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Washington hawthorn

Crataegus phaenopyrum

Nothing in Washington hawthorn's stat line sets it apart from the other broadleaf trees in the game, so what it brings is its kit: the ability Shade Tolerance, the advanced attack Canopy Closure and the Tannin Load and Heartwood Core traits.

XP 100%SUN 120HP 349Washington hawthornBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorRaystealβš” 38β˜€ 0Shade Tolerancefree1Γ— / battleretreat β˜€37speed 0.64Tannin LoadactiveHeartwood CoreactiveCanopy Closureβš” 33β˜€ 2Washington hawthornCrataegus phaenopyrumLVL 100

Overview

Nothing in Washington hawthorn's stat line sets it apart from the other broadleaf trees in the game, so what it brings is its kit: the ability Shade Tolerance, the advanced attack Canopy Closure and the Tannin Load and Heartwood Core traits.

Washington hawthorn fights as a broadleaf tree (categories) in the Competitor succession group. It is native to Eastern North America and Western North America, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Raysteal β€” starter attack, 2 Sun. Takes the light by force β€” strike and heal 10%. Expected damage: 31.
  • Shade Tolerance β€” ability, free once per battle. Waits out the dark: heal 40%, and the foe can't heal.
  • Canopy Closure β€” advanced attack, 6 Sun. Closes the canopy β€” nothing below it recovers. Expected damage: 26.

Raysteal carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Tannin Load β€” from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • Heartwood Core β€” from Lv 68. It gains up to +8 DEF, growing with its level β€” nothing at Lv 1, all of it at Lv 100.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its fruit or seeds, so a Phosphorus amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)165349
HP (native)189401
ATK (neutral)2342
DEF77189
Initiative280.46
Sustained tempo (SPD)390.64
Retreat cost (Sun)1837
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens slower than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 18 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Hardiness

Roughly USDA zone 3b β€” it should come through winters that bottom out near -37 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -6.6 Β°C to a warm edge of 25.6 Β°C, in the cool-temperate band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Washington hawthorn is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 9 as a native and at Lv 11 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 9

CrossoverLv 9
HP
80
ATK
14
DEF
19
SPD
58.67
INI
42.61
Retreat
βˆ’8
Tempo101.28
Power105
Fully grownLv 100
HP
401
ATK
42
DEF
189
SPD
0.64
INI
0.46
Retreat
βˆ’37
Tempo1.10
Power595

Neutralpower overtakes tempo at Lv 11

CrossoverLv 11
HP
76
ATK
14
DEF
23
SPD
57.40
INI
41.69
Retreat
βˆ’8
Tempo99.09
Power105
Fully grownLv 100
HP
349
ATK
42
DEF
189
SPD
0.64
INI
0.46
Retreat
βˆ’37
Tempo1.10
Power543

Sources

  1. Crataegus phaenopyrum on iNaturalist
  2. Crataegus phaenopyrum on Wikipedia
  3. Crataegus phaenopyrum on Plants of the World Online