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Hobblebush

Viburnum lantanoides

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

XP 100%SUN 120HP 165HobblebushShrubβ˜…β˜…β˜…β˜…β˜…CompetitorSnarlβš” 36β˜€ 0Shrubland Serefree1Γ— / battleretreat β˜€26speed 0.34Extrafloral NectariesactiveSapromyophilyactiveCoppice Comebackβš” 30β˜€ 2Hobblebush β€” full-size photoHobblebushViburnum lantanoidesLVL 100

Overview

The Hobblebush is a shrub in Supplant. It is native to Eastern North America and invasive in South America, 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. Snarl is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Shrubland Sere, unlocks at level 25: Settles the slope: heal 35%, and the foe withers. The advanced attack, Coppice Comeback, comes online at level 40 for 6 Sun β€” Cut it down and it returns β€” heal 35%.

As a native its attacks land for about 29 (starter) and 24 (advanced); as an invasive those rise to 29 and 24 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (21) decides who moves first on turn 1, and SPD (21) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

Hobblebush holds two always-on traits. Extrafloral Nectaries arrives at level 10, taking 3% of every attacker's own max HP on contact, past DEF and any overshield. Sapromyophily arrives at level 68 β€” the sprawling, tripping thicket is exactly the thing that catches a single-target effect meant for someone else. 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 11, with a retreat cost of 13 Sun and tempo pips of 21 initiative / 21 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 23 (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 22 and HP toward 190 β€” tougher than a weed, still short of a tree. Retreat rises to 26 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 edible (the game tags the fruit as the eaten part), so feeding it the matching Phosphorus fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—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 6, 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 6

CrossoverLv 6
HP
53
ATK
13
DEF
5
SPD
32.44
INI
32.44
Retreat
βˆ’6
Tempo64.88
Power65
Fully grownLv 100
HP
190
ATK
42
DEF
22
SPD
0.34
INI
0.34
Retreat
βˆ’26
Tempo0.68
Power228

Invasivepower overtakes tempo at Lv 10

CrossoverLv 10
HP
51
ATK
14
DEF
6
SPD
31.08
INI
31.08
Retreat
βˆ’7
Tempo62.16
Power64
Fully grownLv 100
HP
165
ATK
42
DEF
22
SPD
0.34
INI
0.34
Retreat
βˆ’26
Tempo0.68
Power203

Neutralpower overtakes tempo at Lv 10

CrossoverLv 10
HP
51
ATK
14
DEF
6
SPD
31.08
INI
31.08
Retreat
βˆ’7
Tempo62.16
Power64
Fully grownLv 100
HP
165
ATK
42
DEF
22
SPD
0.34
INI
0.34
Retreat
βˆ’26
Tempo0.68
Power203

Sources

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