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Blue Holly.

Ilex meserveae

Blue Holly. keeps a slower pace than most shrubs: fewer than 1 in 10 shrubs in the game sit as low as its sustained tempo of 8 at Lv 40.

XP 100%SUN 120HP 346Blue Holly.Shrubβ˜…β˜…β˜…β˜…β˜…CompetitorDrupe Dropβš” 33β˜€ 0Bramble Barrierfree1Γ— / battleretreat β˜€31speed 0.13SclerophyllyactiveSapromyophilyactiveThorn Wallβš” 44β˜€ 2Blue Holly.Ilex meserveaeLVL 100

Overview

Blue Holly. keeps a slower pace than most shrubs: fewer than 1 in 10 shrubs in the game sit as low as its sustained tempo of 8 at Lv 40.

Blue Holly. fights as a shrub (categories) in the Competitor succession group. It has no recorded native or invasive range, so it plays neutral wherever it turns up, with neither the native HP cushion nor the invasive attack edge (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.

  • Drupe Drop β€” starter attack, 2 Sun. Drops fruit β€” also nicks the bench. Expected damage: 27.
  • Bramble Barrier β€” ability, free once per battle. A wall of thorns β€” the foe withers against it.
  • Thorn Wall β€” advanced attack, 6 Sun. A bristling, draining blow. Expected damage: 37.

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).

  • Sclerophylly β€” from Lv 10. It takes 3 less damage from every direct hit.
  • Sapromyophily β€” from Lv 68. Whenever the game picks one plant on its side at random β€” the target of a Seed Rain or of incoming Spore-drift, or the ally sent in when a shove forces the active plant out β€” it picks this one. A lone wild plant leaves no choice to make, so it pays off on a full bench.

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.

StatLv 40Lv 100
HP (neutral)161346
ATK (neutral)2443
DEF54130
Initiative140.22
Sustained tempo (SPD)80.13
Retreat cost (Sun)1531
  • 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 15 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.

Hardiness

Roughly USDA zone 4b β€” it should come through winters that bottom out near -31 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 -2.8 Β°C to a warm edge of 24.1 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

Blue Holly. 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

  • Neutral everywhere, it brings its base stats, its kit and its traits, with no stance bonus either way.
  • Over its life, its power leads its tempo from Lv 1, so it plays as a heavyweight from the start. 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.

Neutralpower-favored from the start

SeedlingLv 1
HP
40
ATK
11
DEF
4
SPD
12.80
INI
22.45
Retreat
βˆ’5
Tempo35.25
Power50
Fully grownLv 100
HP
346
ATK
43
DEF
130
SPD
0.13
INI
0.22
Retreat
βˆ’31
Tempo0.35
Power488

Sources

  1. Ilex meserveae on iNaturalist
  2. Ilex meserveae on Wikipedia
  3. Ilex meserveae on Plants of the World Online