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Lemon

Citrus medica

A citron shrub with real armor that thickens further when hurt and total Burn immunity β€” a Competitor wall whose fruit makes it a dependable coin-earner.

XP 100%SUN 120HP 165LemonShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramble Lashβš” 38β˜€ 0Facilitationfree1Γ— / battleretreat β˜€33speed 0.56MarcescenceactiveLignotuberactiveThorn Wallβš” 41β˜€ 2Lemon β€” full-size photoLemonCitrus medicaLVL 100

Overview

Lemon is a Shrub that fights as a moderately armored, unspectacular card. It is native to South Asia and invasive across Africa, East Asia, Europe, Eastern North America, Oceania, and South America, so the arena can cast it either way β€” a native buffer for your bench or an invasive attacker. It is a passable card with a real edge off the battlefield: its fruit makes it a reliable coin-earner.

Moves

Its starter attack, Bramble Lash, unlocks at level 1 and costs 2 Sun for about 33 damage native / 37 invasive as a plain hit. The free once-per-battle ability, Facilitation, arrives at level 25: Shelters its own and starves the rest: heal 50%, and the foe's bench withers. The advanced attack, Thorn Wall, unlocks at level 40 for 6 Sun (35 native / 39 invasive) and pins the target so it cannot retreat. Most of your lemons sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.

Abilities

Citron runs two always-on traits. Marcescence (level 10) gives +4 DEF at half HP or below from retained growth. Lignotuber (level 68) leaves the card immune to Burn, and healed by any Burn thrown at it. See Abilities.

Features

It carries no trait keywords and is non-toxic, so nothing punishes an attacker for hitting it: no contact recoil and no poison rider. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native buffer, defensive field gear plays to its wall lean; as an invasive, offensive gear helps its stronger attack land.

Stats

At level 40 Lemon reads 103 HP native / 89 invasive, with ATK of 19 native versus 30 invasive β€” a clear invasive jump. DEF is 13, mid-range in the shrub band, so it takes hits better than the soft cards though it is no tree. Its tempo is a slow start into a faster cruise: turn 1 on its initiative (32), every turn after on its SPD (34), so it is out-paced early but relentless as a fight drags on. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and a bench overshield; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, Lemon firms into a moderate wall: 190 HP native / 165 invasive, 34 / 61 ATK, and DEF rising to 28 β€” as a shrub it earns some armor, short of a tree but well above the soft cards. Retreat rises to 33 Sun and its tempo has sunk to roughly 1% of cap, so a mature lemon acts last against most young cards. Maturing buys real durability, and at level 68 a Lignotuber that turns fire into healing; the cost is that slow clock.

Weaknesses & Resistances

As a shrub, Lemon is in the Competitor succession group. It strikes Ruderal plants (annual forbs, grasses, bulbs) for x1.5 and takes only x0.667 from them, but it is weak to Specialist plants (succulents, conifers, ferns), which hit it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

As a native, play Lemon as a reasonably tough buffer whose HP cushion and overshield support a stronger hitter. As an invasive it is a moderate attacker with a useful pin, better as a grinder than a finisher. Its standout is economic: it is edible with a resolved part (fruit), so feeding it Phosphorus pays x1.25 coins, while any other nutrient banks x1.25 XP instead β€” a dependable coin-earner. It fights as a slow skirmisher until about level 20 as a native (about 22 as an invasive), then its bulk takes over; there is no reason to hold it back from leveling.

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 20

CrossoverLv 20
HP
74
ATK
15
DEF
9
SPD
45.36
INI
42.58
Retreat
βˆ’10
Tempo87.94
Power88
Fully grownLv 100
HP
190
ATK
34
DEF
28
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power219

Invasivepower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
21
DEF
9
SPD
44.24
INI
41.52
Retreat
βˆ’11
Tempo85.76
Power86
Fully grownLv 100
HP
165
ATK
61
DEF
28
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power221

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
16
DEF
10
SPD
42.56
INI
39.95
Retreat
βˆ’12
Tempo82.51
Power84
Fully grownLv 100
HP
165
ATK
34
DEF
28
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power194

Sources

  1. https://www.inaturalist.org/taxa/search?q=Citrus%20medica
  2. https://en.wikipedia.org/wiki/Citrus_medica
  3. https://powo.science.kew.org/results?q=Citrus_medica