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Coastal Witch-Alder

Fothergilla gardenii

Nothing in Coastal Witch-Alder's stat line sets it apart from the other broadleaf trees in the game, so what it brings is its kit: the ability Stand Replacement, the advanced attack Deadfall and the Tannin Load and Network traits.

XP 100%SUN 120HP 460Coastal Witch-AlderBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 29β˜€ 0Stand Replacementfree1Γ— / battleretreat β˜€26speed 0.49Tannin LoadactiveNetworkactiveDeadfallβš” 44β˜€ 2Coastal Witch-Alder β€” full-size photoCoastal Witch-AlderFothergilla gardeniiLVL 100

Overview

Nothing in Coastal Witch-Alder's stat line sets it apart from the other broadleaf trees in the game, so what it brings is its kit: the ability Stand Replacement, the advanced attack Deadfall and the Tannin Load and Network traits.

Coastal Witch-Alder fights as a broadleaf tree (categories) in the Competitor succession group. It is native to Eastern North America, 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: 24.
  • Stand Replacement β€” ability, free once per battle. A fire that takes the whole stand β€” the foe burns, and so do its neighbours.
  • Deadfall β€” advanced attack, 6 Sun. The whole tree comes down. Expected damage: 40.

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.
  • Network β€” from Lv 68. While benched, it gives your active plant a gold Sun bar that is spent once the active's own Sun runs out. The bar's size follows this plant's conservation rating, Mulch makes it 25% larger, and at most 2 such bars can stack.

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)207460
HP (native)238529
ATK (neutral)1730
DEF65160
Initiative320.53
Sustained tempo (SPD)300.49
Retreat cost (Sun)1326
  • 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 13 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.

Hardiness

Roughly USDA zone 4b β€” it should come through winters that bottom out near -30 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of -2.4 Β°C to a warm edge of 26.3 Β°C, in the temperate band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Coastal Witch-Alder 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 8 as a native and at Lv 9 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 overtakes tempo at Lv 8

CrossoverLv 8
HP
83
ATK
10
DEF
15
SPD
45.92
INI
49.50
Retreat
βˆ’6
Tempo95.42
Power102
Fully grownLv 100
HP
529
ATK
30
DEF
160
SPD
0.49
INI
0.53
Retreat
βˆ’26
Tempo1.02
Power693

Neutralpower overtakes tempo at Lv 9

CrossoverLv 9
HP
76
ATK
11
DEF
17
SPD
45.43
INI
48.97
Retreat
βˆ’7
Tempo94.40
Power97
Fully grownLv 100
HP
460
ATK
30
DEF
160
SPD
0.49
INI
0.53
Retreat
βˆ’26
Tempo1.02
Power624

Sources

  1. Fothergilla gardenii on iNaturalist
  2. Fothergilla gardenii on Wikipedia
  3. Fothergilla gardenii on Plants of the World Online