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Ehretia dicksonii

Ehretia dicksonii

Ehretia dicksonii (Ehretia dicksonii) is a broadleaf tree that plays a native buffer, with no introduced range to make it an attacker.

XP 100%SUN 120HP 165Ehretia dicksoniiBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 32β˜€ 0Old-GrowthReactionfree1Γ— / battleretreat β˜€33speed 0.56Tannin LoadactiveHeartwood CoreactiveButtress Bashβš” 39β˜€ 2Ehretia dicksonii β€” full-size photoEhretia dicksoniiEhretia dicksoniiLVL 100

Overview

Ehretia dicksonii is a broadleaf tree β€” a heavy defensive plant with a deep health pool and real armor. It is native to East Asia and South Asia and has no introduced range, so it only ever plays the native buffer role β€” there is no attacker scenario for it.

Moves

Its kit unlocks in three stages. Its starter attack, Deathshadow (unlocked at level 1, 2 Sun), deals 26 as a native: Casts a shade nothing recovers in β€” the foe can't heal. Its once-per-battle ability, Old-Growth Reaction (level 25, free), is pure utility: Centuries of shade β€” the foe stalls and withers. Its advanced attack, Buttress Bash (level 40, 6 Sun), deals 34 native: Swings a buttress root and pins the foe.

Abilities

These are the always-on traits this card actually keeps, and the level each one arrives at (a plant draws at most one trait per growth stage). From level 10, Tannin Load turns its bark against attackers: any plant that lands a melee hit on it is Withered, losing attack power (the oak's souring tannins). It fires on the striker every damaging hit. From level 68, Heartwood Core adds a flat block of DEF that grows with the tree's level, so the older the trunk the harder it is to dent.

Features

On the field it draws on field gear to shore up its weaknesses. As a tree it takes best to a Calcium/Magnesium amendment that stacks flat DEF onto an already-hard trunk, and to Mulch for staying power.

Stats

Read at level 40, where every move is unlocked, it holds 103 health and 22 attack as a native, with 23 DEF. That is a wall-class defense for a plant this size β€” armor is diminishing rather than flat, so a big attacker still gets through, but a small one is turned away. Its retreat costs 16 Sun. On tempo it opens at 32 initiative (which orders the first turn) and cruises at 34 speed (which orders every turn after). Its opening and sustained tempo are close, so it holds a steady place in turn order across the fight. As a native it carries a 15% health cushion (103 versus 89 as an invader), and while benched it projects a green overshield bar onto your active plant, sized by how threatened it is.

At Level 100

Grown to level 100, this card hardens into a wall: its DEF climbs to 52 and its health to 190, with attack reaching 38. Retreat rises to 33 Sun as the older plant grows more rooted, and its once-quick tempo has sunk to a sliver β€” it goes late in turn order now. Maturing buys it raw bulk and hitting power; it costs it the speed edge it had as a seedling.

Weaknesses & Resistances

In the succession type chart, Ehretia dicksonii's category (broadleaf tree) belongs to the Competitor group. Ruderal, Competitor, and Specialist form a wheel: Competitor hits Ruderal plants (annual-forbs, grasses, aquatic plants, and bulbs) for 1.5Γ— damage, and takes 1.5Γ— from Specialist plants (succulents, conifers, ferns, and epiphytes), resisting each the other way at about two-thirds. The off-wheel Weird categories are neutral both ways.

Gameplay uses

As a defensive anchor it is genuinely good: high health, a hardening trunk, and a shade attack that stops the foe healing. It is slow, so pair it with a faster teammate to open exchanges. With no introduced range it never plays the attacker. Off the battlefield it earns money: it has an edible fruit, so feeding it Phosphorus fertilizer pays 1.25Γ— coins (any other nutrient banks 1.25Γ— experience instead). On the power curves below, it fights as a fast skirmisher until about level 19, after which its growing bulk and attack take over from its fading speed β€” a shift in which edge dominates, not a sign it is weaker when 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 19

CrossoverLv 19
HP
72
ATK
16
DEF
13
SPD
45.92
INI
43.10
Retreat
βˆ’10
Tempo89.02
Power91
Fully grownLv 100
HP
190
ATK
38
DEF
52
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power247

Neutralpower overtakes tempo at Lv 22

CrossoverLv 22
HP
67
ATK
17
DEF
14
SPD
44.24
INI
41.52
Retreat
βˆ’11
Tempo85.76
Power87
Fully grownLv 100
HP
165
ATK
38
DEF
52
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power222

Sources

  1. iNaturalist β€” https://www.inaturalist.org/taxa/search?q=Ehretia%20dicksonii
  2. Wikipedia β€” https://en.wikipedia.org/wiki/Ehretia_dicksonii
  3. Plants of the World Online (Kew) β€” https://powo.science.kew.org/results?q=Ehretia%20dicksonii