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Atlantic poison oak

Toxicodendron pubescens

A shrub that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165Atlantic poison oakShrubβ˜…β˜…β˜…β˜…β˜…CompetitorChipmunk Hordeβš” 33β˜€ 0Frugivore Pactfree1Γ— / battleretreat β˜€33speed 0.56Extrafloral NectariesactiveSapromyophilyactiveThorn in the Sideβš” 38β˜€ 2Atlantic poison oak β€” full-size photoAtlantic poison oakToxicodendron pubescensLVL 100

Overview

The Atlantic poison oak is a shrub in Supplant. It is native to Eastern North America and invasive in Europe, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

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 β€” the plant unlocks them as it grows. Chipmunk Horde is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Frugivore Pact, unlocks at level 25: Trades fruit for carriage: +3 ATK, and the foe's whole bench sickens. The advanced attack, Thorn in the Side, comes online at level 40 for 6 Sun β€” A thorn that festers β€” Poison the foe.

As a native its attacks land for about 26 (starter) and 31 (advanced); as an invasive those rise to 27 and 32 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (42) decides who moves first on turn 1, and SPD (34) decides every turn after. This one is the quicker starter β€” it tends to land the opening blow on turn 1, then cede the pace as the fight wears on. See turn order for how the two interact.

Abilities

Atlantic poison oak carries two working traits. Extrafloral Nectaries (level 10) gives it a contact cost β€” 3% of the attacker's own max HP, past DEF and any shield. Sapromyophily (level 68) pulls the foe's focus onto it, so single-victim effects in a group resolve here. Between them the card is built to be hit and to make that a bad idea. 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. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 13, with a retreat cost of 16 Sun and tempo pips of 42 initiative / 34 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 25 (against 23 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. 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

It firms into a solid mid-armor bruiser: DEF around 28 and HP toward 190 β€” tougher than a weed, still short of a tree. Retreat rises to 33 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” 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 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 25

CrossoverLv 25
HP
81
ATK
18
DEF
10
SPD
42.56
INI
52.64
Retreat
βˆ’12
Tempo95.20
Power97
Fully grownLv 100
HP
190
ATK
41
DEF
28
SPD
0.56
INI
0.69
Retreat
βˆ’33
Tempo1.25
Power226

Invasivepower overtakes tempo at Lv 28

CrossoverLv 28
HP
74
ATK
20
DEF
11
SPD
40.88
INI
50.57
Retreat
βˆ’13
Tempo91.45
Power92
Fully grownLv 100
HP
165
ATK
45
DEF
28
SPD
0.56
INI
0.69
Retreat
βˆ’33
Tempo1.25
Power205

Neutralpower overtakes tempo at Lv 29

CrossoverLv 29
HP
75
ATK
20
DEF
11
SPD
40.32
INI
49.87
Retreat
βˆ’13
Tempo90.19
Power93
Fully grownLv 100
HP
165
ATK
41
DEF
28
SPD
0.56
INI
0.69
Retreat
βˆ’33
Tempo1.25
Power201

Sources

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