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English walnut

Juglans regia

The English walnut (Juglans regia) is a Broadleaf tree that plays as a defensive buffer where native and an attacker where invasive.

XP 100%SUN 120HP 240English walnutBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorBranch Bashβš” 33β˜€ 0Stand Replacementfree1Γ— / battleretreat β˜€43speed 0.66Tannin LoadactiveMycorrhizaactiveCanopy Closureβš” 31β˜€ 2English walnut β€” full-size photoEnglish walnutJuglans regiaLVL 100

Overview

The English walnut is the English (Persian) walnut, a major orchard nut tree. In battle it plays as a Broadleaf tree. It is native to Europe and South Asia, where it takes the defensive buffer role, and invasive in Africa, East Asia, and Western North America, where it becomes an attacker.

Moves

Its kit unlocks in three stages. The starter attack, Branch Bash, is available from Level 1 and costs 2 Sun, dealing 28 as a native and 32 as an invasive. Its effect: Pins the foe under a fallen branch.

The free ability, Stand Replacement (Level 25), costs no Sun because it is once per battle: A fire that takes the whole stand β€” the foe burns, and so do its neighbours.

The advanced attack, Canopy Closure (Level 40, 6 Sun), deals 25 native and 29 invasive: Closes the canopy β€” nothing below it recovers. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Tannin Load, so striking it back Withers the attacker and shaves its ATK. From Level 68 a second, different trait stacks on top: Mycorrhiza, a roughly 60% chance each checkup to send a heal to a benched ally. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. A Cal-Mag (Ca/Mg) amendment stacks flat DEF onto an already-high wall for a native anchor; an invasive copy is better fed an economy fertilizer to bank coins or XP. Its edible fruit means the matching Phosphorus (P) fertilizer pays bonus coins (see Gameplay uses). See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 21 β€” the hardest armor band in the game, set by its battle category and real wood density, so a mature trunk genuinely stands as an armored wall. It retreats for 20 Sun. Turn 1 is ordered by its initiative (40) and every turn after by its SPD (40). Its opening and sustained tempo sit close together, so its turn order holds roughly steady through a fight. By nativity it splits two ways. As a native it gains a +15% HP cushion (140 HP against 122 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β€” compare 20 native ATK against 32 invasive β€” and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 it has hardened into that wall: DEF climbs to 47 as wood density asserts itself and HP swells toward 276, while its retreat cost rises to 43 Sun β€” an old tree is deeply rooted and slow to pull back. Its tempo, already unhurried, has sunk to roughly 1% of cap, so it leads no exchange late; it wins by absorbing and outlasting.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5Γ— and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5Γ— disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A broadleaf-tree wall with edible nuts and solid tree attacks. Durable, hits respectably for a tree, and earns coins on fruit fertilizer β€” one of the more complete trees in this batch. Because its edible part is a resolved fruit, feeding it Phosphorus pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead. On the total-power curve its crossover falls around Level 19 native and 22 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, so there is never a reason to hold it back.

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 19

CrossoverLv 19
HP
93
ATK
15
DEF
12
SPD
53.93
INI
53.93
Retreat
βˆ’12
Tempo107.86
Power108
Fully grownLv 100
HP
276
ATK
36
DEF
47
SPD
0.66
INI
0.66
Retreat
βˆ’43
Tempo1.32
Power316

Invasivepower overtakes tempo at Lv 22

CrossoverLv 22
HP
86
ATK
22
DEF
13
SPD
51.95
INI
51.95
Retreat
βˆ’13
Tempo103.90
Power108
Fully grownLv 100
HP
240
ATK
67
DEF
47
SPD
0.66
INI
0.66
Retreat
βˆ’43
Tempo1.32
Power311

Neutralpower overtakes tempo at Lv 23

CrossoverLv 23
HP
88
ATK
16
DEF
14
SPD
51.29
INI
51.29
Retreat
βˆ’13
Tempo102.58
Power105
Fully grownLv 100
HP
240
ATK
36
DEF
47
SPD
0.66
INI
0.66
Retreat
βˆ’43
Tempo1.32
Power280

Sources

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