🌿 Supplant WikiPlay Supplant β†’

Garden speedwell

Veronica longifolia

A poison-tipped herb that stalls behind a survival trait, playing a Eurasian native or a North American invasive attacker.

XP 100%SUN 120HP 165Garden speedwellPerennial herbβ˜…β˜…β˜…β˜…β˜…CompetitorCrown Splitβš” 58β˜€ 0Chronosequencefree1Γ— / battleretreat β˜€21speed 0.59Bitter PrincipleactiveResproutactiveDeep-SeatedGrudgeβš” 45β˜€ 2Garden speedwell β€” full-size photoGarden speedwellVeronica longifoliaLVL 100

Overview

Garden speedwell is a slender Perennial herb that fights as a poisoning staller: its opening strike leaves a target bleeding damage over time while the plant clings on. It is native to East Asia and Europe and invasive across Eastern and Western North America, so the arena can cast it either way β€” as a native buffer or as an invasive attacker. It is a fragile card that punches above its armor thanks to poison and a survival trait.

Moves

Its starter attack, Crown Split, unlocks at level 1 and costs 2 Sun, dealing about 44 damage as a native and 50 as an invasive, and it leaves the target poisoned so it keeps taking damage. The free once-per-battle ability, Chronosequence, comes in at level 25: Time on its side: +3 ATK and speed, kept. It mends the plant mid-fight. The advanced attack, Deep-Seated Grudge, unlocks at level 40 for 6 Sun (38 native / 41 invasive), a plain hit. Most speedwell sit below level 40, where only the starter is available. No move carries an initiative rider, so it never seizes a turn; see Moves and Statuses.

Abilities

Garden speedwell 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 fires only about 60% of the time, so treat it as a coin-flip reprieve rather than a guarantee. See Abilities.

Features

Garden speedwell carries no trait keywords β€” no thorns, no toxin chemistry β€” so nothing extra punishes an attacker for hitting it; the poison it inflicts comes from its starter move, not from a contact trait. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. Non-toxic on contact: no recoil, no passive poison rider. As a native, defensive field gear helps it outlast; as an invasive, offensive gear sharpens its damage.

Stats

At level 40 it reads 103 HP as a native and 89 as an invasive, with ATK of 26 native versus 35 invasive β€” native ATK 26 climbs to invasive ATK 35, a large edge. DEF is just 1, at the soft floor of the perennial-herb band, so it has almost no armor. Its tempo is a slow start and a marginally faster cruise: turn 1 runs on its initiative (35) and later turns on its SPD (36), which sit close together. Retreat costs 11 Sun. As a native it gains a +15% HP cushion and a bench overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, garden speedwell reaches 190 HP native / 165 invasive and 47 / 71 ATK, but its DEF only reaches 1 β€” as a soft herb it gains bulk in health and no armor, so it stays vulnerable to any real hitter. Retreat rises to 21 Sun, and its tempo has sunk to roughly 1% of cap, so a mature plant acts last. Maturing buys HP and a stronger Resprout, never toughness.

Weaknesses & Resistances

As a perennial herb, garden speedwell is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play garden speedwell as a poison staller: open with the starter to set the poison, then lean on the heal and the coin-flip Resprout to outlast a target the venom is already wearing down. As an invasive the big ATK jump makes each hit and the poison sting harder, though the Faustian bench damage limits its time on point; as a native it is a stickier buffer. Economically it is inedible, so any nutrient you feed it banks x1.25 XP toward faster leveling. It fights as a fast skirmisher until about level 24 as a native (around 26 as an invasive), then its bulk takes over β€” 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 24

CrossoverLv 24
HP
79
ATK
20
DEF
1
SPD
45.16
INI
44.02
Retreat
βˆ’9
Tempo89.18
Power91
Fully grownLv 100
HP
190
ATK
47
DEF
1
SPD
0.59
INI
0.57
Retreat
βˆ’21
Tempo1.16
Power217

Invasivepower overtakes tempo at Lv 26

CrossoverLv 26
HP
72
ATK
27
DEF
1
SPD
43.99
INI
42.87
Retreat
βˆ’9
Tempo86.86
Power91
Fully grownLv 100
HP
165
ATK
71
DEF
1
SPD
0.59
INI
0.57
Retreat
βˆ’21
Tempo1.16
Power216

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
21
DEF
1
SPD
43.40
INI
42.30
Retreat
βˆ’9
Tempo85.70
Power86
Fully grownLv 100
HP
165
ATK
47
DEF
1
SPD
0.59
INI
0.57
Retreat
βˆ’21
Tempo1.16
Power192

Sources

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