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Japanese larch

Larix kaempferi

Japanese larch is quicker off the mark than almost any other conifer: fewer than 1 in 20 conifers in the game reach its initiative of 56 at Lv 40. Its ATK stands out too: no more than 1 in 7 of the category sit as low as 15.

XP 100%SUN 120HP 473Japanese larchConiferβ˜…β˜…β˜…β˜…β˜…SpecialistSmothering Pollenβš” 27β˜€ 0Fire-Climax Forestfree1Γ— / battleretreat β˜€39speed 0.68PhotosynthesisactiveSpore-driftactiveResin Floodβš” 24β˜€ 2Japanese larch β€” full-size photoJapanese larchLarix kaempferiLVL 100

Overview

Japanese larch is quicker off the mark than almost any other conifer: fewer than 1 in 20 conifers in the game reach its initiative of 56 at Lv 40. Its ATK stands out too: no more than 1 in 7 of the category sit as low as 15.

Japanese larch fights as a conifer (categories) in the Specialist succession group. It is native to East Asia, where it plays as a buffer, and invasive in Europe and Eastern North America, where it plays as an attacker. Anywhere else it plays neutral, 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.

  • Smothering Pollen β€” starter attack, 2 Sun. A pollen fog settles over the foe's whole bench. Expected damage: 23, or 27 where it is invasive.
  • Fire-Climax Forest β€” ability, free once per battle. A forest that needs to burn β€” the foe is set alight, and the fire spreads home too.
  • Resin Flood β€” advanced attack, 6 Sun. Floods the foe in resin until it sets β€” pinned, and weakened. Expected damage: 21, or 25 where it is invasive.

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).

  • Photosynthesis β€” from Lv 10. Each checkup in sunny weather it has a 60% chance to heal 1.5% of its max HP, paid for in Sun, and to shed a stack of Poison or Wither. A Ca/Mg amendment makes the heal 25% larger.
  • Spore-drift β€” from Lv 68. Each checkup it chips one opposing benched plant for 25% of its own ATK. A wild plant has no bench, so on your team it only works in the arena, while a wild plant that carries it chips your bench. A Sulfur amendment or a Cloche on the target blocks it.

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 and makes its Photosynthesis heal 25% more.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 12 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)214473
HP (native)246544
ATK (neutral)1525
ATK (invasive)2651
DEF54131
Initiative560.92
Sustained tempo (SPD)410.68
Retreat cost (Sun)1839
  • 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 18 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.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 5a β€” it should come through winters that bottom out near -29 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 -1.7 Β°C to a warm edge of 19.7 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

Japanese larch is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 14 as a native, at Lv 16 as an invasive and at Lv 17 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 14

CrossoverLv 14
HP
116
ATK
11
DEF
21
SPD
58.74
INI
80.12
Retreat
βˆ’9
Tempo138.86
Power139
Fully grownLv 100
HP
544
ATK
25
DEF
131
SPD
0.68
INI
0.92
Retreat
βˆ’39
Tempo1.60
Power661

Invasivepower overtakes tempo at Lv 16

CrossoverLv 16
HP
110
ATK
15
DEF
23
SPD
57.39
INI
78.28
Retreat
βˆ’10
Tempo135.67
Power138
Fully grownLv 100
HP
473
ATK
51
DEF
131
SPD
0.68
INI
0.92
Retreat
βˆ’39
Tempo1.60
Power616

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
114
ATK
12
DEF
25
SPD
56.71
INI
77.36
Retreat
βˆ’10
Tempo134.07
Power141
Fully grownLv 100
HP
473
ATK
25
DEF
131
SPD
0.68
INI
0.92
Retreat
βˆ’39
Tempo1.60
Power590

Sources

  1. Larix kaempferi on iNaturalist
  2. Larix kaempferi on Wikipedia
  3. Larix kaempferi on Plants of the World Online