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Progression: Levels, Genetics & Pots

How a plant grows from Level 1 to 100, why two plants of the same species aren't identical, and how pots gate the whole thing.

Levels 1โ€“100

Every plant climbs from Level 1 to 100. Each level adds roughly 2% to the base stats, alternating between HP and ATK, so a maxed plant lands at about double its Level 1 stats.

Apart from the moves that unlock at set levels, leveling only scales the numbers โ€” it never rewrites the base formula or the kit.

Those level gates open your moves: the starter attack at L1, the once-per-battle ability at L10, and the advanced attack at L18.

The XP curve is steep โ€” roughly 50 ร— (Lโˆ’1)ยฒ, so Level 100 sits near 490k XP. Two sources feed it:

SourceXP
Battle participation0.25 per damage dealt, capped at 250 per battle
Capturing a plant25 flat

You earn participation XP whether you win or lose, so even chip damage counts. Add a Phosphorus amendment (field gear) for ร—1.25 XP.

Genetics: IVs and EVs

Genetics tune how much stat a plant expresses โ€” they never change the base formula or the kit.

  • IVs are locked in the moment you capture a plant (0โ€“30, 15 is neutral). They nudge HP and ATK within a ยฑ10% band and give small flat swings to SPD and DEF. A high-IV capture is a keeper.
  • EVs are earned through play: each capture banks 6 into that species' signature stat, up to a cap.

Same species, same level, different IVs = meaningfully different plants. That's the roll you're chasing on every capture.

Pots and Repotting

A pot caps the level a plant can actually express. Battle XP keeps flowing past the cap, but only banks about 2 levels ahead โ€” then the plant goes root-bound and stops growing until you repot.

A Pot (belt consumable, 60 coins) repots mid-battle. It:

  • releases banked growth up to the growth gate (your trainer level + 2),
  • heals by exactly the max HP gained,
  • and cleanses statuses.

You get up to 3 Pot uses per match. A Moss Pole (climbers only) permanently raises the gate and bank by 1 โ€” at half XP pace for that extra band.

Native vs Invasive

Nativity doesn't touch the XP curve, but it decides what your leveled stats become in the arena:

Effect on a leveled plant
NativeHP ร—1.15; benched natives project HP overshield onto the active
InvasiveATK ร—1.75 (ร—1.4 if toxic); pays self-damage on every hit

Level and genetics set the base; nativity multiplies it at battle time.