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Mountain gum

Eucalyptus dalrympleana

The Mountain gum (Eucalyptus dalrympleana) is a Broadleaf tree that plays as a defensive buffer.

XP 100%SUN 120HP 165Mountain gumBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 30β˜€ 0Gap Capturefree1Γ— / battleretreat β˜€33speed 0.56Tannin LoadactiveCanopy GapactiveRoot Heaveβš” 25β˜€ 2Mountain gum β€” full-size photoMountain gumEucalyptus dalrympleanaLVL 100

Overview

The Mountain gum is a tall snow-country eucalypt. In battle it plays as a Broadleaf tree. It is native to Oceania and listed as invasive nowhere, so it fills the defensive buffer role only.

Moves

Its kit unlocks in three stages. The starter attack, Deathshadow, is available from Level 1 and costs 2 Sun, dealing 25 as a native and 25 as an invasive. Its effect: Casts a shade nothing recovers in β€” the foe can't heal.

The free ability, Gap Capture (Level 25), costs no Sun because it is once per battle: Takes the fallen giant's light: +5 ATK, kept for the match.

The advanced attack, Root Heave (Level 40, 6 Sun), deals 20 native and 20 invasive: Heaves the ground up under the foe β€” trapped, and sapped. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Tannin Load, so striking it back Withers the attacker and shaves its ATK. From Level 68 a second, different trait stacks on top: Canopy Gap, immunity to the spread and splash damage that reaches the bench. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. A Cal-Mag (Ca/Mg) amendment stacks flat DEF onto its already-high wall, or feed it an economy fertilizer to bank coins or XP. See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 35 β€” the hardest armor band in the game, set by its battle category and real wood density, so a mature trunk genuinely stands as an armored wall. It retreats for 16 Sun. Turn 1 is ordered by its initiative (32) and every turn after by its SPD (34). Its opening and sustained tempo sit close together, so its turn order holds roughly steady through a fight. No region lists it as invasive, so it plays purely as a buffer: a +15% HP cushion (103 HP) and, from the bench, an HP overshield onto your active. It has no attacker stance. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 it has hardened into that wall: DEF climbs to 83 as wood density asserts itself and HP swells toward 190, while its retreat cost rises to 33 Sun β€” an old tree is deeply rooted and slow to pull back. Its tempo, already unhurried, has sunk to roughly 1% of cap, so it leads no exchange late; it wins by absorbing and outlasting.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5Γ— and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5Γ— disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A native-only broadleaf-tree wall. It is a strong defensive anchor with a Sun-denial kit, but its raw damage is low; win by outlasting. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its native crossover falls around Level 18: below it the card leans on its turn-order edge, above it on raw bulk and attack β€” it is monotonically stronger as it levels, so keep growing it.

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 18

CrossoverLv 18
HP
71
ATK
14
DEF
18
SPD
46.48
INI
43.63
Retreat
βˆ’10
Tempo90.11
Power93
Fully grownLv 100
HP
190
ATK
33
DEF
83
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power273

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
15
DEF
20
SPD
44.80
INI
42.05
Retreat
βˆ’11
Tempo86.85
Power89
Fully grownLv 100
HP
165
ATK
33
DEF
83
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power248

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)