Mechanic

Plant

Plant Skills create persistent plants, vines, fissures, pustules, or ground effects. Certain water-based Skills and other explicit effects can Overgrow them, applying the distinct Overgrown benefit written on each Plant Skill.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Plant does

Current rules

Create a Plant, then use a different Skill or effect that explicitly causes Overgrowth. The creating Skill generally cannot Overgrow its own Plant. Read the exact Plant Skill for the result: Vine Arrow gains damage and area, Entangle gains slower expiry and more attached vines, Thrashing Vines becomes larger and deals more damage, and Briarpatch deals damage more frequently and expires more slowly.

Create the Plant first
An Overgrowth effect needs an existing Plant created by a Plant Skill. Creating the Plant and Overgrowing it are separate events.
Use another explicit Overgrowth source
The Skill that created a Plant generally cannot Overgrow its own Plant. Use a different Skill or another effect whose text specifically says it causes Plants to Overgrow.
Water-based Skills can Overgrow Plants
Certain water-based Skills can cause certain Plants to Overgrow. The interaction is not implied by dealing Cold damage or creating ordinary ground effects; the Skill text must identify the Overgrowth interaction.
Every Plant defines its own benefit
Overgrown is a state, not one universal damage modifier. Each Plant Skill states exactly what changes while its Plant is Overgrown.
Some effects react when Overgrowth happens
Accelerated Growth supports Plant Skills and triggers its own delayed explosion after a Plant created by the supported Skill is Overgrown. Accelerated Growth II also Blinds enemies Hit by that explosion.
Boundless Growth can Overgrow immediately
The Boundless Growth notable gives Plants a 20% chance to immediately Overgrow. This can supply the Overgrowth event without using a separate active Skill on every Plant.
Plant passives can change the payoff
Return to Nature makes Overgrown Plant Skills Break 50% increased Armour. Wildsurge Incantation makes Storm and Plant Spells deal 50% more damage and cost 50% less, but gives them 75% less duration.
Command Skills can provide Overgrowth
Navira's Oasis converts nearby Chilled Ground into an oasis and causes Plants in its area to become Overgrown, connecting the Plant and Minion Command systems.

Overgrown outcomes by Plant

8 cases
01
Vine Arrow

The vines deal 50% more damage and have 50% more Area of Effect when Overgrown.

Related: Vine Arrow
02
Entangle

Overgrown fissures expire 25% slower and can attach up to three additional vines.

Related: Entangle, Duration
03
Thrashing Vines

Overgrown vines are 50% larger and deal 50% more damage.

Related: Thrashing Vines
04
Briarpatch

Overgrown Thorny Ground deals damage 50% more frequently and expires 50% slower.

Related: Briarpatch, Duration
05
Toxic Domain and Poison Spores

Their attached Pustules gain passive growth while Overgrown, which contributes to the stored Poison-driven explosion.

Related: Toxic Domain, Poison Spores, Poison

Limits and exceptions

5 rules
  • Creating a Plant is not the same action as Overgrowing it.
  • An effect must explicitly state that it causes Plants to Overgrow.
  • Overgrowth has no universal bonus. Use the exact Plant Skill's stated result.
  • Not every Skill with the Plant tag necessarily uses the same persistent object or Overgrowth payoff.
  • Wildsurge Incantation applies to Plant Spells, so the Plant tag alone does not make an Attack receive its Spell-specific modifiers.