Nepenthes vieillardii
A native-only carnivorous plant that plays as a defensive buffer.
The New Caledonia Pitcher Plant is a carnivorous plant in Supplant. It is native to Oceania 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.
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. Lure Scent is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Digestive Overdrive, unlocks at level 25: Digests without pause β the foe is saturated in acid. The advanced attack, Bladder Blast, comes online at level 40 for 6 Sun β Two suction traps fire β the fastest movement any plant makes.
Its attacks land for about 23 (starter) and 40 (advanced) at the snapshot level.
Turn order splits across two stats: initiative (13) decides who moves first on turn 1, and SPD (39) decides every turn after. This one is slow off the mark but relentless once the fight settles β it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.
It keeps one working passive, Carnivory, from level 1.
Carnivory. An innate feeding mode, on from level 1 and never dropped: a 60% chance to lifesteal roughly half the damage it deals back as its own HP. As a carnivore it also carries its own soil nutrients and burns them as combat power β nitrogen for a flat +6 ATK, phosphorus as a Γ1.15 boost to its sustained SPD, and calcium/magnesium for +2 DEF β so it reads a touch firmer and harder-hitting than its soft category would suggest.
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.
At the snapshot level (40) it reads roughly HP 103, DEF 4, with a retreat cost of 16 Sun and tempo pips of 13 initiative / 39 SPD. Its DEF sits at the soft floor, nudged a little above it by the calcium/magnesium it feeds itself β firmer than a bare weed, but still thin plating. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β 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.
HP grows toward 190 while DEF holds near the floor (5, nudged up by its innate calcium/magnesium) β a bigger trap, not a wall. Retreat rises to 33 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.
Its category is off the succession wheel entirely, so it deals and takes neutral damage against every group β no type advantage in either direction. It lives or dies on raw stats and its kit, not the matchup chart.
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. Its innate feeding β the Carnivory lifesteal plus the nitrogen, phosphorus and calcium it burns as combat power β lifts an otherwise floor-tier card into something a little more playable, but in absolute terms it is still a weak, soft-bodied battler best kept for the collection. It is inedible in the game's economy, so any fertilizer you feed it banks Γ1.25 XP rather than coins β useful as level fodder, not as a coin source. 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.
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.