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Paperbark maple

Acer griseum

The Paperbark maple (Acer griseum) is a Broadleaf tree that plays as a defensive buffer.

XP 100%SUN 120HP 240Paperbark mapleBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorLimb Lashβš” 44β˜€ 0Nurse Logfree1Γ— / battleretreat β˜€38speed 0.46Buttress RootsactiveHeartwood CoreactiveDeadfallβš” 44β˜€ 2Paperbark maple β€” full-size photoPaperbark mapleAcer griseumLVL 100

Overview

The Paperbark maple is a cinnamon-barked ornamental maple. In battle it plays as a Broadleaf tree. It is native to East Asia and listed as invasive nowhere, so it fills the defensive buffer role only.

Moves

Its kit unlocks in three stages. The starter attack, Limb Lash, is available from Level 1 and costs 2 Sun, dealing 36 as a native and 36 as an invasive. Its effect: Two lashes from a heavy limb.

The free ability, Nurse Log (Level 25), costs no Sun because it is once per battle: The fallen feed the next: heal 25%, even the bench, and call back the lost.

The advanced attack, Deadfall (Level 40, 6 Sun), deals 40 native and 40 invasive: The whole tree comes down. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Buttress Roots, a buttressed trunk that cannot be Bound. From Level 68 a second, different trait stacks on top: Heartwood Core, extra DEF that scales up with the card's level, so its core hardens as it ages. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. A Cal-Mag (Ca/Mg) amendment stacks flat DEF onto its already-high wall, or feed it an economy fertilizer to bank coins or XP. See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 23 β€” the hardest armor band in the game, set by its battle category and real wood density, so a mature trunk genuinely stands as an armored wall. It retreats for 18 Sun. Turn 1 is ordered by its initiative (17) and every turn after by its SPD (28). It is slow off the mark but relentless after β€” outpaced on the opening exchange, then pulling ahead as the fight settles. No region lists it as invasive, so it plays purely as a buffer: a +15% HP cushion (140 HP) and, from the bench, an HP overshield onto your active. It has no attacker stance. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 it has hardened into that wall: DEF climbs to 52 as wood density asserts itself and HP swells toward 276, while its retreat cost rises to 38 Sun β€” an old tree is deeply rooted and slow to pull back. Its tempo, already unhurried, has sunk to roughly 1% of cap, so it leads no exchange late; it wins by absorbing and outlasting.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5Γ— and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5Γ— disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A native-only broadleaf-tree wall with a level-scaling Heartwood Core and a twin-lash starter. A very durable defensive anchor whose core only hardens with age; low raw damage. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its native crossover falls around Level 5: below it the card leans on its turn-order edge, above it on raw bulk and attack β€” it is monotonically stronger as it levels, so keep growing it.

Total power

Leveling trades speed for power. A plant’s 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.

Nativepower overtakes tempo at Lv 5

CrossoverLv 5
HP
61
ATK
10
DEF
6
SPD
43.93
INI
26.35
Retreat
βˆ’6
Tempo70.28
Power71
Fully grownLv 100
HP
276
ATK
30
DEF
52
SPD
0.46
INI
0.27
Retreat
βˆ’38
Tempo0.73
Power320

Neutralpower overtakes tempo at Lv 8

CrossoverLv 8
HP
59
ATK
10
DEF
7
SPD
42.56
INI
25.53
Retreat
βˆ’7
Tempo68.09
Power69
Fully grownLv 100
HP
240
ATK
30
DEF
52
SPD
0.46
INI
0.27
Retreat
βˆ’38
Tempo0.73
Power284

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)