Spiraea × billardii
Billard's Bridewort (Spiraea × billardii) is a shrub that plays as an invasive-only attacker in Supplant.
Billard's Bridewort (Spiraea × billardii, Rosaceae) is a shrub in Supplant's battle system. It is native nowhere on record but invasive in Europe, so it plays as an attacker only. As a shrub it sits in the middle armor band — firmer than a weed, softer than a tree.
Tick Tumble (starter, unlocks at Lv 1, 2 Sun) — Shakes the tick load loose onto the foe. It hits for 31.
Nurse Shrub (ability, Lv 25, free once per battle) — Shelters the whole bench — evens their health, and calls the fallen back. An ability deals no damage; it is pure utility.
Hedgerow Havoc (advanced attack, Lv 40, 6 Sun) — The whole hedgerow comes down on the bench. It hits for 28.
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.
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: Thorns — every hit an attacker lands on it takes flat recoil off the curated armature, so a multi-hit attack eats the recoil once per hit.
From Lv 68: Sapromyophily — a taunt: wherever the engine picks one victim out of a group (a shove's forced swap, a Seed Rain, an incoming spore-drift), this card takes it instead of an ally. While young it only holds the foe's focus above half health; matured, it always holds. Against a lone wild plant there is no choice to pull, so it does nothing in a one-on-one wild encounter — the honest caveat, not a flaw.
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.
No Moss Pole here — that fits only climbers (vines and epiphytes), and this is a shrub. A Calcium/Magnesium soil amendment adds flat DEF, which suits a card that already wants to hold ground. A Cloche wards off Poison if you expect a toxic opponent. It carries the thorns keyword, so its armature bites attackers back (see Abilities). See Field gear for the full kit.
At Lv 40 this card reads 89 HP and 29 ATK, with 11 DEF and a 14-Sun retreat. It is native nowhere on record, so it only ever fields its invasive, attacker profile.
Its opening tempo (42) sits above its sustained tempo (36): it is a quick starter that fades — likely to land the first hit on turn 1, then get out-paced from turn 2 on. Play it to open, not to grind. Both tempo stats fall as the card levels.
As an invasive attacker its aggression is trait-sourced, not a flat multiplier, and it pays "Faustian" self-damage to its own bench on each damaging attack (growing with level) and concedes 2 prizes on knockout.
See Stats and the overshield for how these bars work.
By Lv 100 HP reaches 190 and ATK 40, while DEF firms to 23 — a shrub's middle band, harder than a weed but no tree. Retreat rises to 29 Sun and the tempo stats have fallen to their floor, so a grown card is slow whatever its opening. Maturing buys bulk and a firmer guard, not speed.
Roughly USDA zone 3b — it should come through winters that bottom out near -37 °C. Colder than that and it wants shelter, a wall, or a winter indoors. Its measured climate envelope runs from a cold edge near -6.6 °C to a warm edge near 18.3 °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.
As a shrub 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.
Native nowhere on record, it only fields its invasive attacker profile — a firm-DEF shrub that trades bench health for pressure.
It is a serviceable mid-tier card: firmer than a weed, softer than a tree, and a reliable coin-earner and collection piece.
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 27, 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.
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.