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Downy Goldenrod

Solidago puberula

Downy Goldenrod (Solidago puberula) is a perennial herb that plays as a native-only buffer in Supplant.

XP 100%SUN 120HP 165Downy GoldenrodPerennial herb★★★★CompetitorBitter Sap⚔ 36☀ 0Seral Persistencefree1× / battleretreat ☀23speed 0.74Bitter PrincipleactiveContractile RootsactiveSelf-Medicate⚔ 36☀ 2Downy Goldenrod — full-size photoDowny GoldenrodSolidago puberulaLVL 100

Overview

Downy Goldenrod (Solidago puberula, Asteraceae) is a perennial herb in Supplant's battle system. It is native to eastern North America and invasive nowhere on record, so it is a native-only card: a buffer, never an attacker. As a soft-bodied perennial herb it leans on its moves and traits rather than a heavy guard.

Moves

  • Bitter Sap (starter, unlocks at Lv 1, 2 Sun) — Bitter compounds poison the foe. It hits for about 29.

  • Seral Persistence (ability, Lv 25, free once per battle) — Refuses to be replaced: heal 60%, and the foe can't heal. An ability deals no damage; it is pure utility.

  • Self-Medicate (advanced attack, Lv 40, 6 Sun) — Strikes and treats itself — heal 30%. It hits for about 29.

The numbers above are read at Lv 40, the level its whole kit is unlocked; a card you catch far below that has only the moves whose levels it has reached.

Abilities

This card keeps two always-on traits, drawn from its category pool and locked in for good — the rest of the pool was dropped. They arrive on the level risers, one at a time, so for most of a card's life it is playing with just the first.

  • From Lv 10: Bitter principle — bitter sesquiterpene compounds that Wither any attacker that strikes it, cutting into the foe's own healing.

  • From Lv 68: Contractile roots that pull the crown deeper each checkup, adding a point of DEF at a time up to a small cap, so it hardens the longer a fight runs.

Read these off the card's own trait schedule; the category pool lists more, but this plant carries only these two. Learn more at Abilities.

Features

No Moss Pole here — that fits only climbers (vines and epiphytes), and this is a perennial herb. With little DEF of its own, a Calcium/Magnesium amendment is worth more here than on a wall — every flat point counts on a soft card. A Cloche helps against Poison-heavy foes. See Field gear for the full kit.

Stats

At Lv 40 this card reads 103 HP and 24 ATK, with 1 DEF and a 12-Sun retreat. It has no invasive range, so there is no attacker split to show — it plays as a native buffer only.

Its sustained tempo (45) sits above its opening tempo (42): it is a slow starter that cruises — it may cede the first hit but leads the tempo from turn 2 onward. It rewards patience over an opening burst. Both tempo stats fall as the card levels.

Benched as a native, it projects an HP overshield bar onto your active, sized by its rarity.

See Stats and the overshield for how these bars work.

At Level 100

By Lv 100 HP swells to 190 and ATK to 43, but DEF barely leaves its soft band at 1 — biomass grows, armor does not. Retreat rises to 23 Sun, and the inverted tempo has sunk to about its 1% floor, so whatever opening edge it had as a seedling is gone. It matures into a bigger, slower body that still takes hits like the soft card it is.

Hardiness

Roughly USDA zone 3a — it should come through winters that bottom out near -40 °C. Colder than that and it wants shelter, a wall, or a winter indoors. Its measured climate envelope runs from a cold edge near -8.3 °C to a warm edge near 24.9 °C — a Cool-temperate band. Treat the zone as a rough guide rather than a promise: it comes from a regression whose error runs a little over one full zone, which is why the reading says "roughly."

On a card you will see one of four climate chips, read for wherever you are standing (so it shifts as you travel). Thrives here means your winter low and summer heat both sit inside its range, and it earns x2 battle XP. In range means it survives but sits near an edge, for x1.25 XP. Colder than its range or Hotter than its range means your winters or summers run past what it tolerates, for no bonus — and "colder than its range" is usually just a fact about the winter outside, not a verdict on the plant. Climate changes battle XP and nothing else: not damage, stats, growth speed or the economy.

Weaknesses & Resistances

As a perennial herb it belongs to the Competitor succession group. It hits the Ruderal categories — grasses, annual forbs, aquatics and bulbs — for ×1.5 and shrugs their blows down to ×0.667. The Specialists reverse that: succulents, conifers, ferns and epiphytes strike it for ×1.5 while resisting what it deals. Against other Competitors, and against the off-wheel Weird categories (carrion-aroids, carnivores, mycotrophs and parasites), the exchange is even. See Succession & weaknesses.

Gameplay uses

A soft support card. It has little DEF to lean on, so it earns its place through its traits and moves rather than by trading blows.

Be honest about its ceiling: with floor-tier DEF it is not a card that carries a hard fight on its own. It is a fine single-player coin-earner and a family-tree collection piece, best fielded with a sturdier bench behind it.

It is not eaten in-game, so any fertilizer you feed it banks ×1.25 XP rather than coins.

One framing note: it fights as a fast skirmisher until about Lv 31, after which its rising bulk and attack take over from its falling tempo. That is about which edge dominates, not about being stronger young — a card is always stronger in raw HP, ATK and DEF at higher levels, so level it up. The Total power gallery below the article shows the crossover and the fully grown card.

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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 31

CrossoverLv 31
HP
90
ATK
21
DEF
1
SPD
51.77
INI
48.31
Retreat
−10
Tempo100.08
Power102
Fully grownLv 100
HP
190
ATK
43
DEF
1
SPD
0.74
INI
0.69
Retreat
−23
Tempo1.43
Power211

Neutralpower overtakes tempo at Lv 35

CrossoverLv 35
HP
83
ATK
22
DEF
1
SPD
48.82
INI
45.55
Retreat
−11
Tempo94.37
Power95
Fully grownLv 100
HP
165
ATK
43
DEF
1
SPD
0.74
INI
0.69
Retreat
−23
Tempo1.43
Power186

Sources

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