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Ficus Alii

Ficus spp.

Ficus Alii is the hardest-hitting broadleaf tree in the game, with an ATK of 31 at Lv 40. Its sustained tempo stands out too: no more than 1 in 8 of the category sit as low as 10.

XP 100%SUN 120HP 440Ficus AliiBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 39β˜€ 0Canopy Recruitmentfree1Γ— / battleretreat β˜€32speed 0.17Tannin LoadactiveMycorrhizaactiveCanopy Closureβš” 39β˜€ 2Ficus AliiFicus spp.LVL 100

Overview

Ficus Alii is the hardest-hitting broadleaf tree in the game, with an ATK of 31 at Lv 40. Its sustained tempo stands out too: no more than 1 in 8 of the category sit as low as 10.

Ficus Alii fights as a broadleaf tree (categories) in the Competitor succession group. It is native to Africa, East Asia, Europe, Eastern North America, Western North America, Oceania, South America and South Asia, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (nativity).

Moves

Every card has three move slots (moves): a starter attack from Lv 1, a free once-per-battle ability from Lv 25 and an advanced attack from Lv 40. Damage is the expected hit at Lv 40, before the target's DEF and the succession wheel.

  • Deathshadow β€” starter attack, 2 Sun. Casts a shade nothing recovers in β€” the foe can't heal. Expected damage: 29.
  • Canopy Recruitment β€” ability, free once per battle. Pushes a sapling into the canopy: heal 35% and +3 ATK.
  • Canopy Closure β€” advanced attack, 6 Sun. Closes the canopy β€” nothing below it recovers. Expected damage: 29.

Always-on traits

Always-on traits arrive on two trait risers, Lv 10 and Lv 68, one trait on each; anything else its category offered is dropped for good (abilities).

  • Tannin Load β€” from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • Mycorrhiza β€” from Lv 68. Each checkup, active or benched, it has a 60% chance to heal your lowest-HP injured benched plant by 4% of that plant's max HP, paying the Sun itself. Mulch makes the heal 25% larger.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • A Ca/Mg amendment adds +2 DEF.

Stats

Every number here is the card without per-card genetics, which nudge HP, ATK, sustained tempo, initiative, retreat cost and DEF on the plant you actually own (stats). HP, ATK, DEF and retreat climb in a straight line from Lv 1 to Lv 100, while both tempo stats fall. A native's ATK is the neutral figure.

StatLv 40Lv 100
HP (neutral)198440
HP (native)227506
ATK (neutral)3158
DEF48116
Initiative250.41
Sustained tempo (SPD)100.17
Retreat cost (Sun)1632
  • DEF is diminishing armour: a hit is scaled by ATK Γ· (ATK + DEF), so a strong attacker pushes through armour a weak one can't, and Poison ignores DEF entirely.
  • Tempo: initiative decides who acts first on turn 1 and sustained tempo decides every turn after; it opens faster than it cruises. In a wild battle, a tie goes to you. Both fall as it grows, and by Lv 100 every plant is down to a fraction of a point β€” which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 16 Sun at Lv 40, and after it enters the active slot it must stay 1 turn before it can switch out.
  • Sun is what attacks cost. Its bar holds 120, and an empty bar leaves it unable to attack, though its free ability still works.
  • Refilling: out of battle it regains one Sun every 15 minutes at Lv 1, rising to 3 times that pace by Lv 45. Above Lv 52 it also regains Sun during battle, up to 4 a turn at Lv 100, and from Lv 85 its starter attack is free and its advanced attack costs 2 Sun.
  • Benched as a native, it adds a green overshield bar to your active plant sized by its conservation status (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.

Succession matchups

Ficus Alii is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal plants at Γ—0.67. Everything else is neutral.

Playing it

  • As a native it is a buffer: its HP cushion, and the overshield bar it lends your active plant from the bench, are what it adds to a team.
  • Over its life, its power overtakes its tempo at Lv 1 as a native and at Lv 2 neutral: below that level it plays as a fast skirmisher, above it as a heavyweight. Its HP, ATK and DEF only grow as it levels, so the crossover is never a reason to hold it back. The Total power gallery below shows each crossover, with the card at that level and fully grown.

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 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.

Nativepower-favored from the start

SeedlingLv 1
HP
46
ATK
14
DEF
4
SPD
16.81
INI
41.44
Retreat
βˆ’5
Tempo58.25
Power59
Fully grownLv 100
HP
506
ATK
58
DEF
116
SPD
0.17
INI
0.41
Retreat
βˆ’32
Tempo0.58
Power648

Neutralpower overtakes tempo at Lv 2

CrossoverLv 2
HP
44
ATK
14
DEF
5
SPD
16.64
INI
41.03
Retreat
βˆ’5
Tempo57.67
Power58
Fully grownLv 100
HP
440
ATK
58
DEF
116
SPD
0.17
INI
0.41
Retreat
βˆ’32
Tempo0.58
Power582

Sources

  1. Ficus spp. on iNaturalist
  2. Ficus spp. on Wikipedia
  3. Ficus spp. on Plants of the World Online