Acer ukurunduense
A native-only mountain maple that heals its bench and, late, shields the front line β a durable Competitor wall with little bite.
Arahaga maple is a Broadleaf tree that fights as a durable wall and bench healer. It is native to East Asia and has no invasive form, so the arena only ever fields it as a native buffer for your bench, never as an attacker. Its damage is low, but real armor and steady healing make it a dependable support card rather than a finisher.
Its starter attack, Branch Slam, unlocks at level 1 and costs 2 Sun, dealing about 33 damage and splashing a little onto the enemy bench. The free once-per-battle ability, Canopy Recruitment, arrives at level 25: Pushes a sapling into the canopy: heal 35% and +3 ATK. The advanced attack, Buttress Bash, unlocks at level 40 for 6 Sun, hitting for 33 and mending the plant as it strikes. Most of your maples sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.
Arahaga maple keeps two always-on traits. Mycorrhiza, which heals a benched ally, arrives at level 10 at full strength but fires only about 60% of the time, so treat the bench heal as frequent rather than guaranteed. Network arrives on the level 68 riser: a canopy trait that projects a gold Sun overshield bar onto your active from the bench. See Abilities.
It carries no trait keywords and is non-toxic, so nothing punishes an attacker for hitting it: no contact recoil and no poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native buffer, defensive field gear such as a Cloche or a calcium/magnesium amendment for extra DEF plays to its wall role.
At level 40 Arahaga maple reads 140 HP and 20 ATK. DEF is 23, solidly in the broadleaf-tree band, so it takes hits far better than most cards. Its tempo is a quick start into a slower cruise: turn 1 runs on its initiative (28) and every turn after on its SPD (22), so it leads off the mark but is out-paced in a long fight. Retreat costs 18 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, Arahaga maple grows into an armored wall: 276 HP, 36 ATK, and DEF climbing to 52 β as a tree it turns hits aside where soft cards cannot. Retreat rises to 38 Sun and its tempo has sunk to roughly 1% of cap, so a mature maple acts last against almost anything young. Maturing buys a genuine tank and the full network overshield; the cost is a slow clock.
As a broadleaf tree, Arahaga maple is in the Competitor succession group. It strikes Ruderal plants (annual forbs, grasses, bulbs) for x1.5 and takes only x0.667 from them, but it is weak to Specialist plants (succulents, conifers, ferns), which hit it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play Arahaga maple as a native wall and bench medic: park it up front to absorb hits, let mycorrhiza top up a wounded benched ally, and once it reaches the network trait use its overshield to keep a fragile hitter alive. It is a weak attacker, so lean on it for support, not for kills. Its value is economic too β it is inedible, so any nutrient you feed it banks x1.25 XP toward leveling. It fights as a quick skirmisher early and leans on its bulk as it matures, crossing over around level 8; there is no reason to hold it back from leveling.
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.