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Japanese Red Cedar

Cryptomeria japonica

Japanese Red Cedar is less armoured than almost any other conifer: fewer than 1 in 20 conifers in the game sit as low as its DEF of 42 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 20 of the category reach 56.

XP 100%SUN 120HP 473Japanese Red CedarConiferβ˜…β˜…β˜…β˜…β˜…SpecialistNeedle Smotherβš” 29β˜€ 0Old-Growth Standfree1Γ— / battleretreat β˜€42speed 0.91Xylem TracheidsactiveNeedle DuffactiveNeedle Pointβš” 44β˜€ 2Japanese Red Cedar β€” full-size photoJapanese Red CedarCryptomeria japonicaLVL 100

Overview

Japanese Red Cedar is less armoured than almost any other conifer: fewer than 1 in 20 conifers in the game sit as low as its DEF of 42 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 20 of the category reach 56.

Japanese Red Cedar fights as a conifer (categories) in the Specialist succession group. It is native to East Asia, where it plays as a buffer, and invasive in Africa, Europe and Oceania, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Needle Smother β€” starter attack, 2 Sun. Buries the foe under a season of needles β€” it weakens. Expected damage: 24, or 27 where it is invasive.
  • Old-Growth Stand β€” ability, free once per battle. Ancient and immovable: heal 70%, and the foe is pinned.
  • Needle Point β€” advanced attack, 6 Sun. Every needle driven to one point. Expected damage: 40, or 43 where it is invasive.

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).

  • Xylem Tracheids β€” from Lv 10. It takes 3 less damage from every direct hit.
  • Needle Duff β€” from Lv 68. While it is the active plant, each checkup the opposing active plant loses 2% of its max HP.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 12 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)214473
HP (native)246544
ATK (neutral)1730
ATK (invasive)2652
DEF42100
Initiative170.28
Sustained tempo (SPD)560.91
Retreat cost (Sun)2042
  • 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 20 Sun at Lv 40, and after it enters the active slot it must stay 2 turns 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 (Near Threatened): 5.6% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 5b β€” it should come through winters that bottom out near -25 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 0.5 Β°C to a warm edge of 25.7 Β°C, in the temperate band, and it is wide-ranging. 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

Japanese Red Cedar is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 10 as a native and at Lv 12 as an invasive or 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 10

CrossoverLv 10
HP
96
ATK
11
DEF
13
SPD
83.16
INI
25.53
Retreat
βˆ’8
Tempo108.69
Power112
Fully grownLv 100
HP
544
ATK
30
DEF
100
SPD
0.91
INI
0.28
Retreat
βˆ’42
Tempo1.19
Power632

Invasivepower overtakes tempo at Lv 12

CrossoverLv 12
HP
93
ATK
14
DEF
15
SPD
81.33
INI
24.97
Retreat
βˆ’9
Tempo106.30
Power113
Fully grownLv 100
HP
473
ATK
52
DEF
100
SPD
0.91
INI
0.28
Retreat
βˆ’42
Tempo1.19
Power583

Neutralpower overtakes tempo at Lv 12

CrossoverLv 12
HP
93
ATK
11
DEF
15
SPD
81.33
INI
24.97
Retreat
βˆ’9
Tempo106.30
Power110
Fully grownLv 100
HP
473
ATK
30
DEF
100
SPD
0.91
INI
0.28
Retreat
βˆ’42
Tempo1.19
Power561

Sources

  1. Cryptomeria japonica on iNaturalist
  2. Cryptomeria japonica on Wikipedia
  3. Cryptomeria japonica on Plants of the World Online