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Sycomore fig

Ficus sycomorus

The sycomore fig is an African broadleaf-tree card that plays as a durable native wall and a harder-hitting invasive attacker in Europe.

XP 100%SUN 120HP 165Sycomore figBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorWhompβš” 46β˜€ 0Leaf Litterfree1Γ— / battleretreat β˜€33speed 0.56Buttress RootsactiveHeartwood CoreactiveRoot Heaveβš” 29β˜€ 2Sycomore fig β€” full-size photoSycomore figFicus sycomorusLVL 100

Overview

The sycomore fig is a broadleaf-tree card. It is native to Africa and invasive in Europe, and those two ranges set its two roles: in its African home range it plays as a native buffer and armored wall, while in Europe it becomes an invasive attacker. Like other tree categories, it is built around bulk and rising armor rather than speed.

Moves

Its opening attack is Whomp, unlocked at level 1 for 2 Sun; it hits for 39 as a native and 39 as an invasive. Its free once-per-battle ability, Leaf Litter, unlocks at level 25, costs no Sun and deals no damage β€” it withers the foe's entire bench. The advanced attack Root Heave unlocks at level 40 for 6 Sun, dealing 22 native or 22 invasive, and traps the foe so it cannot retreat. None of its moves carry an initiative rider. Read more at moves.

Abilities

This card keeps two always-on traits from its ability risers. Buttress-roots arrives on the level 10 riser and makes it immune to Bind: it cannot be trapped or held in place, and can always retreat when it wants to. Heartwood-core stacks on top at level 68, adding extra DEF that grows with level to as much as +8 DEF by level 100 β€” a late-game wall-hardener that is small when it first arrives. Both take full effect the moment they unlock and, unlike the once-per-battle ability move, need no activation and are in force for the whole match once reached. For most of a card's climb it holds only buttress-roots, gaining heartwood-core only in the late game.

Features

As a broadleaf-tree it is one of the canopy-tree cards: benched behind your active, it backs that plant with a gold Sun overshield bar (see Stats). It is not a climber, so it cannot take a Moss Pole. The field gear that suits it best is a calcium/magnesium soil amendment, which adds flat DEF and pushes an already-hard tree further toward a wall; for economy, phosphorus fertilizer matches its edible fruit (see Gameplay uses).

Stats

At the snapshot level 40 it carries 103 HP as a native, DEF of 19, and a retreat cost of 16 Sun. Its tempo is split: initiative of 24 orders turn 1, and SPD of 34 orders every turn after. Because its SPD sits above its initiative, it is a slow opener that finds its footing on the sustained tempo rather than a first-strike card. As a native it gains the +15% HP cushion and, while benched, projects an HP overshield onto your active. As an invasive its attack climbs from 26 to 26, but each damaging hit it lands costs it Faustian self-damage to its own bench, and a knockout hands the opponent 2 prizes. See stats.

At Level 100

Left to mature to level 100, it becomes a genuine wall: DEF climbs to 41 and native HP swells to 190, while the retreat cost rises to 33 Sun as the old tree roots in. The inverted tempo, high in a seedling, has sunk to roughly its 1% floor by then, so the mature tree almost always moves last. Maturing buys durability and hitting power at the cost of nearly all its turn-order edge.

Weaknesses & Resistances

As a broadleaf-tree it is a Competitor. It deals Γ—1.5 to Ruderal cards β€” annual forbs, grasses, aquatics and bulbs β€” and takes Γ—1.5 from Specialists (succulents, conifers, ferns, epiphytes), whose armor also resists its own hits down to Γ—0.667. Against other Competitors and the neutral Weird group it trades evenly. See weaknesses & resistances.

Gameplay uses

Native, it is a solid single-player wall: high HP, rising DEF and a bench-withering ability make it a dependable anchor that soaks hits while your attackers work, and the trap on its advanced attack pins a foe that wants to flee. Invasive, it trades some HP for a real step up in ATK and becomes a straightforward beater, though the Faustian bench damage and extra prizes make it costly to field carelessly. Its fruit is edible: feed it phosphorus fertilizer (the fruit match) for a Γ—1.25 coin bonus, or any other nutrient for a Γ—1.25 XP boost. As a bulk-rich tree its power outweighs its tempo from a low level β€” around level 15 β€” after which its bulk and attack are what carry it, so leveling only makes it a better heavyweight.

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 overtakes tempo at Lv 15

CrossoverLv 15
HP
66
ATK
17
DEF
9
SPD
48.16
INI
34.03
Retreat
βˆ’9
Tempo82.19
Power83
Fully grownLv 100
HP
190
ATK
47
DEF
41
SPD
0.56
INI
0.40
Retreat
βˆ’33
Tempo0.96
Power245

Invasivepower overtakes tempo at Lv 19

CrossoverLv 19
HP
63
ATK
18
DEF
11
SPD
45.92
INI
32.45
Retreat
βˆ’10
Tempo78.37
Power82
Fully grownLv 100
HP
165
ATK
47
DEF
41
SPD
0.56
INI
0.40
Retreat
βˆ’33
Tempo0.96
Power220

Neutralpower overtakes tempo at Lv 19

CrossoverLv 19
HP
63
ATK
18
DEF
11
SPD
45.92
INI
32.45
Retreat
βˆ’10
Tempo78.37
Power82
Fully grownLv 100
HP
165
ATK
47
DEF
41
SPD
0.56
INI
0.40
Retreat
βˆ’33
Tempo0.96
Power220

Sources

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