Chamaecyparis obtusa
A native-only East Asian conifer that walls up steadily, heals in sun, and projects a Sun overshield once matured, though it hits softly.
Hinoki false cypress is a solid Conifer that fights as an armored, sun-fed anchor. It is native to East Asia and listed as Near Threatened in the wild, and the arena only ever casts it as a native buffer for your bench; no invasive attacker card exists, so it is a support piece. Its damage is low, but real armor and two support traits make it a dependable backline card.
Its starter attack, Deathshadow, unlocks at level 1 for 2 Sun and lands a plain hit for about 24 damage. The free once-per-battle ability, Allelopathic Duff, arrives at level 25: Sours the whole forest floor β the foe's bench sickens and withers. It buffs the plant's own attack rather than dealing damage. The advanced attack, Forest Fire, unlocks at level 40 for 6 Sun and lands another plain hit for about 32 damage. 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.
It keeps two always-on traits. Photosynthesis arrives on the level 10 riser and heals it in sun, 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.
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 solid DEF.
At level 40 it reads 140 HP and 16 ATK β a low attack, as expected of a support conifer. DEF is 20, well up the conifer band, so it soaks hits far better than any soft card here. Tempo is back-loaded: turn 1 runs on its initiative (19), which is very low, and later turns on its higher SPD (34), so it is out-paced off the mark but steadier the longer it stays in. Retreat costs 20 Sun. As a native it gains a +15% HP cushion and a bench HP overshield on top of its Network Sun shield. Link Stats.
Matured to level 100, it swells to 276 HP and 28 ATK, and its DEF climbs to 44 β a conifer keeps building real armor as it levels, so a mature specimen is very hard to break even though its damage stays low. Retreat rises to 44 Sun and its tempo has sunk to roughly 1% of cap. Maturing buys heavy armor and the Network overshield at the cost of ever being fast.
As a conifer it is in the Specialist group. It hits Competitor plants (perennial herbs, shrubs, broadleaf trees) for x1.5 and resists their blows at x0.667; it is weak to Ruderal plants (annual forbs, grasses, aquatics, bulbs), which strike it for x1.5 while shrugging off its hits. Against other Specialists and the Weird group the matchup is neutral. See Weaknesses & Resistances.
Play it as a backline anchor: bench it to feed your active a Sun overshield through Network once matured, or put it up front as a sun-healing wall that soaks damage while its attack buff and steady hits grind a foe down. Its value is also economic: it is inedible, so any nutrient you feed it banks x1.25 XP toward levels. It fights as a slow skirmisher early and leans on its armor and cruise SPD from about level 9, so leveling it only helps.
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.