🌿 Supplant WikiPlay Supplant β†’

Cat green briar

Smilax glauca

Cat green briar is the fastest vine in the game, with a sustained tempo of 61 at Lv 40. Its DEF stands out too: no more than 1 in 9 of the category reach 52.

XP 100%SUN 120HP 133Cat green briarVineβ˜…β˜…β˜…β˜…β˜…CompetitorThornsTendril Whipβš” 42β˜€ 0Structural Parasitefree1Γ— / battleretreat β˜€23speed 1.00ThornsactiveAdventitiousRootsactiveStrangling Reachβš” 37β˜€ 2Cat green briar β€” full-size photoCat green briarSmilax glaucaLVL 100

Overview

Cat green briar is the fastest vine in the game, with a sustained tempo of 61 at Lv 40. Its DEF stands out too: no more than 1 in 9 of the category reach 52.

Cat green briar fights as a vine (categories) in the Competitor succession group. It is native to Eastern North America and Western North America, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Tendril Whip β€” starter attack, 2 Sun. A lashing tendril. Expected damage: 35.
  • Structural Parasite β€” ability, free once per battle. Rides the foe down and takes its place β€” it's driven out, withering.
  • Strangling Reach β€” advanced attack, 6 Sun. Tendrils reach past the front line to throttle the whole bench. Expected damage: 30.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Thorns β€” from Lv 10. Every direct hit on it costs the attacker 8 HP.
  • Adventitious Roots β€” from Lv 68. Each checkup, active or benched, it heals 2% of its max HP.

Items and economy

  • It climbs, so it can take a Moss Pole (field gear).
  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its leaves, so a Nitrogen amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)77133
HP (native)88153
ATK (neutral)2545
DEF52128
Initiative410.68
Sustained tempo (SPD)611.00
Retreat cost (Sun)1223
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens slower than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 12 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Hardiness

Roughly USDA zone 4b β€” it should come through winters that bottom out near -31 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -3.1 Β°C to a warm edge of 27.2 Β°C, in the cool-temperate band, and it is wide-ranging. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Cat green briar is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 28 as a native and at Lv 30 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully 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 28

CrossoverLv 28
HP
75
ATK
21
DEF
37
SPD
72.72
INI
49.35
Retreat
βˆ’10
Tempo122.07
Power123
Fully grownLv 100
HP
153
ATK
45
DEF
128
SPD
1.00
INI
0.68
Retreat
βˆ’23
Tempo1.68
Power303

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
67
ATK
22
DEF
40
SPD
70.72
INI
47.99
Retreat
βˆ’10
Tempo118.71
Power119
Fully grownLv 100
HP
133
ATK
45
DEF
128
SPD
1.00
INI
0.68
Retreat
βˆ’23
Tempo1.68
Power283

Sources

  1. Smilax glauca on iNaturalist
  2. Smilax glauca on Wikipedia
  3. Smilax glauca on Plants of the World Online