Vancouveria chrysantha
A soft-hitting shrub whose ability is a big self-heal-plus-buff; a durable body that is slow to close out.
Golden insideout flower (Vancouveria chrysantha) is a Shrub in Supplant. A soft-hitting shrub whose ability is a big self-heal-plus-buff; a durable body that is slow to close out. It is native to Western North America and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.
Numbers below are read at level 40, where every move in its kit has unlocked.
Its kit fills in as it levels. The starter attack, Snarl, unlocks at level 1 for 2 Sun: it deals 26 as a native card and 26 as an invasive one. In effect, Snarls the foe up in thorny growth β it can't pull loose.
At level 25 it gains its free once-per-battle ability, Chaparral Climax (no Sun cost, one use per fight): Owns the dry hillside: heal 60% and +4 ATK.
The advanced attack, Bramble Scramble, arrives at level 40 for 6 Sun, dealing 34 native and 34 invasive: Two passes through the brambles. None of its moves carry the initiative rider, so it never seizes first strike β turn order is decided purely by its tempo stats (see Stats).
Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:
For most of a card's climb it is running on the first of these alone; the second only joins late.
It is non-toxic and unarmed β it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.
Read at level 40: HP about 103 with its +15% native cushion, DEF 11, retreat 13 Sun β a shrub holds a firmer mid DEF band (a level-100 cap of roughly 20β35). Its attack sits at 16. Turn order runs on two tempo stats: initiative (31) decides turn 1, and SPD (35) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.
As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.
See Stats for how each number is built.
By level 100 its native health reaches 190 and its attack 28, while its DEF firms up toward the shrub cap (21) but never becomes a true wall. Retreat climbs to 25 Sun as it roots down, and its once-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.
Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.
Play it native as a bench buffer β its best job is projecting an overshield onto a stronger active. It has no attacker role. It has no resolved edible part, so any fertilizer you feed it banks Γ1.25 XP rather than coins β grow it for levels, not income. It leans on its speed edge until about level 22, after which its growing bulk and attack take the lead.
Leveling trades speed for power. A plantβs 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.