Acer rubrum
A dependable hardwood wall, immune to Bind and able to revive after a knockout.
Red Maple is a broadleaf tree, and it plays as a Broadleaf tree card. It is native to Eastern North America and invasive nowhere, so in the arena it only ever fights as a native buffer, never an attacker.
None of its moves carries an initiative rider, so it never seizes first strike or an extra turn β its turn order is set by its tempo (see Stats). As a mild plant it also carries a Poison rider: every damaging attack it lands Poisons the target (1 stack). Poison is damage-over-time that ignores DEF and slips past the overshield, so it wears down even armored walls.
Read off the card's actual trait schedule, it keeps these always-on traits, arriving at the levels shown:
It carries no certain trait keywords beyond the schedule above. It is not Moss Pole-eligible (it is not a climber). A Calcium/Magnesium amendment stacks even more DEF onto its wall; a Cloche protects an attacker from contact poison.
Read at level 40, where every move is unlocked: HP 121, ATK 26, DEF 22, retreat 17 Sun. Its tempo splits the usual way β initiative 31 orders turn 1 and SPD 46 orders turn 2 onward β and it is slower off the mark but steadier afterward β it cruises faster than it opens.
Being native-only, it always fights as the buffer: the +15% HP cushion is baked into that HP, and while benched it projects a green HP overshield bar onto your active. It never takes the invasive attacker role, so it pays no Faustian self-damage and concedes no attacker prizes.
Maturity hardens it into a wall: DEF climbs to 49 while HP grows to 233. Retreat rises to 35 Sun as it roots in, and its inverted tempo sinks to near its floor β the quick opening it had as a seedling fades to a crawl. A grown one is slow but immense.
Red Maple is in the Competitor group on the succession wheel. It deals x1.5 to the Ruderal group (annual forbs, grasses, aquatics, bulbs) and takes x1.5 from Specialists (succulents, conifers, ferns, epiphytes), against which its own damage is resisted to x0.667.
A dependable hardwood wall, immune to Bind and able to revive after a knockout. It is not edible, so any fertilizer you feed it banks x1.25 XP rather than coins. The Total power gallery below marks its crossover β where its rising bulk overtakes its falling speed β at level 20; it only grows stronger with level, so never hold it back.
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.