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Oliver's maple

Acer oliverianum

An Asian broadleaf tree that plays as a native wall with strong healing and a heal-denial attack, and adds a Sun overshield late.

XP 100%SUN 120HP 240Oliver's mapleBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 30β˜€ 0Nurse Logfree1Γ— / battleretreat β˜€41speed 0.19Buttress RootsactiveNetworkactiveHeartwoodβš” 35β˜€ 2Oliver's maple β€” full-size photoOliver's mapleAcer oliverianumLVL 100

Overview

Oliver's maple is a Broadleaf tree that plays as a durable, self-healing wall. As a tree it sits at the top of the armor range with a deep HP pool. It is native to East Asia and South Asia and invasive nowhere in the current regions, so it is a native-only card: it fills the buffer role and never becomes an attacker.

Moves

Its starter attack, Deathshadow, unlocks at Lv 1 and costs 2 Sun, dealing 25 as the native card it always is: Casts a shade nothing recovers in β€” the foe can't heal. That heal-denial is valuable against sustain-based foes β€” it shuts off their recovery while the tree grinds them down.

At Lv 25 it gains a free once-per-battle ability, Nurse Log, which costs no Sun: The fallen feed the next: heal 25%, even the bench, and call back the lost. It heals the bench and recalls a lost card, a strong recovery tool on a defensive team.

Its advanced attack, Heartwood, unlocks at Lv 40 for 6 Sun and hits for 30 while healing it: Draws on the heartwood β€” strike and heal 20%. Neither move carries an initiative rider, which suits a slow tree that wins on endurance β€” see turn order.

Abilities

It keeps two always-on traits, arriving at different levels. From Lv 10 it holds Buttress Roots, an immunity trait: a buttressed trunk cannot be pinned, so it is immune to the Bound status and can always retreat or reposition. A second, different trait stacks on at Lv 68: Network, the canopy-tree Sun trait β€” a benched copy then projects a gold Sun overshield bar onto your active, backing up that plant's Sun once its own runs dry, for an active of any nativity. The two do not arrive together; the Sun overshield is a late addition.

Features

It carries no special trait keywords, and as a tree it is not a Moss Pole climber. For field gear it wants defensive and sustain amendments β€” a Ca/Mg feed adds flat DEF onto its tree wall β€” and being native-only it has no attacker build to consider. Its job is to be a hard-to-kill anchor that also feeds the bench.

Stats

Read at Lv 40, it carries 140 HP β€” a large tree pool with the native +15% cushion β€” and a low ATK of 19, marking it a defender rather than a striker. DEF is 23 at this level and climbs toward a full tree wall as it matures. On tempo, turn 1 is set by initiative (25) and later turns by SPD (12); both are low and its sustained speed is the lower of the two, so it is among the slowest cruisers β€” it does not contest turn order at all and simply outlasts. Retreat costs 19 Sun. While benched it projects an HP overshield bar onto your active, sized by its rarity, and from Lv 68 a Sun bar as well.

At Level 100

Grown to Lv 100, its HP rises to 276 and its ATK only to 34, so it stays a wall rather than a hitter. DEF climbs to 52, set by its category and wood density, hardening it into full tree armor. Retreat rises to 41 Sun as it roots down, and the inverted tempo has sunk to roughly its floor, so a mature copy is very slow but very hard to shift. Maturing buys durability, its healing kit, and the Network Sun bar, at the cost of speed it never leaned on.

Weaknesses & Resistances

As a broadleaf tree it is in the Competitor succession group. It deals Γ—1.5 to Ruderal categories β€” annual-forb, grass, aquatic and bulb β€” and is resisted, taking only Γ—0.667, by Specialists β€” succulent, conifer, fern and epiphyte. Its low ATK blunts even its favorable matchups, so it wins by defense and healing, not damage.

Gameplay uses

Run Oliver's maple as a defensive anchor. Its heal-denial starter, bench-healing ability and self-healing advanced attack make it hard to grind down, and from Lv 68 its Network Sun bar and its overshield make it a strong bench support for a slower, control-oriented team. It rarely wins a fight on its own attack, so pair it with a striker. It is inedible, so any fertilizer you feed it banks the Γ—1.25 XP (growth) bonus rather than coins. As a heavy tree it is power-favored from a very low level, crossing over around Lv 1 β€” below that its speed matters more, above it its bulk and armor dominate.

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-favored from the start

SeedlingLv 1
HP
52
ATK
10
DEF
4
SPD
19.48
INI
40.27
Retreat
βˆ’5
Tempo59.75
Power61
Fully grownLv 100
HP
276
ATK
34
DEF
52
SPD
0.19
INI
0.40
Retreat
βˆ’41
Tempo0.59
Power321

Neutralpower overtakes tempo at Lv 4

CrossoverLv 4
HP
51
ATK
11
DEF
5
SPD
18.90
INI
39.06
Retreat
βˆ’6
Tempo57.96
Power61
Fully grownLv 100
HP
240
ATK
34
DEF
52
SPD
0.19
INI
0.40
Retreat
βˆ’41
Tempo0.59
Power285

Sources

  1. https://www.inaturalist.org/taxa/search?q=Acer%20oliverianum
  2. https://en.wikipedia.org/wiki/Acer_oliverianum
  3. https://powo.science.kew.org/results?q=Acer%20oliverianum