Soehrensia candicans
A neutral-range succulent with no nativity bonus in the arena.
The Alava is a succulent in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.
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. Water Leech is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Water Reservoir, unlocks at level 25: Opens the whole store: heal 50%, and the foe can't heal. The advanced attack, Desiccation Endurance, comes online at level 40 for 6 Sun β Outlasts the drought β the foe dries out while it mends.
Its attacks land for about 25 (starter) and 20 (advanced) at the snapshot level β plain base numbers, since no nativity bonus applies.
Turn order splits across two stats: initiative (42) decides who moves first on turn 1, and SPD (44) 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.
It reads Photosynthesis from level 10, and a second passive, Succulence, stacks on at level 68.
Photosynthesis. A 60% chance to heal itself in sunny weather β reliable-ish grind, but weather-dependent and never guaranteed.
Succulence. A 60% chance to regenerate a little HP in any weather, wet or dry, so it can slowly out-grind a chip-damage race.
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.
At the snapshot level (40) it reads roughly HP 106 (its plain, un-cushioned base), DEF 1, with a retreat cost of 13 Sun and tempo pips of 42 initiative / 44 SPD. Its DEF sits at the succulent floor: this is a high-HP, thin-plate card, and poison or a big attacker cuts straight through. With no nativity bonus its HP and ATK sit at base β no native cushion, no invasive ATK ramp β so it is a middle-of-the-road body on every stat. 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.
Classic succulent divergence: HP balloons toward 203 while DEF stays near the floor (1). Huge, and still soft. Retreat rises to 25 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.
In the succession wheel it is a Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.
With no nativity role it is a straightforward neutral body β no cushion to lean on, no attacker's edge to exploit. All water and no armor: big HP but near-zero DEF. Its 60% heals let it grind out attrition, yet poison and heavy hitters cut straight through its thin plating. A slow attrition card, not a bruiser. It is inedible in the game's economy, so any fertilizer you feed it banks Γ1.25 XP rather than coins β useful as level fodder, not as a coin source. 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 34, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.
Leveling trades speed for power. A plantβs 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.