🌿 Supplant WikiPlay Supplant β†’

Snake Plant

Sansevieria hyacinthoides

A tough, self-healing succulent that pins on its opener and plays either arena role β€” an African native or a widespread invader.

XP 100%SUN 120HP 165Snake PlantSucculentβ˜…β˜…β˜…β˜…β˜…SpecialistSucculenceDeadly Surpriseβš” 34β˜€ 0Desert Pavementfree1Γ— / battleretreat β˜€22speed 0.42SucculenceactiveCaudex ReserveactiveSpine Wallβš” 47β˜€ 2Snake Plant β€” full-size photoSnake PlantSansevieria hyacinthoidesLVL 100

Overview

The snake plant is a Succulent that fights as a self-sustaining trader: it pins on its opening hit, saps and withers, and heals through exchanges with two sustain traits. It is native to Africa and invasive across Eastern North America, South America, and South Asia, so the arena can field it either way β€” as a native buffer or as an invasive attacker, where its attack is noticeably higher. Its armor is thin, so its durability comes from healing rather than bulk.

Moves

Its starter attack, Deadly Surprise, unlocks at level 1 for 2 Sun, dealing about 28 damage as a native and 31 as an invasive, and pinning the target. The free once-per-battle ability, Desert Pavement, arrives at level 25: Bakes the ground to stone β€” the foe stalls and withers. It saps and withers the target. The advanced attack, Spine Wall, unlocks at level 40 for 6 Sun (41 native / 44 invasive) and mends the plant as it strikes. Most of your snake plant sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

The snake plant keeps two always-on traits, and both are sustain traits that fire only about 60% of the time. Succulence arrives on the level 10 riser and lets it regenerate in any weather. Photosynthesis arrives on the level 68 riser and heals it in sun. For most of the card's life only the level 10 regeneration is online, and even that is a roughly 60% chance each turn rather than a guarantee. See Abilities.

Features

The snake plant is non-toxic, so it inflicts no contact recoil and carries no poison rider when it is struck. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium or magnesium amendment for a little DEF β€” offsets its thin armor; as an invasive, offensive gear presses its higher attack. See statuses.

Stats

At level 40 the snake plant reads 103 HP native and 89 invasive, with ATK of 21 native versus 30 invasive β€” a clear gap that makes the invasive form the real hitter. DEF is just 1, at the soft floor of the succulent band, so it takes hits with almost no armor and leans on its healing instead. Its tempo is front-loaded: turn 1 runs on its initiative (35), where it leads, but every turn after runs on its lower SPD (26), where it is out-paced β€” a quick starter but a slower cruiser. Retreat costs 12 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, the snake plant swells to 190 HP native / 165 invasive and 37 / 58 ATK, but its DEF only reaches 1 β€” as a succulent it buys bulk in health and almost none in armor, so it stays exposed to any real hitter. Retreat rises to 22 Sun, and its tempo has sunk to about 1% of cap, so a mature snake plant acts last against almost anything younger.

Weaknesses & Resistances

As a succulent, the snake plant sits in the Specialist succession group. It hits Competitor plants (perennial herbs, shrubs, trees, vines) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for Γ—1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play the snake plant as a self-healing skirmisher: open by pinning the enemy active, sap it, and grind the fight out on regeneration. As an invasive its higher attack makes it a genuine racer, though it pays self-damage to its own bench and hands over prizes if it falls; as a native it is a durable buffer that outlasts trades. Its thin armor and roughly 60% healing keep it out of the top tier, but it is a solid card in both roles. On economy, it is inedible, so any nutrient you feed it banks Γ—1.25 XP toward faster growth rather than coins. It plays as a quick-opening, self-healing skirmisher that leans harder on its bulk as it levels, crossing over around level 20 as a native and 22 as an invasive β€” but it is always stronger at higher levels, so there is no 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 20

CrossoverLv 20
HP
74
ATK
16
DEF
1
SPD
34.12
INI
46.55
Retreat
βˆ’8
Tempo80.67
Power83
Fully grownLv 100
HP
190
ATK
37
DEF
1
SPD
0.42
INI
0.57
Retreat
βˆ’22
Tempo0.99
Power206

Invasivepower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
21
DEF
1
SPD
33.27
INI
45.40
Retreat
βˆ’9
Tempo78.67
Power80
Fully grownLv 100
HP
165
ATK
58
DEF
1
SPD
0.42
INI
0.57
Retreat
βˆ’22
Tempo0.99
Power202

Neutralpower overtakes tempo at Lv 24

CrossoverLv 24
HP
69
ATK
17
DEF
1
SPD
32.43
INI
44.25
Retreat
βˆ’9
Tempo76.68
Power78
Fully grownLv 100
HP
165
ATK
37
DEF
1
SPD
0.42
INI
0.57
Retreat
βˆ’22
Tempo0.99
Power181

Sources

  1. https://www.inaturalist.org/taxa/search?q=Sansevieria%20hyacinthoides
  2. https://en.wikipedia.org/wiki/Sansevieria_hyacinthoides
  3. https://powo.science.kew.org/results?q=Sansevieria%20hyacinthoides