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Balkan Maple

Acer hyrcanum

The bulkiest card in this batch β€” a slow European maple wall.

XP 100%SUN 120HP 240Balkan MapleBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorRaystealβš” 36β˜€ 0Shade Tolerancefree1Γ— / battleretreat β˜€40speed 0.23Buttress RootsactiveNetworkactiveButtress Bashβš” 39β˜€ 2Balkan Maple β€” full-size photoBalkan MapleAcer hyrcanumLVL 100

Overview

A Hyrcanian maple is the bulkiest card in this group, and a genuine wall once grown, but it is slow β€” and slower still with age. It is native to Europe and invasive nowhere the game tracks. So it plays only as a native buffer.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Raysteal, is available from level 1 for 2 Sun. It deals 30 damage. Takes the light by force β€” strike and heal 10%.

At level 25 it gains a free, once-per-battle ability, Shade Tolerance: Waits out the dark: heal 40%, and the foe can't heal. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Buttress Bash, arrives at level 40 for 6 Sun, dealing 33 damage. Swings a buttress root and pins the foe.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Buttress Roots (from level 10) β€” a buttressed trunk cannot be Bound or pinned in place.
  • Network (from level 68) β€” while it sits on your bench it joins the fungal Network and lends your active up to two gold Sun-overshield bars β€” this works from any region, native or not.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

As a hard-bodied card it makes good use of a Calcium/Magnesium soil amendment, which adds flat DEF on top of its already-solid armor. See Field gear for the amendments and how they attach.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 23 DEF and retreats for 19 Sun.

It opens fast and fades: it tends to land the first blow (opening initiative 25) but is out-paced from turn two onward (sustained Speed 14).

As a native it carries a +15% HP cushion (140 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 it hardens into a wall. HP rises to 276 and its wood-density armor to 52 DEF, while ATK climbs to 36. It also grows more rooted β€” retreat climbs to 40 Sun β€” and its tempo sinks toward its floor, so an old tree wins by mass and armor, not by moving first.

Weaknesses & Resistances

In the succession chart its category, Broadleaf tree, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

Native to Europe and invasive nowhere, it is a pure buffer: park it to soak damage and feed Sun through its Network. Do not expect it to win the tempo game.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 2, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” so there is no reason to hold it back.

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 2

CrossoverLv 2
HP
54
ATK
10
DEF
4
SPD
22.72
INI
39.87
Retreat
βˆ’5
Tempo62.59
Power63
Fully grownLv 100
HP
276
ATK
36
DEF
52
SPD
0.23
INI
0.40
Retreat
βˆ’40
Tempo0.63
Power324

Neutralpower overtakes tempo at Lv 5

CrossoverLv 5
HP
53
ATK
11
DEF
6
SPD
22.03
INI
38.66
Retreat
βˆ’6
Tempo60.69
Power64
Fully grownLv 100
HP
240
ATK
36
DEF
52
SPD
0.23
INI
0.40
Retreat
βˆ’40
Tempo0.63
Power288

Sources

  1. iNaturalist β€” Acer hyrcanum
  2. Wikipedia β€” Acer hyrcanum
  3. Plants of the World Online (Kew) β€” Acer hyrcanum