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Creeping snowberry

Symphoricarpos mollis

A firm shrub that punishes attackers with ant-bodyguard recoil, rakes the enemy bench, and quickens as the fight wears on; a sturdy support card.

XP 100%SUN 120HP 165Creeping snowberryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBerryβš” 35β˜€ 0Shrubland Serefree1Γ— / battleretreat β˜€22speed 0.86Extrafloral NectariesactiveDrupe MastactiveHedgerow Havocβš” 32β˜€ 2Creeping snowberry β€” full-size photoCreeping snowberrySymphoricarpos mollisLVL 100

Overview

Creeping snowberry (Symphoricarpos mollis) is a Shrub in Supplant β€” a low, spreading shrub. It carries no native or invasive range on record, so in every arena it plays as a neutral card, taking neither the native health cushion nor the invasive attacker's edge.

Numbers below are read at Level 40, where every move in its kit has unlocked.

Moves

Its kit unlocks in three stages. The starter attack, Berry, is available from Level 1 for 2 Sun, dealing 29 as a native and 31 as an invasive: A measured strike.

The free ability, Shrubland Sere (Level 25), costs no Sun because it is once per battle: Settles the slope: heal 35%, and the foe withers.

The advanced attack, Hedgerow Havoc (Level 40, 6 Sun), deals 26 native and 28 invasive: The whole hedgerow comes down on the bench. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order runs purely on its tempo stats (see Stats). Most cards you meet are well below this Level 40 snapshot and unlock their kit slot by slot.

Abilities

Every card keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This one keeps two, and both are working traits β€” there are no inert abilities in the game:

  • From Level 10: Extrafloral Nectaries β€” ant bodyguards nip back at any attacker that strikes it, chipping the aggressor for a small slice of health.
  • From Level 68: Drupe Mast β€” when it is knocked out its dropped fruit heals your benched allies by a small amount.

Each arrives at full strength on the riser shown, so for much of the card's climb it plays with only the earlier of the two; the second joins late.

Features

It carries no Toxin or Thorns trait, so biting it inflicts no chemical or thorn recoil on an attacker β€” the sting instead comes from its Extrafloral Nectaries trait, not a keyword. It values a Cloche against status and a Calcium/Magnesium amendment for flat DEF, with Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it. See field gear and nativity.

Stats

Read at the Level 40 snapshot, its DEF is 10 and it retreats for 12 Sun β€” a shrub hardens into a firm mid band, well past a weed but short of a tree. Turn 1 is ordered by its initiative (37) and every turn after by its SPD (53); here SPD outruns its initiative, so it is a touch slow off the mark and relentless afterward. With no native or invasive posting it plays neutral: no +15% native HP cushion and no invasive attacker term on ATK, so its health and attack sit between the two extremes the tokens show β€” a native card would read 103 HP and 22 ATK, an invasive one 89 HP and 29 ATK. Because it is never benched as a native, it projects no green overshield bar for allies. See stats.

At Level 100

By Level 100 its firm mid armor has grown into real DEF at 20, with HP toward 190. Retreat rises to 22 Sun and its tempo has sunk to about 1% of cap β€” it ends a tough, slow body that trades blows rather than racing.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them Γ—1.5 and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn that Γ—1.5 against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A sturdy support shrub: any attacker that hits it takes chip damage back, Hedgerow Havoc rakes the enemy bench, and its Shrubland Sere ability heals it while withering the foe. It gets faster the longer it lasts, so it suits a grinding game plan behind a front-line body. With no wild range it never gets a native cushion or an invasive edge, so lean on its kit and traits rather than a nativity role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its neutral crossover falls around Level 34: below it the card leans on its turn-order edge, above it on bulk and attack β€” and it only grows stronger as it levels (its raw Level 100 stat sum is 204, a size readout, not a win rank).

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.

Neutralpower overtakes tempo at Lv 34

CrossoverLv 34
HP
82
ATK
21
DEF
9
SPD
57.71
INI
40.47
Retreat
βˆ’11
Tempo98.18
Power101
Fully grownLv 100
HP
165
ATK
40
DEF
20
SPD
0.86
INI
0.60
Retreat
βˆ’22
Tempo1.46
Power203

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)