Abies grandis
A slow, durable conifer wall that opens battles late but tanks hits and self-heals, with a modest invasive attack.
Giant Fir is a conifer β a heavy, well-armored plant that trades speed for durability. It is native to western North America and invasive in Europe, so it holds both roles: a wall-like native buffer at home, a tougher-than-average attacker abroad. It is one of the more genuinely playable cards here thanks to its bulk.
Its opening attack, Blazing Pitch (level 1), costs 2 Sun for 27 native / 30 invasive: "Flings burning pitch β the foe catches." The ability Resin Seal (level 25) does "Seals the wound with resin: heal 40%." β a self-heal. Its advanced attack, Serotiny Surprise (level 40), costs 6 Sun for 27 / 30: "Cones that only fire opens, all at once, across the bench."
From level 10 it carries Evergreen Canopy β a small self-heal each checkup, in any weather. At level 68 it adds Network, which projects a gold Sun overshield bar onto your active from the bench (any nativity), backing up your Sun once the base bar runs dry. Below level 68 it has only the self-heal.
No thorns, no toxin. As a canopy tree it is a Network carrier, so benching it lends a Sun bar to whichever plant is active. Not a climber, so no Moss Pole. Its DEF is already firm and grows into a wall, so it wants to stay in and trade.
At level 40 it reads, native, HP 140 / ATK 19; invasive, HP 122 / ATK 26. DEF is 17 β firm for its level and climbing β and retreat costs 19 Sun. Opening tempo 7 and sustained tempo 22 are both low: it is slow off the mark and slow after, so it will usually move last and rely on outlasting the foe. Damage scales by ATK Γ· (ATK + DEF), so its armor blunts small attackers; invasive, it pays Faustian bench self-damage each attack and concedes 2 prizes on a knockout.
By the cap it hardens into a wall: DEF reaches 37 from its wood density, with native HP 276 and ATK 34 (invasive 240 / 51). Retreat rises to 41 Sun and its already-slow tempo sinks to floor. Maturing buys a hard, self-healing tank β the durability is the point, and it costs turn order it never really had.
Giant Fir is a Specialist. It beats Competitors (perennial herbs, vines, shrubs, broadleaf trees) at Γ1.5 and loses to Ruderals (annual forbs, grasses, aquatics, bulbs) at Γ1.5, trading evenly with fellow Specialists β so watch for fast weeds and grasses.
Native, it is a durable wall and a Sun-lending Network carrier for the bench. Invasive, it is a slow but sturdy attacker that can grind down single-player fights. It is not edible, so any fertilizer banks Γ1.25 XP rather than coins β feed it to level it. Its bulk means it is power-favored from a low level (its crossover sits near level 1); it was never a skirmisher, so just level it into the wall it wants to be.
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.