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Titoki

Alectryon excelsus

A native-only New Zealand tree that walls up hard, heals its bench, and projects a Sun overshield once matured, with an edible fruit that pays coins.

XP 100%SUN 120HP 240TitokiBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorLimb Lashβš” 44β˜€ 0Stand Replacementfree1Γ— / battleretreat β˜€39speed 0.29Tannin LoadactiveHeartwood CoreactiveLeaf Me Treeβš” 33β˜€ 2Titoki β€” full-size photoTitokiAlectryon excelsusLVL 100

Overview

Titoki is a sturdy Broadleaf tree that fights as an armored wall and bench-healer. It is native to Oceania, and the arena only ever casts it as a native buffer for your bench; no invasive attacker card exists, so it is pure support. Its damage is low, but heavy armor and two bench-support traits make it one of the more useful defensive cards in this set.

Moves

Its starter attack, Limb Lash, unlocks at level 1 for 2 Sun and deals about 34 damage while splashing the enemy bench. The free once-per-battle ability, Stand Replacement, arrives at level 25: A fire that takes the whole stand β€” the foe burns, and so do its neighbours. It is a heal. The advanced attack, Leaf Me Tree, unlocks at level 40 for 6 Sun and both hits and saps the target for about 29 damage, wearing it down over time. Most of your specimens sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn. See moves.

Abilities

It keeps two always-on traits. Mycorrhiza arrives on the level 10 riser and heals a benched ally, though as a chance-gated trait it fires only about 60% of the time. Network arrives on the level 68 riser and, as a canopy tree, projects a gold Sun overshield bar onto your active from the bench, steadily and without a chance roll. Together they make it a strong backline anchor. See abilities.

Features

It carries no trait keywords and no toxin, so it shows no hazard ring and its contact deals no recoil or poison; it is non-toxic. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear such as a Cloche or a Ca/Mg amendment leans into its wall role and its already high DEF.

Stats

At level 40 it reads 140 HP and 16 ATK β€” a low attack, as expected of a support tree. DEF is 40, high in the broadleaf-tree band, so it soaks hits far better than any soft card here. Its tempo is even but very slow: turn 1 runs on its initiative (18) and every turn after on its SPD (18), both low, so it almost always acts last. Retreat costs 18 Sun. As a native it gains a +15% HP cushion and a bench HP overshield on top of its Network Sun shield. Link Stats.

At Level 100

Matured to level 100, it swells to 276 HP and 28 ATK, and its DEF climbs all the way to 96 β€” a tree turns into an armored wall as it levels, so a mature titoki is extremely hard to break even though it barely hurts anything. Retreat rises to 39 Sun and its tempo has sunk to roughly 1% of cap, so it acts near-last. Maturing buys near-impenetrable armor and the Network overshield at the cost of ever being quick.

Weaknesses & Resistances

As a broadleaf tree it is in the Competitor group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for x1.5 while resisting its blows. Against other Competitors and the Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play titoki as a backline anchor: bench it to heal allies through Mycorrhiza and, once matured, feed your active a Sun overshield through Network, or put it up front as a wall that shrugs off hits while its sap attack grinds a bulky foe. Its value is also economic: it is an edible fruit plant, so feeding it Phosphorus pays x1.25 coins (any other nutrient banks x1.25 XP instead), a dependable coin-earner. It fights as a slow, even skirmisher early and leans entirely on its armor from about level 1, so leveling it only helps.

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
9
DEF
4
SPD
29.10
INI
30.09
Retreat
βˆ’5
Tempo59.19
Power60
Fully grownLv 100
HP
276
ATK
28
DEF
96
SPD
0.29
INI
0.30
Retreat
βˆ’39
Tempo0.59
Power361

Neutralpower overtakes tempo at Lv 4

CrossoverLv 4
HP
51
ATK
10
DEF
7
SPD
28.23
INI
29.19
Retreat
βˆ’6
Tempo57.42
Power62
Fully grownLv 100
HP
240
ATK
28
DEF
96
SPD
0.29
INI
0.30
Retreat
βˆ’39
Tempo0.59
Power325

Sources

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