Caryocar glabrum
A heavily armored broadleaf tree that shields the bench with a Sun overshield and heals allies, played only as a native buffer in South America.
Bat's souari is a non-toxic Broadleaf tree that fights as an armored wall and a canopy support. It is native to South America with no invasive form, so the arena only fields it as a native buffer. Its value is bulk and shielding rather than damage.
Its starter attack, Limb Lash, unlocks at level 1 for 2 Sun, dealing about 38 damage in a clean hit. 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 mid-fight mend. The advanced attack, Out on a Limb, unlocks at level 40 for 6 Sun (about 38 damage) and mends the plant as it strikes. Most of your bat's souari sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Bat's souari keeps two always-on traits. Network arrives on the level 10 riser and, from the bench, projects a gold Sun overshield bar onto your active β the canopy-tree buff. Mycorrhiza arrives on the level 68 riser and heals a benched ally, but as a sustain trait it fires only about 60% of the time, so treat the mend as likely rather than certain. See Abilities.
It is non-toxic and holds no Toxin trait, so it deals no contact recoil to attackers. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear reinforces an already stout wall. See statuses.
At level 40 bat's souari reads 103 HP with an ATK of 22, which is unremarkable. DEF is 30, firm for the broadleaf-tree band and a real wall, so it soaks hits where softer cards fold. Its tempo is very slow off the mark β a low initiative (13) means it almost always moves last turn 1 β and only middling afterward on its SPD (34). Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active on top of its Sun overshield. See Stats.
Matured to level 100, bat's souari climbs to 190 HP and 38 ATK, and its DEF reaches 69 β as a tree it hardens into a true wall, buying armor as well as health. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature bat's souari acts last against almost anything younger but absorbs far more when it does.
As a broadleaf tree, bat's souari sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ1.5 and takes only Γ0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play bat's souari as a native wall-and-support: bench it to blanket your active with a Sun overshield from the start, wall the front when it must, and heal an ally on the roughly 60% its mycorrhiza fires once mature. Its own attack is minor and its turn-1 tempo is among the slowest here, so it works as an anchor, not an opener. On economy, its edible part is the fruit, so feeding it Phosphorus pays Γ1.25 coins while any other nutrient banks Γ1.25 XP. It plays as a slow-opening wall that only grows harder to shift as it levels, crossing over around level 9 β but it is always stronger at higher levels, so there is no reason to 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.