Cornus asperifolia
A sturdy eastern North American shrub with the biggest HP of its peers β a native-only wall that pins a foe in place and, late on, taunts hits onto itself to shield the bench.
Toughleaf dogwood is a hardy shrub native to eastern North America, with no invasive range, so it plays native-only β a buffer and a wall, not an attacker. It carries the highest base HP of the shrubs in its wave and, once mature, a taunt that pulls single-target hits onto itself, which makes it a genuinely useful bench guardian for protecting a fragile carry. Its own attack is modest; its job is to absorb, pin, and protect.
Its kit unlocks in three stages, so a low-level card only has the opener.
None of its moves seize the initiative, so it acts on its tempo in normal order β the bind on its opener is about denying an escape, not about striking first.
These are the always-on traits this card keeps, on a schedule. At the snapshot level of LvΒ 40 it holds only the first.
Both are steady, always-on effects rather than chance-based sustain.
It is neither toxic nor thorny, so it gives an attacker no contact recoil despite its "snarling" flavour. It is not a climber and equips no Moss Pole. Its best field gear is a Calcium/Magnesium amendment for flat DEF, which suits its wall role; with no invasive form, you always gear it as a native.
At the snapshot level of LvΒ 40:
Native-only, it plays as a buffer: the HP cushion, plus a green overshield bar projected onto your active while it is benched. See nativity and the overshield.
Grown to LvΒ 100 its HP climbs to 233 β huge β while its DEF caps at 24, mid-shrub: it becomes a big-bodied wall rather than an armored fortress, leaning on that deep HP pool and its taunt to soak damage. Its ATK tops out at 34, so it stays a defender to the end, and its tempo has dropped to about 1% of cap β slow but very hard to remove. Retreat rises to 29 Sun as it roots in.
As a shrub it is a Competitor on the succession wheel: Γ1.5 into Ruderal categories (annual-forb, grass, aquatic, bulb), Γ0.667 from Specialist categories (succulent, conifer, fern, epiphyte), neutral against other Competitors and the Weird categories. Send it into weeds and grasses; keep it clear of conifers and ferns.
This is a defensive anchor. Its large HP, flat damage reduction, self-heal, and β from LvΒ 68 β its taunt let it stand in front of your team and eat the hits meant for a squishier hitter, and the bind on its opener stops a foe from fleeing the matchup. It will not close out fights with its low attack, so pair it with a real damage dealer; on its own it is a wall and a collection piece.
It is not edible, so any fertilizer feeds it Γ1.25 XP instead of coins β a good use for spare leveling nutrients. It plays as a fast skirmisher only up to about LvΒ 19, after which its bulk takes over and it becomes the heavyweight wall it is meant to be; level it freely, since it grows monotonically stronger.
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.