Albizia vaughanii hits more softly than most broadleaf trees: no more than 1 in 9 broadleaf trees in the game sit as low as its ATK of 15 at Lv 40.
Overview
Albizia vaughanii hits more softly than most broadleaf trees: no more than 1 in 9 broadleaf trees in the game sit as low as its ATK of 15 at Lv 40.
Albizia vaughanii fights as a broadleaf tree (categories) in the Competitor succession group.
It is native to Africa, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).
Moves
Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.
- Branch Slam β starter attack, 2 Sun. A heavy branch slams down. Expected damage: 31.
- Canopy Recruitment β ability, free once per battle. Pushes a sapling into the canopy: heal 35% and +3 ATK.
- Root Heave β advanced attack, 6 Sun. Heaves the ground up under the foe β trapped, and sapped. Expected damage: 18.
Always-on traits
Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).
- Buttress Roots β from Lv 10. It can never be Bound.
- Network β from Lv 68. While benched, it gives your active plant a gold Sun bar that is spent once the active's own Sun runs out. The bar's size follows this plant's conservation rating, Mulch makes it 25% larger, and at most 2 such bars can stack.
Items and economy
- It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
- It is a legume: 25% of wild catches arrive with a Nitrogen amendment already in the soil, worth the 300 coins the amendment costs in the store. It runs out after a month.
- A Ca/Mg amendment adds +2 DEF.
Stats
Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.
| Stat | Lv 40 | Lv 100 |
|---|
| HP (neutral) | 109 | 215 |
| HP (native) | 125 | 247 |
| ATK (neutral) | 15 | 25 |
| DEF | 65 | 159 |
| Initiative | 47 | 0.77 |
| Sustained tempo (SPD) | 15 | 0.24 |
| Retreat cost (Sun) | 16 | 34 |
- DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
- Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
- Retreat: switching it out costs 16 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
- Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
- Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
- Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Critically Endangered): 16.7% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
Succession matchups
Albizia vaughanii is in the Competitor group (weaknesses and resistances). Its hits land at Γ1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ1.5 and Ruderal plants at Γ0.67. Everything else is neutral.
Playing it
- As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
- Over its life, its power overtakes its tempo at Lv 12 as a native and at Lv 14 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.
Total power
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.
Nativepower overtakes tempo at Lv 12
CrossoverLv 12
- HP
- 68
- ATK
- 11
- DEF
- 21
- SPD
- 21.70
- INI
- 68.79
- Retreat
- β8
Fully grownLv 100
- HP
- 247
- ATK
- 25
- DEF
- 159
- SPD
- 0.24
- INI
- 0.77
- Retreat
- β34
Neutralpower overtakes tempo at Lv 14
CrossoverLv 14
- HP
- 63
- ATK
- 11
- DEF
- 24
- SPD
- 21.21
- INI
- 67.25
- Retreat
- β9
Fully grownLv 100
- HP
- 215
- ATK
- 25
- DEF
- 159
- SPD
- 0.24
- INI
- 0.77
- Retreat
- β34