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Dwarf medlar

Chamaemespilus alpina

A neutral-range shrub with no nativity bonus in the arena.

XP 100%SUN 120HP 165Dwarf medlarShrubβ˜…β˜…β˜…β˜…β˜…CompetitorThornsHedge Hammerβš” 37β˜€ 0Frugivore Pactfree1Γ— / battleretreat β˜€31speed 0.66ThornsactiveLignotuberactiveFruit Drop Kickβš” 32β˜€ 2Dwarf medlar β€” full-size photoDwarf medlarChamaemespilus alpinaLVL 100

Overview

The Dwarf medlar is a shrub in Supplant. It carries no recorded native or invasive range, so the arena never grants it a nativity bonus: it always fights as a plain neutral card, with neither the native HP cushion nor the invasive attacker's edge.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Hedge Hammer is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Frugivore Pact, unlocks at level 25: Trades fruit for carriage: +3 ATK, and the foe's whole bench sickens. The advanced attack, Fruit Drop Kick, comes online at level 40 for 6 Sun β€” Boots a load of fruit β€” also nicks the bench.

Its attacks land for about 31 (starter) and 26 (advanced) at the snapshot level β€” plain base numbers, since no nativity bonus applies.

Turn order splits across two stats: initiative (40) decides who moves first on turn 1, and SPD (40) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It keeps one working passive, Thorns, from level 10.

Thorns. Every attacker that lands a damaging hit on it takes flat recoil off its own HP, and a multi-hit attack eats that recoil once per hit. It fires independently and stacks with any chemical recoil.

Features

It carries thorns, so any attacker that hits it pays contact recoil (see Abilities); an armature rating is what sets that thorn damage. For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag.

Stats

At the snapshot level (40) it reads roughly HP 89 (its plain, un-cushioned base), DEF 12, with a retreat cost of 15 Sun and tempo pips of 40 initiative / 40 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. With no nativity bonus its HP and ATK sit at base β€” no native cushion, no invasive ATK ramp β€” so it is a middle-of-the-road body on every stat. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

It firms into a solid mid-armor bruiser: DEF around 25 and HP toward 165 β€” tougher than a weed, still short of a tree. Retreat rises to 31 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

With no nativity role it is a straightforward neutral body β€” no cushion to lean on, no attacker's edge to exploit. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is edible (the game tags the fruit as the eaten part), so feeding it the matching Phosphorus fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 31, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a reason to hold it back.

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.

Neutralpower overtakes tempo at Lv 31

CrossoverLv 31
HP
78
ATK
20
DEF
10
SPD
46.44
INI
46.44
Retreat
βˆ’13
Tempo92.88
Power95
Fully grownLv 100
HP
165
ATK
40
DEF
25
SPD
0.66
INI
0.66
Retreat
βˆ’31
Tempo1.32
Power199

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)