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Judas tree

Cercis siliquastrum

Judas tree keeps a slower pace than almost any other broadleaf tree: fewer than 1 in 100 broadleaf trees in the game sit as low as its sustained tempo of 2 at Lv 40.

XP 100%SUN 120HP 215Judas treeBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorLeaf Smotherβš” 32β˜€ 0Shade Tolerancefree1Γ— / battleretreat β˜€30speed 0.04Tannin LoadactiveEpicormic BudsactiveRoot Heaveβš” 27β˜€ 2Judas tree β€” full-size photoJudas treeCercis siliquastrumLVL 100

Overview

Judas tree keeps a slower pace than almost any other broadleaf tree: fewer than 1 in 100 broadleaf trees in the game sit as low as its sustained tempo of 2 at Lv 40.

Judas tree fights as a broadleaf tree (categories) in the Competitor succession group. It is native to Europe, where it plays as a buffer, and invasive in Africa, East Asia, Oceania and South Asia, 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.

  • Leaf Smother β€” starter attack, 2 Sun. Buries the foe under a canopy's worth of leaf β€” it weakens. Expected damage: 26, or 29 where it is invasive.
  • Shade Tolerance β€” ability, free once per battle. Waits out the dark: heal 40%, and the foe can't heal. Where it is invasive, this slot holds Old-Growth Reaction instead: Centuries of shade β€” the foe stalls and withers.
  • Root Heave β€” advanced attack, 6 Sun. Heaves the ground up under the foe β€” trapped, and sapped. Expected damage: 21, or 24 where it is invasive.

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).

  • Tannin Load β€” from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • Epicormic Buds β€” from Lv 68. Once per battle, when it would be knocked out, it has a 35% chance to survive at 35% of its max HP, shedding every status.

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.
  • 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)109215
HP (native)125247
ATK (neutral)2340
ATK (invasive)3163
DEF73179
Initiative270.44
Sustained tempo (SPD)20.04
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 5b β€” it should come through winters that bottom out near -24 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 0.9 Β°C to a warm edge of 25.9 Β°C, in the 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

Judas tree is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal 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 leads its tempo from Lv 1, so it plays as a heavyweight from the start. 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-favored from the start

SeedlingLv 1
HP
46
ATK
11
DEF
4
SPD
3.74
INI
43.73
Retreat
βˆ’5
Tempo47.47
Power56
Fully grownLv 100
HP
247
ATK
40
DEF
179
SPD
0.04
INI
0.44
Retreat
βˆ’30
Tempo0.48
Power436

Invasivepower-favored from the start

SeedlingLv 1
HP
40
ATK
11
DEF
4
SPD
3.74
INI
43.73
Retreat
βˆ’5
Tempo47.47
Power50
Fully grownLv 100
HP
215
ATK
63
DEF
179
SPD
0.04
INI
0.44
Retreat
βˆ’30
Tempo0.48
Power427

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
11
DEF
4
SPD
3.74
INI
43.73
Retreat
βˆ’5
Tempo47.47
Power50
Fully grownLv 100
HP
215
ATK
40
DEF
179
SPD
0.04
INI
0.44
Retreat
βˆ’30
Tempo0.48
Power404

Sources

  1. Cercis siliquastrum on iNaturalist
  2. Cercis siliquastrum on Wikipedia
  3. Cercis siliquastrum on Plants of the World Online