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Japanese enkianthus

Enkianthus perulatus

One of the softest-hitting shrubs here β€” a tanky, patient body that struggles to close out fights on its own.

XP 100%SUN 120HP 203Japanese enkianthusShrubβ˜…β˜…β˜…β˜…β˜…CompetitorTick Tumbleβš” 31β˜€ 0Facilitationfree1Γ— / battleretreat β˜€27speed 0.39SclerophyllyactiveDrupe MastactiveThorn Wallβš” 39β˜€ 2Japanese enkianthus β€” full-size photoJapanese enkianthusEnkianthus perulatusLVL 100

Overview

Japanese enkianthus (Enkianthus perulatus) is a Shrub in Supplant. One of the softest-hitting shrubs here β€” a tanky, patient body that struggles to close out fights on its own. It is native to East Asia and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.

Numbers below are read at level 40, where every move in its kit has unlocked.

Moves

Its kit fills in as it levels. The starter attack, Tick Tumble, unlocks at level 1 for 2 Sun: it deals 27 as a native card and 27 as an invasive one. In effect, Shakes the tick load loose onto the foe.

At level 25 it gains its free once-per-battle ability, Facilitation (no Sun cost, one use per fight): Shelters its own and starves the rest: heal 50%, and the foe's bench withers.

The advanced attack, Thorn Wall, arrives at level 40 for 6 Sun, dealing 35 native and 35 invasive: A bristling, draining blow. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Sclerophylly: tough, hardened leaves shave a flat amount off every incoming direct hit, on top of its DEF.
  • From level 68: Drupe Mast: each time any plant is knocked out, its fruit crop heals its own bench a little, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.

Stats

Read at level 40: HP about 121 with its +15% native cushion, DEF 10, retreat 14 Sun β€” a shrub holds a firmer mid DEF band (a level-100 cap of roughly 20–35). Its attack sits at 17. Turn order runs on two tempo stats: initiative (22) decides turn 1, and SPD (24) decides every turn after. Here SPD outruns initiative, so it is slow off the mark but quickens as the fight wears on.

As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.

See Stats for how each number is built.

At Level 100

By level 100 its native health reaches 233 and its attack 30, while its DEF firms up toward the shrub cap (20) but never becomes a true wall. Retreat climbs to 27 Sun as it roots down, and its once-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.

Weaknesses & Resistances

Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it native as a bench buffer β€” its best job is projecting an overshield onto a stronger active. It has no attacker role. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” grow it for levels, not income. It leans on its speed edge until about level 9, after which its growing bulk and attack take the lead.

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
64
ATK
11
DEF
5
SPD
36.26
INI
33.53
Retreat
βˆ’7
Tempo69.79
Power73
Fully grownLv 100
HP
233
ATK
30
DEF
20
SPD
0.39
INI
0.36
Retreat
βˆ’27
Tempo0.75
Power256

Neutralpower overtakes tempo at Lv 11

CrossoverLv 11
HP
59
ATK
11
DEF
6
SPD
35.47
INI
32.80
Retreat
βˆ’7
Tempo68.27
Power69
Fully grownLv 100
HP
203
ATK
30
DEF
20
SPD
0.39
INI
0.36
Retreat
βˆ’27
Tempo0.75
Power226

Sources

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