🌿 Supplant WikiPlay Supplant β†’

Abilities & Passives

Every plant carries two always-on trait slots that fill in as it levels, plus a free "ability" move it can fire once per battle.

The Ability Move

The ability is a special move slot that unlocks at level 25 and costs 0 Sun β€” but you get exactly one use per battle. It sits alongside the level-1 starter attack (2 Sun) and the level-40 advanced attack (6 Sun). Spend it when it swings a fight, because there is no second cast.

The two trait risers

Always-on traits are not handed out all at once. Every plant has exactly two trait slots, and they unlock at fixed levels:

  • Level 10 β€” the first riser. A vegetative-body trait: armour, regrowth, the plant's physical construction.
  • Level 68 β€” the second riser. A reproductive or established-rootstock trait: seed banks, revives, fruiting, network reach.

Each riser holds exactly one trait, drawn from the plant's category pool. What you end up with depends on how many traits that plant is eligible for:

  • Two eligible traits β†’ a different one on each riser, both at full strength.
  • One eligible trait β†’ the same trait arrives at the first riser at half strength and matures to full at the second.

Sapromyophily is the one exception to the halving, because it has no magnitude to halve: a young one holds the foe's focus only while the plant is above half HP, and a matured one always holds.

Two traits skip the draw and claim a riser outright. A non-photosynthetic feeder's Sun Siphon always takes the first (its capacity is what matures, so it weak-fills across both risers). And a genuinely toxic or deadly species has Toxin floored onto a riser as a safety guarantee β€” which is why a toxic plant often carries one fewer category trait than its pool would suggest.

Every category has live traits. All 16 pools carry them, so there is no such thing as a plant with no always-on ability, and nothing in the roster is decorative. A card's own two traits are named on its trait wedge and on its wiki page.

The classic passives

These are the long-standing, board-shaping passives. Most fire at each checkup (the end-of-turn tick).

PassiveWhat it doesPools
PhotosynthesisHeal ~1.5% max HP and cleanse 1 status each checkup (60%) β€” only in a sunny arena.succulent, conifer
AllelopathyWilt aura: Withers the enemy active by 4 ATK each checkup, stacking toward the βˆ’12 Wither cap.grass, vine, aquatic
Spore-burstOn being KO'd, Poisons the killer (2 stacks).fern
PtaquilosideWhen struck, Poisons the attacker β€” the chemical mirror of Thorns.fern
Haustorial DrainOn being KO'd, the enemy active loses ~5% max HP straight to base HP (bypasses the overshield).vascular-parasite
ResproutSurvive the first lethal hit once (60%), at 25% HP, shedding statuses.perennial-herb, bulb
ReseedOn KO, leave a weak Seedling token (30% HP/ATK, no moves, can't be captured).annual-forb
NetworkProjects a gold Sun overshield bar onto the active and amplifies the network cluster Γ—1.25.broadleaf-tree, conifer
MycorrhizaHeal one injured benched ally ~4% max HP each checkup (60%, Γ—1.25 with Mulch).broadleaf-tree
Spore-driftChip one random benched foe for ~0.25Γ—ATK each checkup.fern, plus curated dispersers
SapromyophilyTaunt. Wherever the engine picks one victim out of a group β€” Seed Rain, a shove's forced swap, an incoming spore-drift β€” a Sapromyophily card in that group takes it instead of an ally.shrub, carnivorous, epiphyte, carrion-aroid
Sun SiphonA non-photosynthetic feeder draws Sun off its own bench (mycotroph) or its host (parasite).mycotroph, vascular-parasite
Decay-feed+4 ATK whenever any card is KO'd, match-permanent.carnivorous
Duff StuffWhile active, effective DEF rises by half the summed DEF of your alive benched ruderals β€” recomputed live, so it fades as they faint.auto-added to every ruderal pool: annual-forb, grass, aquatic, bulb

Sapromyophily still has nothing to decide against a lone wild plant β€” there is only one target β€” so it earns its keep on a full bench, in the arena.

The trait roster

On top of the classics, each pool carries a handful of species-flavoured traits. There are far too many to list here, but every one is an instance of a small set of shapes:

ShapeWhen it firesExamples
Regen / cleanseEach checkup, on the carrierVelamen Radicum, Rhizome Mat, CAM Idling, Mycelial Tap
Chip / drain / burnEach checkup, on the enemy activeNeedle Duff, Peat Acidification, Thermogenesis, Haustorial Bridge
Bench reachEach checkup, on your own benchNetwork Parasitism (drains an ally)
Regen auraPassive, on the enemy activeNutrient Stripping (the foe heals for half)
RetaliationWhen the carrier is struckRaphide Crystals, Tannin Load, Thiaminase, Pitfall Slick, Silica Phytoliths
On-KOWhen something faintsBallistic Dispersal, Serotinous Cones, Drupe Mast, Structural Load
Stat shiftRead at the damage site, often conditionalHeartwood Core, Waxy Cuticle, Marcescence, Apical Dominance, Holoparasitic Lock
ReviveA seeded chance to cling on at low HPSoil Seed Bank, Epicormic Buds, Turion Dormancy, Corm Reserve, Subterranean Dormancy
ImmunityAlways on β€” refuses one status outrightButtress Roots / Deep Taproot / Canopy Anchorage (Bound), Anoxic Tolerance (Poison), Lignotuber (Burn), Waterlogged (Burn), Canopy Gap (spread + splash), Achlorophylly (weather)
ReserveAlways on β€” the plant supplies its own overshield barCaudex Reserve, Tank Reservoir, Tussock Crown (HP), Perennating Reserve (Sun)

A few carry a cost or a second clause. Lignotuber does not merely refuse Burn β€” a chaparral shrub is released by fire, so it heals when a Burn is applied. Waterlogged refuses Burn and all HP-stealing, but the same saturated tissue cannot be healed at all. Holoparasitic Lock buys +6 ATK by refusing every item heal. Bulliform Collapse trades 2 SPD for 4 DEF below half HP.

What fires on a chance

Not every tick lands. Five sustaining effects β€” Photosynthesis, Succulence, and Mycorrhiza heals, Carnivory lifesteal, and Resprout β€” fire on a 60% chance each time they would otherwise trigger, so a heal or a saved life is never a sure thing.

The roster's own revive traits post their own odds instead, traded against how much HP they bring you back at: Soil Seed Bank saves half the time but only to 15% HP, while Epicormic Buds saves 35% of the time to 35% HP.

Everything else β€” every checkup regen, retaliation, on-KO, stat shift, immunity and reserve in the roster β€” is guaranteed. And every chance in the game is fixed and seeded (a given battle always resolves it the same way, so replays match), not a live coin flip.

Native vs Invasive

Passives fire regardless of nativity, but nativity decides which perks stack on top. Only the green HP overshield segments are native-projected; the rest are open to any card.

EffectNative-gated?
Green HP overshield segmentsYes β€” only benched natives project them
Network's gold Sun overshieldNo β€” any nativity grants it
Reserve traits' own bar (Caudex, Tank, Tussock, Perennating)No β€” the plant supplies its own
Mycorrhiza bench healNo β€” heals any injured ally
Reseed Seedling tokenNeutral β€” no native perks

See field gear for the Mulch and NPK amendments that amplify these effects (or grant Sulfur's spore immunity), and statuses for the Wither, Poison, Burn, and Blight your passives apply.