Ficus fistulosa
A native-only broadleaf tree that shields the active early and heals the bench later β a defensive support wall.
Common yellow stem fig is a Broadleaf tree that fights as an armored support wall: heavy DEF, modest damage, and traits that protect and heal your team. It is native to East Asia, Oceania and South Asia, and no invasive card exists for it, so it only ever plays the native buffer role that shields your bench. It is a strong defensive anchor and a weak attacker β build around the armor and the support.
Most of your common yellow stem figs sit below level 40, so the unlock levels matter. The starter attack, Branch Slam, unlocks at level 1 for 2 Sun, dealing about 34 damage β a plain hit. The free once-per-battle ability, Leaf Litter, arrives at level 25: Buries the ground in litter β the foe's whole bench withers. β it restores HP. The advanced attack, Out on a Limb, unlocks at level 40 for 6 Sun (40) and mends the plant as it strikes. None of its moves seize the initiative. See Moves.
Common yellow stem fig keeps two always-on traits. Network arrives full-strength on the level 10 riser and projects a gold Sun overshield bar onto your active from the bench β a canopy-tree effect that is unusually useful this early. Mycorrhiza arrives on the level 68 riser and heals a benched ally, but fires only about 60% of the time, so that healing is intermittent. See Abilities.
It carries no trait keywords and is non-toxic: no contact recoil, no poison rider, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear that stacks onto its DEF or HP fits its wall role. See Field gear.
At level 40 it reads 103 HP with ATK of 23 β the strongest attack among the figs here, though still modest. DEF is 19, well up the broadleaf-tree band, so it blunts hits well. Its tempo is a slow start into a faster cruise: turn 1 on its initiative (24), out-paced; later turns on its SPD (34), where it recovers ground. Retreat costs 16 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, it climbs to an armored wall: 190 HP and 43 ATK, with DEF reaching 41 β enough to shrug off most single blows. Retreat rises to 33 Sun and tempo has sunk to roughly 1% of cap, so it acts near-last. Maturing adds the bench heal on top of the early Sun overshield at the cost of ever being fast. See Stats.
As a tree it is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and is struck for only x0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for x1.5 while resisting its blows. Other Competitors and the off-wheel Weird group are neutral. See Weaknesses & Resistances.
Play it as a native buffer and team anchor: it is one of the few trees whose Sun overshield comes online early, so it can protect your active from level 10 while its armor soaks turns. Its damage is modest, so it wins by keeping the rest of your team alive rather than by attacking. It is inedible, so feeding it any nutrient banks x1.25 XP rather than coins, and it banks that bonus reliably. It starts slow and is carried by its bulk, with the crossover around level 16 β higher levels are always stronger, so there is no 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.