Eucalyptus gunnii
The Cider Gum (Eucalyptus gunnii) is a Broadleaf tree that plays as a defensive buffer where native and an attacker where invasive.
The Cider Gum is one of the hardiest eucalypts, grown in cool climates. In battle it plays as a Broadleaf tree. It is native to Oceania, where it takes the defensive buffer role, and invasive in Europe, where it becomes an attacker.
Its kit unlocks in three stages. The starter attack, Raysteal, is available from Level 1 and costs 2 Sun, dealing 29 as a native and 31 as an invasive. Its effect: Takes the light by force β strike and heal 10%.
The free ability, Nurse Log (Level 25), costs no Sun because it is once per battle: The fallen feed the next: heal 25%, even the bench, and call back the lost.
The advanced attack, Lignin Lockdown (Level 40, 6 Sun), deals 21 native and 23 invasive: Goes woody and immovable β the foe stalls and wilts. 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.
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: Network, which β while it sits on your bench β projects a gold Sun-overshield bar onto whichever card is fighting, banking Sun for the active. 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.
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 an already-high wall for a native anchor; an invasive copy is better fed an economy fertilizer to bank coins or XP. See field gear for the full item list and nativity for how region sets its role.
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 (49) and every turn after by its SPD (34). It is a quick starter that fades β it tends to land the first hit, then gets out-paced turn on turn. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β compare 15 native ATK against 22 invasive β and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. 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.
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.
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.
A broadleaf-tree wall that carries both Network and a Sun-banking kit. Invasive in Europe. A strong defensive bench anchor; low offence. It has no resolved edible part, so any fertilizer you feed it banks Γ1.25 XP rather than coins β a growth boost, not an income stream. On the total-power curve its crossover falls around Level 25 native and 27 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, so there is never a reason to hold it back.
Leveling trades speed for power. A plantβs 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.