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.
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.
Its three moves come online in stages, so a low-level card fields only the opener.
None of its moves seize the initiative, so it always acts on its tempo in normal turn order.
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.
Neither is a random-chance effect; both apply reliably whenever their condition is met.
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.
At the snapshot level of Lv 40:
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.
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.
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.
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.
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.