🌿 Supplant WikiPlay Supplant β†’

Yellow Pimpernel

Taenidia integerrima

A native-only, soft perennial herb that is very slow off the mark but faster in long fights, healing as it goes β€” a North American buffer with no invasive form.

XP 100%SUN 120HP 165Yellow PimpernelPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorRhizome Creepβš” 37β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€33speed 0.56Basal RosetteactiveResproutactiveCrown Divisionβš” 54β˜€ 2Yellow Pimpernel β€” full-size photoYellow PimpernelTaenidia integerrimaLVL 100

Overview

Yellow pimpernel is a slender, soft Perennial herb that fights as a self-healing cruiser: light armor, plain attacks, and a tempo that only comes alive once a fight drags on. It is native to Eastern North America and has no invasive form, so it only ever plays the native buffer role β€” there is no attacker version to build around. It is an ordinary support card that needs protecting through its slow start.

Moves

Its starter attack, Rhizome Creep, unlocks at level 1 and costs 2 Sun, dealing about 30 damage β€” a straightforward hit with no rider. The free once-per-battle ability, Chronosequence, comes in at level 25: Time on its side: +3 ATK and speed, kept. The advanced attack, Crown Division, unlocks at level 40 for 6 Sun (40 damage) and mends the plant as it strikes. Most of your pimpernels sit below level 40, where only the starter move is available.

Abilities

Yellow pimpernel keeps a single always-on trait: Resprout. Because it draws only one eligible trait, Resprout arrives at half strength on the level 10 riser and matures on the level 68 one. When it works it lets the plant survive one otherwise-lethal hit at roughly a quarter health β€” but it triggers only about 60% of the time, so treat it as a coin-flip reprieve, not a guarantee. See Abilities.

Features

Yellow pimpernel carries no special trait keywords and is non-toxic: no contact recoil and no poison rider on being struck, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear suits its buffering game and helps it survive to reach its faster late-fight tempo.

Stats

At level 40 yellow pimpernel reads 103 HP with ATK of 25. DEF is just 4, low in the perennial-herb band, so it takes hits with very little armor. Its tempo is strongly back-loaded: turn 1 runs on a very low initiative (13), so it is badly out-paced off the mark, but every turn after runs on a much higher SPD (34), so it becomes relentless once a fight settles in. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, yellow pimpernel swells to 190 HP and 45 ATK, but its DEF only reaches 8 β€” as a soft herb it gains bulk in health, never armor, so it stays exposed to any real hitter. Retreat rises to 33 Sun, and its tempo has sunk to roughly 1% of cap, so even its cruising speed collapses: a mature pimpernel acts last against almost anything young.

Weaknesses & Resistances

As a perennial herb, yellow pimpernel is in the Competitor succession group. It hits Ruderal plants for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants, which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play yellow pimpernel as a native support piece for the long game: it is very slow to get going, so shield it early, then let its high cruising speed carry extended fights while it heals through them. Its HP cushion and bench overshield help a fragile finisher survive, but its own damage is ordinary, so pair it with a stronger hitter. It is inedible, so any nutrient you feed it banks Γ—1.25 XP rather than coins, a steady growth investment. It is out-paced early and turns relentless as it levels, crossing over around level 11, so keep leveling it.

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.

Nativepower overtakes tempo at Lv 11

CrossoverLv 11
HP
61
ATK
15
DEF
2
SPD
50.40
INI
19.46
Retreat
βˆ’8
Tempo69.86
Power70
Fully grownLv 100
HP
190
ATK
45
DEF
8
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power210

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
17
DEF
2
SPD
48.16
INI
18.60
Retreat
βˆ’9
Tempo66.76
Power68
Fully grownLv 100
HP
165
ATK
45
DEF
8
SPD
0.56
INI
0.22
Retreat
βˆ’33
Tempo0.78
Power185

Sources

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