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Syngonium chiapense

Syngonium chiapense

A native-only carrion aroid that plays as a defensive buffer.

XP 100%SUN 120HP 165Syngonium chiapenseVine★★★★CompetitorTug⚔ 32☀ 0Canopy Weightfree1× / battleretreat ☀23speed 0.64AllelopathyactiveStructural LoadactiveTendril Trap⚔ 24☀ 2Syngonium chiapense — full-size photoSyngonium chiapenseSyngonium chiapenseLVL 100

Overview

Syngonium chiapense is a carrion aroid in Supplant. It is native to Eastern North America, Western North America and South America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

Moves

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 — the plant unlocks them as it grows. Tug is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Canopy Weight, unlocks at level 25: Loads the crown until it breaks: +8 ATK, and the foe is pinned. The advanced attack, Tendril Trap, comes online at level 40 for 6 Sun — A tendril snare that saps as it tightens.

Its attacks land for about 27 (starter) and 19 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (34) decides who moves first on turn 1, and SPD (39) decides every turn after. This one is slow off the mark but relentless once the fight settles — it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

Syngonium chiapense runs a trait on both risers. Thermogenesis (level 10) applies 1 Burn stack to the enemy active every checkup. Sapromyophily (level 68) makes the card the decoy for any single-victim pick in a group. See Abilities.

Features

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.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 6, with a retreat cost of 12 Sun and tempo pips of 34 initiative / 39 SPD. Its DEF sits modestly in the low band. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active — its whole role is defensive support. 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.

At Level 100

HP swells toward 190 while DEF stays modest (10) — bigger, but no new tricks. Retreat rises to 23 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now — the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

Its category is off the succession wheel entirely, so it deals and takes neutral damage against every group — no type advantage in either direction. It lives or dies on raw stats and its kit, not the matchup chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. Off the succession wheel it never gets a type edge either way, but it is not an empty card: it runs a Thermogenesis burn from level 10 and a Sapromyophily taunt from level 68, both working every match. It is inedible in the game's economy, so any fertilizer you feed it banks ×1.25 XP rather than coins — 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 25, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.

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 25

CrossoverLv 25
HP
81
ATK
15
DEF
5
SPD
48.79
INI
42.39
Retreat
−9
Tempo91.18
Power92
Fully grownLv 100
HP
190
ATK
31
DEF
10
SPD
0.64
INI
0.56
Retreat
−23
Tempo1.20
Power208

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
16
DEF
5
SPD
45.58
INI
39.60
Retreat
−10
Tempo85.18
Power88
Fully grownLv 100
HP
165
ATK
31
DEF
10
SPD
0.64
INI
0.56
Retreat
−23
Tempo1.20
Power183

Sources

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