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Satin pothos

Scindapsus pictus

Satin pothos (Scindapsus pictus) is a carrion-scented aroid and carrion aroid card in Supplant β€” a native-only buffer in the Weird succession group.

XP 100%SUN 120HP 165Satin pothosVineβ˜…β˜…β˜…β˜…β˜…CompetitorCreeping Smotherβš” 31β˜€ 0CompetitiveExclusionfree1Γ— / battleretreat β˜€23speed 0.60AllelopathyactiveStructural LoadactiveChoke Pointβš” 28β˜€ 2Satin pothos β€” full-size photoSatin pothosScindapsus pictusLVL 100

Overview

Satin pothos is a carrion-scented aroid in Supplant, fielded in the carrion aroid category. It is native to Oceania and South Asia and invasive nowhere in the game's regions, so it only ever plays the native, defensive role β€” there is no attacker version of this card. Its nativity β€” set by the arena region you fight in β€” is the spine of how it plays; see Nativity.

Moves

Its kit unlocks in three stages, and most cards you own sit well below the level where all three are live (the numbers on this page are read at level 40, where every slot is unlocked). See Moves and Abilities.

  • Creeping Smother (starter attack, unlocks at level 1, costs 2 Sun): Creeps over and smothers β€” the foe weakens. It deals about 25 damage.
  • Competitive Exclusion (free ability, unlocks at level 25, once per battle, no Sun): Leaves no room at all β€” the foe stalls and withers.
  • Choke Point (advanced attack, unlocks at level 40, costs 6 Sun): Finds the narrow spot and closes it β€” the foe stalls and wilts. It deals about 23 damage.

None of its attacks carry the initiative rider, so it never seizes a turn on a killing blow β€” it takes its turns in the normal order.

Abilities

Satin pothos holds two working traits. Raphide Bundles (level 10) Poison any attacker for 2 stacks. Spathe Insulation (level 68) blunts each direct hit by a flat 3. See Abilities.

Features

For field gear, a Calcium/Magnesium soil amendment adds flat DEF, worth more on a plant this soft than any single point of its own. Its growth habit is not a climbing or epiphytic one, so it does not take a Moss Pole.

Stats

Read at level 40: it carries 103 HP (with the native +15% cushion already in) and 20 ATK on 6 DEF (little armour). Benched as a native, it projects part of the segmented green HP overshield onto your active plant, sized by how threatened this species is; that shield drains front-first against direct hits but is bypassed by poison, recoil and splash. Damage is diminishing armour β€” a hit scales by ATK Γ· (ATK + DEF), and poison ignores DEF entirely. On Sun (cap 120, refilling in real time), the starter costs 2 and the advanced attack 6; retreating costs 12 Sun.

Its opening and sustained tempo are close β€” initiative 36 sets turn 1 and speed 36 sets turn 2 onward β€” so it neither reliably leads nor trails on turn order.

At Level 100

Grown to level 100, its HP climbs to 190 while DEF only inches up to 10 β€” biomass swells but armour stays soft, so it hardens as a bigger target rather than a tougher one. Retreat rises to 23 Sun, and its early tempo edge has faded to about its 1% floor by the cap.

Weaknesses & Resistances

It belongs to the Weird succession group. It sits in the Weird group, off the succession wheel, so it is neutral both attacking and defending β€” no category matchup helps it or hurts it. There is no type effectiveness beyond this wheel; see Weaknesses & Resistances.

Gameplay uses

It only ever fights as a native, so play it as a buffer: field it for its HP cushion, or bench it to feed the overshield to a sturdier active. It is not an attacker. The frame is soft, so it is a decent early coin-earner and a collection piece more than a battle staple β€” though it does run Raphide Bundles from level 10 and Spathe Insulation from level 68. It is inedible, so any fertiliser you feed it banks Γ—1.25 XP β€” useful for levelling. It leans on its opening speed early and crosses onto a power footing around level 25, after which its accumulating HP and attack matter more than its fading turn-order edge. It still only gets stronger as it levels β€” turn order is about a 5% lever.

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 25

CrossoverLv 25
HP
81
ATK
16
DEF
5
SPD
45.40
INI
44.65
Retreat
βˆ’9
Tempo90.05
Power93
Fully grownLv 100
HP
190
ATK
36
DEF
10
SPD
0.60
INI
0.59
Retreat
βˆ’23
Tempo1.19
Power213

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
17
DEF
5
SPD
43.01
INI
42.30
Retreat
βˆ’10
Tempo85.31
Power87
Fully grownLv 100
HP
165
ATK
36
DEF
10
SPD
0.60
INI
0.59
Retreat
βˆ’23
Tempo1.19
Power188

Sources

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