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Japanese Plum Yew

Cephalotaxus harringtonia

Japanese Plum Yew is better armoured than most conifers: no more than 1 in 5 conifers in the game reach its DEF of 62 at Lv 40. Its sustained tempo stands out too: no more than 1 in 7 of the category sit as low as 5.

XP 100%SUN 120HP 506Japanese Plum YewConiferβ˜…β˜…β˜…β˜…β˜…SpecialistBranch Bashβš” 33β˜€ 0Resin Sealfree1Γ— / battleretreat β˜€30speed 0.09PhotosynthesisactiveNetworkactiveCone Capβš” 25β˜€ 2Japanese Plum Yew β€” full-size photoJapanese Plum YewCephalotaxus harringtoniaLVL 100

Overview

Japanese Plum Yew is better armoured than most conifers: no more than 1 in 5 conifers in the game reach its DEF of 62 at Lv 40. Its sustained tempo stands out too: no more than 1 in 7 of the category sit as low as 5.

Japanese Plum Yew fights as a conifer (categories) in the Specialist succession group. It is native to East Asia, where it plays as a buffer, and invasive in Europe and Eastern North America, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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 Bash β€” starter attack, 2 Sun. Pins the foe under a fallen branch. Expected damage: 28.
  • Resin Seal β€” ability, free once per battle. Seals the wound with resin: heal 40%. Where it is invasive, this slot holds Old-Growth Stand instead: Ancient and immovable: heal 70%, and the foe is pinned.
  • Cone Cap β€” advanced attack, 6 Sun. Caps the foe under a cone β€” it stalls and can't heal. Expected damage: 20.

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).

  • Photosynthesis β€” from Lv 10. Each checkup in sunny weather it has a 60% chance to heal 1.5% of its max HP, paid for in Sun, and to shed a stack of Poison or Wither. A Ca/Mg amendment makes the heal 25% larger.
  • 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.
  • A Ca/Mg amendment adds +2 DEF and makes its Photosynthesis heal 25% more.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)223506
HP (native)257582
ATK (neutral)2035
ATK (invasive)2139
DEF62152
Initiative370.61
Sustained tempo (SPD)50.09
Retreat cost (Sun)1530
  • 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 15 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 (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 4a β€” it should come through winters that bottom out near -33 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -4.3 Β°C to a warm edge of 26.9 Β°C, in the cool-temperate band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Japanese Plum Yew is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—0.67. 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 3 as a native and at Lv 5 as an invasive or 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 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 overtakes tempo at Lv 3

CrossoverLv 3
HP
57
ATK
11
DEF
7
SPD
8.61
INI
59.87
Retreat
βˆ’6
Tempo68.48
Power69
Fully grownLv 100
HP
582
ATK
35
DEF
152
SPD
0.09
INI
0.61
Retreat
βˆ’30
Tempo0.70
Power739

Invasivepower overtakes tempo at Lv 5

CrossoverLv 5
HP
59
ATK
11
DEF
10
SPD
8.44
INI
58.65
Retreat
βˆ’6
Tempo67.09
Power74
Fully grownLv 100
HP
506
ATK
39
DEF
152
SPD
0.09
INI
0.61
Retreat
βˆ’30
Tempo0.70
Power667

Neutralpower overtakes tempo at Lv 5

CrossoverLv 5
HP
59
ATK
11
DEF
10
SPD
8.44
INI
58.65
Retreat
βˆ’6
Tempo67.09
Power74
Fully grownLv 100
HP
506
ATK
35
DEF
152
SPD
0.09
INI
0.61
Retreat
βˆ’30
Tempo0.70
Power663

Sources

  1. Cephalotaxus harringtonia on iNaturalist
  2. Cephalotaxus harringtonia on Wikipedia
  3. Cephalotaxus harringtonia on Plants of the World Online