClimbing roseRosa setigeraLVL 100

Overview

The Climbing rose is a vine in Supplant. It is native to Eastern North America and invasive in Europe, 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. Creeping Smother is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Liana Loop, unlocks at level 25: Loops around the foe β€” Bind and Wither. The advanced attack, Kudzu Crawl, comes online at level 40 for 6 Sun β€” Crawls over everything, bench included.

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

Turn order splits across two stats: initiative (50) decides who moves first on turn 1, and SPD (50) 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 15 Sun and tempo pips of 50 initiative / 50 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 25 (against 25 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 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

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 34, 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 34

CrossoverLv 34
HP
94
ATK
23
DEF
6
SPD
54.78
INI
54.78
Retreat
βˆ’13
Tempo109.56
Power110
Fully grownLv 100
HP
190
ATK
46
DEF
13
SPD
0.82
INI
0.82
Retreat
βˆ’30
Tempo1.64
Power219

Invasivepower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
25
DEF
7
SPD
51.51
INI
51.51
Retreat
βˆ’14
Tempo103.02
Power105
Fully grownLv 100
HP
165
ATK
46
DEF
13
SPD
0.82
INI
0.82
Retreat
βˆ’30
Tempo1.64
Power194

Neutralpower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
25
DEF
7
SPD
51.51
INI
51.51
Retreat
βˆ’14
Tempo103.02
Power105
Fully grownLv 100
HP
165
ATK
46
DEF
13
SPD
0.82
INI
0.82
Retreat
βˆ’30
Tempo1.64
Power194

Sources

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