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Nodding Trillium

Trillium cernuum

A native-only bulb that plays as a defensive buffer.

XP 100%SUN 120HP 165Nodding TrilliumBulbβ˜…β˜…β˜…β˜…β˜…RuderalColonizeβ˜€ 0Spring Ephemeralfree1Γ— / battleretreat β˜€33speed 0.56Lycorine LoadactivePerennatingReserveactiveScape Goatβš” 32β˜€ 2Nodding Trillium β€” full-size photoNodding TrilliumTrillium cernuumLVL 100

Overview

The Nodding Trillium is a bulb in Supplant. It is native to Eastern North America and Western North 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 β€” the plant unlocks them as it grows. Colonize is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Spring Ephemeral, unlocks at level 25: Up and flowering before the canopy closes β€” a burst of speed, kept. The advanced attack, Scape Goat, comes online at level 40 for 6 Sun β€” Whips the flower stalk across β€” the foe wilts and misses its turn.

Its attacks land for about {{move.starter.power.native}} (starter) and 25 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (14) decides who moves first on turn 1, and SPD (34) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

It reads Duff Stuff from level 10, and a second passive, Resprout, stacks on at level 68.

Duff Stuff. While it is the active card it hardens on leaf litter, adding half the pooled DEF of any ruderal allies (annual forbs, grasses, aquatics and bulbs) benched behind it β€” so it rewards a ruderal-stacked team and does nothing on a mixed bench.

Resprout. A 60% chance to survive one otherwise-lethal hit and cling on at roughly a quarter of its HP. It is a coin-flip-plus reprieve, not a guarantee β€” useful, but you cannot build around it landing.

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 2, with a retreat cost of 16 Sun and tempo pips of 14 initiative / 34 SPD. Its DEF sits at the soft ruderal floor. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” 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 grows toward 190 while DEF stays pinned in the soft band (3) β€” more mass, no real plate. 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 Ruderal. It hits Specialist plants (succulents, conifers, ferns and epiphytes) for extra damage (Γ—1.5), and takes extra damage from Competitor plants (perennial herbs, vines, shrubs and broadleaf trees). Against its own group and the off-wheel "Weird" categories it is neutral. See the type 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. A soft ruderal whose Resprout reprieve is its main trick. It is a light body and a coin/level earner more than a battle 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 12, 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 12

CrossoverLv 12
HP
62
ATK
16
DEF
1
SPD
49.84
INI
20.90
Retreat
βˆ’8
Tempo70.74
Power71
Fully grownLv 100
HP
190
ATK
45
DEF
3
SPD
0.56
INI
0.23
Retreat
βˆ’33
Tempo0.79
Power205

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
59
ATK
17
DEF
1
SPD
47.60
INI
19.96
Retreat
βˆ’9
Tempo67.56
Power68
Fully grownLv 100
HP
165
ATK
45
DEF
3
SPD
0.56
INI
0.23
Retreat
βˆ’33
Tempo0.79
Power180

Sources

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