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Korean dendropanax

Dendropanax trifidus

A broadleaf tree with no native or invasive region on record, so it plays as a plain neutral card everywhere β€” a sturdy bench-support tree that shares Sun and, late, heals an ally.

XP 100%SUN 120HP 165Korean dendropanaxBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorRaystealβš” 37β˜€ 0Climax Communityfree1Γ— / battleretreat β˜€23speed 0.66Buttress RootsactiveNetworkactiveTranspiration Drainβš” 35β˜€ 2Korean dendropanax β€” full-size photoKorean dendropanaxDendropanax trifidusLVL 100

Overview

Korean dendropanax is a woody Broadleaf tree that fights as a sturdy bench-support tree: it shares a Sun shield with your active and, deep into its growth, mends a benched ally. It has no native or invasive region on record, so in every arena it plays as a plain neutral card β€” no +15% HP cushion, no invasive attacker edge, and no nativity-driven overshield. Its support traits still make it a useful anchor, but its stat line is read straight, without a nativity bonus either way.

Moves

Its starter attack, Raysteal, unlocks at level 1 for 2 Sun and slams a heavy branch down for about 31 damage. The free once-per-battle ability, Climax Community, arrives at level 25: The forest as it ends up: heal 70% and +5 ATK. The advanced attack, Transpiration Drain, unlocks at level 40 for 6 Sun (29 damage) and draws on the heartwood to strike and heal itself as it hits. Most of your dendropanax sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.

Abilities

Korean dendropanax carries two always-on traits on separate risers. Network arrives at full strength on the level 10 riser: while it sits benched, it projects a Sun overshield onto your active β€” the canopy-tree support trait that lets a fragile front-liner absorb an extra hit. Its second trait, Mycorrhiza, arrives on the level 68 riser and heals a benched ally when it fires, but it triggers only about 60% of the time, so treat that heal as a coin-flip bonus rather than a guarantee. See Abilities.

Features

Korean dendropanax carries no trait keywords β€” no thorns, no toxin, no spore chemistry β€” so nothing punishes an attacker for striking it; it is non-toxic, so nothing chemical bites back either. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a neutral card it takes no nativity bonus, so field gear is a straight choice: defensive pieces (a Cloche, a calcium/magnesium amendment for a little DEF) to lean on its bulk, or offensive gear if you want its heavy branch to matter.

Stats

At level 40 Korean dendropanax reads 103 HP and 22 ATK β€” read as its plain stat line, since with no region it takes neither a native cushion nor invasive self-damage. DEF is 19, up in the broadleaf-tree band where a tree forms a real wall, so it soaks hits far better than a herb or grass; damage is diminishing armor (ATK Γ· (ATK+DEF)), not flat subtraction, so that DEF earns its keep the harder it is hit. Its tempo runs on initiative (28) on turn 1 and on SPD (40) every turn after; as a heavy tree it moves on a slow clock either way, so it tends to act after lighter, younger cards. Retreat costs 12 Sun. See Stats.

At Level 100

Matured to level 100, Korean dendropanax climbs to 190 HP and 40 ATK, and its DEF reaches 42 β€” a broadleaf tree keeps building its armor wall, so a mature one is genuinely hard to dent. Retreat rises to 23 Sun as it roots in, and its tempo has sunk to roughly 1% of cap, so it acts last against almost anything young. Maturing buys it a fortress of bulk and armor at the cost of ever moving first.

Weaknesses & Resistances

As a broadleaf tree, Korean dendropanax sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Korean dendropanax as a neutral anchor and bench support: its tree-tier DEF lets it stand in front, its Network trait feeds your active a Sun overshield, and its late Mycorrhiza can top up a benched ally. Because it has no region, it never gains a native HP cushion or pays invasive self-damage β€” it is simply a solid, even card that leans on traits and armor rather than raw offense. On economy, it is not an edible-part plant here, so any nutrient you feed it banks Γ—1.25 XP as a growth boost rather than paying coins. It fights as a slow, sturdy skirmisher whose bulk and attack take over around level 23 β€” but it is always stronger at higher levels in raw stats, 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.

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
68
ATK
17
DEF
12
SPD
51.62
INI
36.17
Retreat
βˆ’9
Tempo87.79
Power88
Fully grownLv 100
HP
165
ATK
40
DEF
42
SPD
0.66
INI
0.46
Retreat
βˆ’23
Tempo1.12
Power224

Sources

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