🌿 Supplant WikiPlay Supplant β†’

Canada sanicle

Sanicula canadensis

Canada sanicle (Sanicula canadensis) is a perennial herb that plays a native buffer, with no introduced range to make it an attacker.

XP 100%SUN 120HP 165Canada saniclePerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorSteady Growthβš” 42β˜€ 0Autogenic Reactionfree1Γ— / battleretreat β˜€33speed 0.56Bitter PrincipleactiveVernalizationMemoryactiveHerbaceous Assaultβš” 40β˜€ 2Canada sanicle β€” full-size photoCanada sanicleSanicula canadensisLVL 100

Overview

Canada sanicle is a perennial herb β€” a soft plant that Withers attackers and grows into its attack late. It is native to eastern North America and western North America and has no introduced range, so it only ever plays the native buffer role β€” there is no attacker scenario for it.

Moves

Its kit unlocks in three stages. Its starter attack, Steady Growth (unlocked at level 1, 2 Sun), deals 35 as a native: A reliable, even strike. Its once-per-battle ability, Autogenic Reaction (level 25, free), is pure utility: Remakes its own ground: +6 ATK and heal 25%. Its advanced attack, Herbaceous Assault (level 40, 6 Sun), deals 33 native: A season's growth thrown at once β€” the foe wilts.

Abilities

These are the always-on traits this card actually keeps, and the level each one arrives at (a plant draws at most one trait per growth stage). From level 10, Bitter Principle Withers any plant that strikes it, sapping the attacker's attack power (its sesquiterpene lactones). From level 68, Vernalization Memory builds bonus attack power from turn 3 onward β€” a slow bolt that arrives only after the fight has run a few rounds.

Features

On the field it draws on field gear to shore up its weaknesses. With little natural armor it leans on amendments that add DEF or on healing gear to offset its fragility.

Stats

Read at level 40, where every move is unlocked, it holds 103 health and 26 attack as a native, with 4 DEF. That is thin armor, so it takes close to full damage from any real attacker; its defense is its health pool and its tricks, not its DEF. Its retreat costs 16 Sun. On tempo it opens at 29 initiative (which orders the first turn) and cruises at 34 speed (which orders every turn after). It is slow off the mark but relentless afterward β€” it often cedes the opening hit, then out-paces the foe from turn 2. As a native it carries a 15% health cushion (103 versus 89 as an invader), and while benched it projects a green overshield bar onto your active plant, sized by how threatened it is.

At Level 100

Grown to level 100, its health swells to 190 and its attack to 47, but its armor stays low (8 DEF) β€” it never becomes a wall, just a bigger version of the same soft plant. Retreat rises to 33 Sun as the older plant grows more rooted, and its once-quick tempo has sunk to a sliver β€” it goes late in turn order now. Maturing buys it raw bulk and hitting power; it costs it the speed edge it had as a seedling.

Weaknesses & Resistances

In the succession type chart, Canada sanicle's category (perennial herb) belongs to the Competitor group. Ruderal, Competitor, and Specialist form a wheel: Competitor hits Ruderal plants (annual-forbs, grasses, aquatic plants, and bulbs) for 1.5Γ— damage, and takes 1.5Γ— from Specialist plants (succulents, conifers, ferns, and epiphytes), resisting each the other way at about two-thirds. The off-wheel Weird categories are neutral both ways.

Gameplay uses

A slow-burn card: it punishes melee with Bitter Principle and only reaches its full attack from turn 3, so it rewards long fights it can rarely survive on its thin armor. Best as a coin-earner and a family-tree filler. It is not a coin-earner through fertilizer β€” feeding it any nutrient banks 1.25Γ— experience rather than coins, so its off-battle value is leveling and family-tree collection. On the power curves below, it fights as a fast skirmisher until about level 20, after which its growing bulk and attack take over from its fading speed β€” a shift in which edge dominates, not a sign it is weaker when 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.

Nativepower overtakes tempo at Lv 20

CrossoverLv 20
HP
74
ATK
19
DEF
2
SPD
45.36
INI
38.06
Retreat
βˆ’10
Tempo83.42
Power85
Fully grownLv 100
HP
190
ATK
47
DEF
8
SPD
0.56
INI
0.47
Retreat
βˆ’33
Tempo1.03
Power212

Neutralpower overtakes tempo at Lv 24

CrossoverLv 24
HP
69
ATK
20
DEF
3
SPD
43.12
INI
36.19
Retreat
βˆ’12
Tempo79.31
Power80
Fully grownLv 100
HP
165
ATK
47
DEF
8
SPD
0.56
INI
0.47
Retreat
βˆ’33
Tempo1.03
Power187

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Sanicula%20canadensis
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Sanicula_canadensis
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Sanicula%20canadensis