Juglans major
A slow, sturdy walnut tree that plays either arena role — a native buffer across North America or a European invader — healing benched allies and, once mature, shielding your active from the bench.
Arizona walnut is a Broadleaf tree that fights as a slow support wall: it splashes the enemy bench on its opening hit, mends through its kit, and feeds its own bench through its traits. It is native to Eastern and Western North America and invasive in Europe, so the arena can field it as a native buffer or an invasive attacker. It is sluggish but sturdy, built to support rather than race.
Its starter attack, Acorn Drop, unlocks at level 1 for 2 Sun, dealing about 25 damage as a native and 26 as an invasive while splashing the enemy bench. The free once-per-battle ability, Stand Replacement, arrives at level 25: A fire that takes the whole stand — the foe burns, and so do its neighbours. It is a mid-fight mend. The advanced attack, Forest Fire, unlocks at level 40 for 6 Sun (33 native / 34 invasive) and mends the plant as it strikes. Most of your Arizona walnut sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Arizona walnut keeps two always-on traits. Mycorrhiza arrives on the level 10 riser and heals a benched ally, but as a sustain trait it fires only about 60% of the time. Network arrives on the level 68 riser and, as a canopy tree, projects a gold Sun overshield bar onto your active from the bench; it works reliably once unlocked. See Abilities.
Arizona walnut does not hold the Toxin trait and is non-toxic, so striking it carries no contact recoil and its attacks add no poison. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear — a Cloche, or a calcium/magnesium amendment for extra DEF — thickens its already firm armor; as an invasive, offensive gear pushes its aggression. See statuses.
At level 40 Arizona walnut reads 140 HP native and 122 invasive, with ATK of 20 native versus 22 invasive — a modest gap in the invasive card's favor. DEF is 21, in the broadleaf-tree band, the firmest here, so it soaks hits like a wall where the weeds and herbs fold. Its tempo is very slow: turn 1 runs on its initiative (25), which barely leads, and every turn after on its far lower SPD (10), so it opens sluggishly and crawls in a long fight. Retreat costs 20 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, Arizona walnut swells to 276 HP native / 240 invasive and 36 / 40 ATK, and its DEF climbs to 47 — as a tree it turns into a genuine wall, buying real armor as well as health. Retreat rises to 43 Sun, and its tempo has sunk to about 1% of cap, so a mature walnut acts last against almost anything younger. Maturing buys a heavy defensive body but leaves it even slower.
As a broadleaf tree, Arizona walnut sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for ×1.5 and takes only ×0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for ×1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play Arizona walnut as a support wall from the bench: its Mycorrhiza heals a benched ally and, once mature, its Network shields your active, while its own bulk lets it take the front line when you need a body that soaks hits. As an invasive its higher ATK adds some bite, but it is a defender first, not a racer, and its dismal tempo means it almost always acts last. On economy, its fruit is edible, so feeding it Phosphorus pays ×1.25 coins, while any other nutrient banks ×1.25 XP toward faster growth. It plays as a slow bulk wall from the start, crossing over around level 1 as a native and 3 as an invasive — but it is always stronger at higher levels, so there is no reason to hold it back.
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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.