Symphyotrichum subspicatum
Douglas aster (Symphyotrichum subspicatum) is a perennial herb that plays as a native-only buffer in Supplant.
Douglas aster (Symphyotrichum subspicatum, Asteraceae) is a perennial herb in Supplant's battle system. It is native to western 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.
Volatile Oils (starter, unlocks at Lv 1, 2 Sun) β Releases volatile oils β Poison the foe. It hits for about 25.
Allelochemical Priming (ability, Lv 25, free once per battle) β Primes root chemistry β Poison the foe. An ability deals no damage; it is pure utility.
Alkaloid Ambush (advanced attack, Lv 40, 6 Sun) β Poisons before the foe can react. It hits for about 23.
Alkaloid Ambush carries the initiative rider. In a wild encounter that gives it hard priority β it strikes first regardless of the tempo stats (if both sides bring a rider, they cancel and normal order decides). In the arena the rider does something different: it does not grant first strike, but if the strike itself lands a killing blow, the card seizes the turn and acts again. Never read it as plain "goes first" in both places.
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 β 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 β bitter sesquiterpene compounds that Wither any attacker that strikes it, cutting into the foe's own healing.
From Lv 68: Vernalization memory β from the third turn onward it bolts for extra ATK, a cold-primed late surge.
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 β 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 β every flat point counts on a soft card. A Cloche helps against Poison-heavy foes. See Field gear for the full kit.
At Lv 40 this card reads 103 HP and 20 ATK, with 1 DEF and a 12-Sun retreat. It has no invasive range, so there is no attacker split to show β it plays as a native buffer only.
Its opening and sustained tempo (32 then 32) are close, so it neither opens fast nor cruises fast β turn order is a coin-flip either way, and a tie goes to the defender (in a wild fight, that's you). 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.
By Lv 100 HP swells to 190 and ATK to 36, but DEF barely leaves its soft band at 1 β biomass grows, armor does not. Retreat rises to 22 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.
Roughly USDA zone 5a β it should come through winters that bottom out near -28 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. Its measured climate envelope runs from a cold edge near -1.1 Β°C to a warm edge near 19.8 Β°C β a 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 β 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 perennial herb it belongs to the Competitor succession group. It hits the Ruderal categories β grasses, annual forbs, aquatics and bulbs β for Γ1.5 and shrugs their blows down to Γ0.667. The Specialists reverse that: succulents, conifers, ferns and epiphytes strike it for Γ1.5 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.
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 Γ1.25 XP rather than coins.
One framing note: it fights as a fast skirmisher until about Lv 23, after which its rising bulk and attack take over from its falling tempo. That is about which edge dominates, not about being stronger young β 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 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.