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Rosemary

Salvia rosmarinus

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

XP 100%SUN 120HP 165RosemaryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramblemazeβš” 35β˜€ 0Chaparral Climaxfree1Γ— / battleretreat β˜€21speed 0.60Extrafloral NectariesactiveLignotuberactiveHedgerow Havocβš” 33β˜€ 2RosemarySalvia rosmarinusLVL 100

Overview

The Rosemary is a shrub in Supplant. It is native to Africa and Europe and invasive in Eastern North America, Western North America and South America, 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. Bramblemaze is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Chaparral Climax, unlocks at level 25: Owns the dry hillside: heal 60% and +4 ATK. The advanced attack, Hedgerow Havoc, comes online at level 40 for 6 Sun β€” The whole hedgerow comes down on the bench.

As a native its attacks land for about 29 (starter) and 26 (advanced); as an invasive those rise to 31 and 29 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (39) decides who moves first on turn 1, and SPD (36) 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

Rosemary holds two working traits. Extrafloral Nectaries (level 10) costs any attacker 3% of its own max HP on contact, ignoring DEF and shields. Lignotuber (level 68) is the Mediterranean shrub's real fire adaptation: the card is immune to Burn and healed by any attempt to Burn it. See Abilities.

Features

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 11, with a retreat cost of 11 Sun and tempo pips of 39 initiative / 36 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. 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 30 (against 23 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

It firms into a solid mid-armor bruiser: DEF around 21 and HP toward 190 β€” tougher than a weed, still short of a tree. Retreat rises to 21 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 shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is edible (the game tags the leaf as the eaten part), so feeding it the matching Nitrogen 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 24, 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 24

CrossoverLv 24
HP
79
ATK
18
DEF
8
SPD
45.97
INI
49.02
Retreat
βˆ’9
Tempo94.99
Power96
Fully grownLv 100
HP
190
ATK
41
DEF
21
SPD
0.60
INI
0.64
Retreat
βˆ’21
Tempo1.24
Power231

Invasivepower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
23
DEF
8
SPD
44.78
INI
47.75
Retreat
βˆ’9
Tempo92.53
Power94
Fully grownLv 100
HP
165
ATK
58
DEF
21
SPD
0.60
INI
0.64
Retreat
βˆ’21
Tempo1.24
Power223

Neutralpower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
19
DEF
9
SPD
43.59
INI
46.48
Retreat
βˆ’9
Tempo90.07
Power93
Fully grownLv 100
HP
165
ATK
41
DEF
21
SPD
0.60
INI
0.64
Retreat
βˆ’21
Tempo1.24
Power206

Sources

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