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Mountain Cabbage Tree

Cordyline indivisa

A mountain cabbage tree (played as a herb) with a root-chemistry Poison.

XP 100%SUN 120HP 165Mountain CabbageTreeBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorBranch Slamβš” 36β˜€ 0Leaf Litterfree1Γ— / battleretreat β˜€22speed 0.37Buttress RootsactiveNetworkactiveRoot Heaveβš” 23β˜€ 2Mountain Cabbage Tree β€” full-size photoMountain Cabbage TreeCordyline indivisaLVL 100

Overview

Cordyline indivisa is classified as a soft perennial herb here, anchoring deep and priming a root-chemistry Poison. It is native to Oceania and invasive in South America. That gives it two roles: a native buffer, or an invasive attacker.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Branch Slam, is available from level 1 for 2 Sun. It deals 32 damage as a native or 32 as an invasive. A heavy branch slams down.

At level 25 it gains a free, once-per-battle ability, Leaf Litter: Buries the ground in litter β€” the foe's whole bench withers. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Root Heave, arrives at level 40 for 6 Sun, dealing 19 damage as a native or 19 as an invasive. Heaves the ground up under the foe β€” trapped, and sapped.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Basal Rosette (from level 10) β€” a ground-hugging rosette adds a flat +3 DEF that grazing and mowing can't reach.
  • Vernalization Memory (from level 68) β€” once it has weathered the cold β€” from turn three onward β€” it bolts for a kept +5 ATK.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

Soft-bodied cards like this one gain the most from a Calcium/Magnesium soil amendment, which adds flat DEF to a thin armor band. See Field gear for what fits.

Its gear picks shift with its role: as a native buffer, defensive amendments; as an invasive attacker, gear that presses its damage advantage. See Weaknesses & resistances for the matchup context.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 24 DEF and retreats for 12 Sun.

It opens fast and fades: it tends to land the first blow (opening initiative 40) but is out-paced from turn two onward (sustained Speed 23).

As a native it gains a +15% HP cushion β€” 103 HP versus 89 as an invasive β€” and while benched it projects a green HP overshield onto your active. As an invasive it trades that cushion for attack: its ATK rises from 16 to 18, a modest step, but it pays Faustian self-damage to its own bench on every damaging hit and concedes 2 prizes when it is knocked out.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 its biomass HP swells to 190, but its soft-bodied armor stays low at 55 DEF β€” leveling buys it bulk and attack (climbing to 28 native / 31 invasive), not toughness. Retreat climbs to 22 Sun and its already-inverted tempo sinks toward its floor, so it is markedly slower old than young.

Weaknesses & Resistances

In the succession chart its category, Broadleaf tree, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

Its invasive edge in South America is slight, and its damage modest. It is a serviceable chipper and a collection piece, best benched behind a heavier hitter.

It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” treat it as a growth boost.

One note on leveling: it fights as a faster skirmisher until about level 21, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” so there is no 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.

Nativepower overtakes tempo at Lv 18

CrossoverLv 18
HP
71
ATK
12
DEF
13
SPD
30.85
INI
54.27
Retreat
βˆ’8
Tempo85.12
Power88
Fully grownLv 100
HP
190
ATK
28
DEF
55
SPD
0.37
INI
0.65
Retreat
βˆ’22
Tempo1.02
Power251

Invasivepower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
13
DEF
14
SPD
29.73
INI
52.31
Retreat
βˆ’8
Tempo82.04
Power84
Fully grownLv 100
HP
165
ATK
31
DEF
55
SPD
0.37
INI
0.65
Retreat
βˆ’22
Tempo1.02
Power229

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
13
DEF
14
SPD
29.73
INI
52.31
Retreat
βˆ’8
Tempo82.04
Power84
Fully grownLv 100
HP
165
ATK
28
DEF
55
SPD
0.37
INI
0.65
Retreat
βˆ’22
Tempo1.02
Power226

Sources

  1. iNaturalist β€” Cordyline indivisa
  2. Wikipedia β€” Cordyline indivisa
  3. Plants of the World Online (Kew) β€” Cordyline indivisa