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Bilberry

Vaccinium myrtillus

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

XP 100%SUN 120HP 203BilberryShrub★★★★CompetitorChipmunk Horde⚔ 36☀ 0Thicket Formationfree1× / battleretreat ☀27speed 0.58Extrafloral NectariesactiveSapromyophilyactiveBramble Scramble⚔ 58☀ 2Bilberry — full-size photoBilberryVaccinium myrtillusLVL 100

Overview

The Bilberry is a shrub in Supplant. It is native to Africa, East Asia, Europe, 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 — 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, Thicket Formation, unlocks at level 25: Closes into thicket — Bind, and the foe can't heal. The advanced attack, Bramble Scramble, comes online at level 40 for 6 Sun — Two passes through the brambles.

Its attacks land for about 28 (starter) and 42 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (25) decides who moves first on turn 1, and SPD (36) 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

Bilberry holds two working traits. Extrafloral Nectaries (level 10) bills any attacker 3% of its own max HP on contact, straight past DEF and the overshield. Sapromyophily (level 68) makes the low heath mat the one the engine singles out of a group, sparing the cards behind it. 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 121, DEF 11, with a retreat cost of 14 Sun and tempo pips of 25 initiative / 36 SPD. Its DEF sits in the firm shrub band — 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 — 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

It firms into a solid mid-armor bruiser: DEF around 21 and HP toward 233 — tougher than a weed, still short of a tree. Retreat rises to 27 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

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (×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

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 shrub sits in the middle of the armor table — firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is edible (the game tags the fruit as the eaten part), so feeding it the matching Phosphorus fertilizer pays ×1.25 coins — a steady earner between battles; any other nutrient banks ×1.25 XP instead. 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 14, 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 14

CrossoverLv 14
HP
73
ATK
17
DEF
6
SPD
50.77
INI
36.13
Retreat
−8
Tempo86.90
Power88
Fully grownLv 100
HP
233
ATK
50
DEF
21
SPD
0.58
INI
0.42
Retreat
−27
Tempo1.00
Power277

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
68
ATK
18
DEF
7
SPD
49.02
INI
34.88
Retreat
−9
Tempo83.90
Power84
Fully grownLv 100
HP
203
ATK
50
DEF
21
SPD
0.58
INI
0.42
Retreat
−27
Tempo1.00
Power247

Sources

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