Acer macrophyllum
A native-only broadleaf tree with a large HP pool, a bench-healing mycorrhiza, and an edible-leaf coin bonus.
Bigleaf maple is a broadleaf-tree: a high-HP, armored card that plays a patient wall. It is native to western North America and has no introduced range, so it only ever holds the native buffer/wall role β there is no invasive attacker version to face.
The starter attack, Leaf Smother, is available from Lv 1, costs 2 Sun and deals 25 damage: Buries the foe under a canopy's worth of leaf β it weakens.
The free once-per-battle ability, Stand Replacement, unlocks at Lv 25 and deals no damage β A fire that takes the whole stand β the foe burns, and so do its neighbours. Because it hits the foe's neighbours too, it is a rare way for a defensive tree to touch the enemy bench.
The advanced attack, Leaf Me Tree, unlocks at Lv 40, costs 6 Sun and deals 30 damage while healing you: Sheds and regrows β heal 25%. No move here carries an initiative rider.
From its trait schedule it keeps Buttress Roots from Lv 10 and Mycorrhiza from Lv 68. Buttress Roots is an immunity trait: its wide flare roots mean it cannot be Bound, so it can never be held in place and can always retreat β always on, with no roll. Mycorrhiza is one of the chance-based sustain traits: it heals the bench, and it triggers only about 60% of the time β a useful but unreliable trickle, not a guarantee. Its toxicity is none and it holds no Toxin trait, so it does not poison attackers on contact.
This is an unarmed, non-toxic tree, so melee attackers take no recoil from it. For field gear, a Nitrogen amendment is the standout pick because this card's edible part is its leaf, so Nitrogen both pays a coin bonus (below) and suits it; a Calcium/Magnesium amendment adds flat DEF if you want it firmer still. It is not a climber, so no Moss Pole.
At the snapshot level of 40, native HP is a large 140 (with the 15% native cushion) and DEF reads 23 β solid tree armor. ATK is a low 18, so this card wins by soaking and outlasting, not by hitting hard. Its opening and sustained tempo are essentially equal (42 and 42), so it is neither notably quick nor slow off the mark β just a steady mid-speed body. Retreat costs 19 Sun. See stats.
By the endgame HP swells to 276 and DEF hardens to 52, turning it into a genuine wall. Retreat rises to 40 Sun as it roots in, and the inverted tempo has sunk to roughly its floor, so it moves near-last but is very hard to remove. Its low ATK does not scale into a threat, so it stays a defender to the end.
As a broadleaf tree it is a Competitor: strong (Γ1.5) into Ruderal cards and resisted (Γ1.5 against it) by Specialists. See weaknesses & resistances.
This is one of the better native walls in the batch: big HP, real armor, a self-heal on the advanced attack, and a 60%-chance bench heal from Mycorrhiza to keep your team topped up. Its weak spot is offense β the low ATK means it grinds fights out rather than closing them, so pair it with a hitter. Because its edible part is the leaf, feeding it the matching Nitrogen fertilizer pays Γ1.25 coins; any other nutrient banks Γ1.25 XP instead. Its native crossover sits around Lv 21 β below it the card leans on tempo, above it on its considerable bulk.
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.