Eucalyptus rubida
The Candlebark (Eucalyptus rubida) is a Broadleaf tree that plays as a defensive buffer.
The Candlebark is a white-barked eucalypt of southeastern Australia. 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.
Its kit unlocks in three stages. The starter attack, Leaf Smother, is available from Level 1 and costs 2 Sun, dealing 24 as a native and 24 as an invasive. Its effect: Buries the foe under a canopy's worth of leaf β it weakens.
The free ability, Climax Community (Level 25), costs no Sun because it is once per battle: The forest as it ends up: heal 70% and +5 ATK.
The advanced attack, Canopy Closure (Level 40, 6 Sun), deals 24 native and 24 invasive: Closes the canopy β nothing below it recovers. 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 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.
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 (13) and every turn after by its SPD (34). It is slow off the mark but relentless after β outpaced on the opening exchange, then pulling ahead as the fight settles. 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.
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 native-only broadleaf-tree wall with a powerful 70% heal ability. A very durable buffer; win by absorbing and outlasting rather than attacking. 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 native crossover falls around Level 9: 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.
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.