Ficus spp.
The Ficus Alii (Ficus spp.) is a Broadleaf tree that plays as a defensive buffer.
The Ficus Alii is an ornamental fig grown widely as a braided-trunk houseplant. In battle it plays as a Broadleaf tree. It is native to Africa, East Asia, Europe, Eastern North America, Western North America, Oceania, South America, and South Asia and listed as invasive nowhere, so it fills the defensive buffer role only.
Its kit unlocks in three stages. The starter attack, Deathshadow, is available from Level 1 and costs 2 Sun, dealing 29 as a native and 32 as an invasive. Its effect: Casts a shade nothing recovers in β the foe can't heal.
The free ability, Canopy Recruitment (Level 25), costs no Sun because it is once per battle: Pushes a sapling into the canopy: heal 35% and +3 ATK.
The advanced attack, Canopy Closure (Level 40, 6 Sun), deals 29 native and 32 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: Mycorrhiza, a roughly 60% chance each checkup to send a heal to a benched ally. 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 19 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 (21) 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 41 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.
As a broadleaf tree it is a genuine wall on defence, and a serviceable bench anchor thanks to its Network Sun bar and Mycorrhiza bench heal. Its attack is unremarkable, so lean on it to soak damage and support the bench rather than to close games. 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 12: 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.