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Ussuri splindletree

Euonymus macropterus

An East Asian deciduous shrub that toughens up exactly when it is hurt — a native-only body that fights hardest with its back to the wall.

XP 100%SUN 120HP 165Ussuri splindletreeShrub★★★★CompetitorChipmunk Horde⚔ 31☀ 0Chaparral Climaxfree1× / battleretreat ☀33speed 0.56MarcescenceactiveLignotuberactiveCoppice Comeback⚔ 28☀ 2Ussuri splindletree — full-size photoUssuri splindletreeEuonymus macropterusLVL 100

Overview

The Ussuri spindletree is a deciduous shrub native to East Asia. It has no invasive range anywhere, so it plays native-only: a buffer and a body, never an attacker. It is a common, Least-Concern species, so the overshield it projects from the bench is thin — value it for its own durability on the field rather than for what it lends to an ally.

Moves

Its three moves come online in stages, so a low-level card fields only the opener.

  • Chipmunk Horde (unlocks at Lv 1, costs 2 Sun) — the starter attack, dealing 25. Sends the hoarders through the foe's whole bench. It reaches the whole enemy bench, so it is chip pressure spread wide rather than a single big hit.
  • Chaparral Climax (unlocks at Lv 25, free, once per battle) — Owns the dry hillside: heal 60% and +4 ATK. A strong self-heal that also permanently lifts its own attack for the rest of the battle; it carries no damage number of its own.
  • Coppice Comeback (unlocks at Lv 40, costs 6 Sun) — the advanced attack, 23. Cut it down and it returns — heal 35%. The heal attached to it keeps the plant standing through a slugging match.

None of its moves seize the initiative, so it always acts on its tempo in normal turn order.

Abilities

These are the always-on traits this card keeps, arriving on a schedule. At the snapshot level of Lv 40 it holds only the first.

  • Marcescence (from Lv 10) — it holds its dead leaves like a winter shrub, gaining +4 DEF once it drops below half HP. The effect only switches on when the card is already hurt, which pairs neatly with its two self-heals: it toughens up in exactly the corner where it is fighting to survive.
  • Lignotuber (stacks on at Lv 68) — a woody burl that makes it immune to Burn and heals it for roughly 4% of maximum HP when something tries to Burn it, since a chaparral shrub is released by fire rather than harmed by it.

Neither is a random-chance effect; both apply reliably whenever their condition is met.

Features

It is neither toxic nor thorny, so it deals no contact recoil to an attacker. It is not a climber and takes no Moss Pole. Its best field gear is a Calcium/Magnesium amendment for flat DEF, which stacks well with Marcescence to make it genuinely awkward to finish; because it has no invasive form, you only ever gear it as a native.

Stats

At the snapshot level of Lv 40:

  • HP — 103, including the +15% native cushion.
  • ATK — 20, on the low side; this is not a card that wins by hitting hard.
  • DEF — 13, mid-band for a shrub and firmer than it looks once Marcescence is live.
  • Tempo — initiative 48 versus SPD 34. Initiative leads, so it is a quick starter and a slower cruiser: it usually strikes first in a wild encounter, then cedes the pace.
  • Retreat — 16 Sun.

Because it is native-only, it plays purely as a buffer: the HP cushion above, plus a green overshield bar it projects onto your active while benched (sized small, as a Least-Concern species). See nativity and the overshield.

At Level 100

Grown to Lv 100 its HP rises to 190 and its DEF to 28 — a solid mid-shrub wall, and with Marcescence adding +4 on top when it is low, a mature spindletree is a real chore to kill from behind. Its ATK caps at 36, so it never becomes a threat, and its early-game quickness has faded to about 1% of cap — it is slow and tanky at the top end. Retreat rises to 33 Sun as it settles in.

Weaknesses & Resistances

As a shrub it is a Competitor in the succession chart: ×1.5 into Ruderal categories (annual-forb, grass, aquatic, bulb), ×0.667 taken from Specialist categories (succulent, conifer, fern, epiphyte), and neutral against other Competitors and the Weird categories. Pit it against weeds and grasses; avoid conifers and ferns.

Gameplay uses

This is a native-only defensive body. Its heals and its below-half DEF bump let it soak a lot of punishment, which makes it a passable wall to hide a real hitter behind, but its weak attack means it will not close out a fight itself — a support and collection card more than a carry.

It is not edible, so any fertilizer you feed it banks ×1.25 XP rather than coins; that makes it a fine sink for leveling nutrients you would otherwise waste. It fights as a fast skirmisher up to about Lv 28, where its growing bulk overtakes its falling tempo and it settles into the durable wall it is built to be; keep leveling it, since it only gets stronger.

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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 28

CrossoverLv 28
HP
85
ATK
17
DEF
11
SPD
40.88
INI
57.79
Retreat
−13
Tempo98.67
Power100
Fully grownLv 100
HP
190
ATK
36
DEF
28
SPD
0.56
INI
0.79
Retreat
−33
Tempo1.35
Power221

Neutralpower overtakes tempo at Lv 32

CrossoverLv 32
HP
79
ATK
18
DEF
12
SPD
38.64
INI
54.63
Retreat
−14
Tempo93.27
Power95
Fully grownLv 100
HP
165
ATK
36
DEF
28
SPD
0.56
INI
0.79
Retreat
−33
Tempo1.35
Power196

Sources

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