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Fetter-bush

Leucothoe fontanesiana

A shade shrub that plays either role but hits softly, leaning on shrub armor and a heal more than on damage.

XP 100%SUN 120HP 203Fetter-bushShrubβ˜…β˜…β˜…β˜…β˜…CompetitorSnarlβš” 33β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€27speed 0.55Extrafloral NectariesactiveLignotuberactiveThicketβš” 38β˜€ 2🍁Fetter-bushLeucothoe fontanesianaLVL 100

Overview

Fetter-bush is an evergreen Shrub that fights as a low-damage, moderately armored trader. It is native to Eastern North America and invasive in Europe, so the arena can cast it either way β€” as a native buffer for your bench or as an invasive attacker. It is a below-average hitter: its attack is soft even in the invasive role, so it earns its place through shrub armor and a heal rather than through offense. See nativity.

Moves

Its starter attack, Snarl, unlocks at level 1 and costs 2 Sun, dealing about 27 damage native / 29 invasive β€” a plain hit with no rider. The free once-per-battle ability, Arrested Succession, arrives at level 25: Stops the forest before it starts β€” the foe stalls and can't heal. Its advanced attack, Thicket, unlocks at level 40 for 6 Sun (33 / 34) and saps the target, withering it as it strikes. Most of your specimens sit below level 40, where only the starter is available. See moves.

Abilities

Fetter-bush carries one working trait per riser. Extrafloral Nectaries (level 10) bills any attacker 3% of its own max HP for contact, past DEF and the overshield. Lignotuber (level 68) makes the shrub Burn-proof β€” and a Burn thrown at it becomes a heal. See Abilities.

Features

It carries no trait keywords β€” no thorns, no toxin β€” so nothing punishes an attacker for hitting it, and it is non-toxic with no hazard ring. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear such as a Cloche or a Ca/Mg amendment stacks with its shrub armor; as an invasive, offensive gear helps offset its weak base ATK.

Stats

At level 40 it reads 121 HP native / 106 invasive, with ATK of 19 native versus 24 invasive β€” the invasive jump helps, but even so its damage is low for its cost. DEF is 11, mid in the shrub band, giving it a little real armor. Its tempo is uneven: turn 1 runs on a modest initiative (25), so it is out-paced off the mark, but every turn after runs on a higher SPD (33), so it grows relentless in a long fight. Retreat costs 14 Sun. As a native it gains a +15% HP cushion and projects a bench HP overshield; 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.

At Level 100

Matured to level 100 it swells to 233 HP native / 203 invasive and 34 / 46 ATK, and as a shrub its DEF climbs to 21 β€” a moderate wall that blunts lesser hitters, though its offense stays modest. Retreat rises to 27 Sun and its tempo sinks to roughly 1% of cap, so a mature bush acts last against almost anything younger. Maturing buys bulk and armor more than punch.

Weaknesses & Resistances

As a shrub it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and is struck for only x0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

As a native, this is a decent bench wall: its shrub armor and HP cushion prop up a fragile hitter, and its heal lets it soak for a while. As an invasive, it is a stopgap attacker at best β€” the soft ATK means it grinds rather than threatens, so lean on the withering advance to chip bulkier foes. Overall it is a serviceable but unexciting body. Its value is also economic: it is inedible, so any nutrient banks x1.25 XP rather than coins. It fights as a slow-opening skirmisher whose bulk takes over as it levels, crossing around level 14 β€” always stronger in raw stats higher up, so never 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 14

CrossoverLv 14
HP
73
ATK
13
DEF
6
SPD
47.67
INI
35.18
Retreat
βˆ’8
Tempo82.85
Power84
Fully grownLv 100
HP
233
ATK
34
DEF
21
SPD
0.55
INI
0.40
Retreat
βˆ’27
Tempo0.95
Power261

Invasivepower overtakes tempo at Lv 16

CrossoverLv 16
HP
67
ATK
15
DEF
7
SPD
46.57
INI
34.37
Retreat
βˆ’8
Tempo80.94
Power81
Fully grownLv 100
HP
203
ATK
46
DEF
21
SPD
0.55
INI
0.40
Retreat
βˆ’27
Tempo0.95
Power243

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
68
ATK
14
DEF
7
SPD
46.02
INI
33.97
Retreat
βˆ’9
Tempo79.99
Power80
Fully grownLv 100
HP
203
ATK
34
DEF
21
SPD
0.55
INI
0.40
Retreat
βˆ’27
Tempo0.95
Power231

Sources

  1. https://www.inaturalist.org/taxa/search?q=Leucothoe%20fontanesiana
  2. https://en.wikipedia.org/wiki/Leucothoe_fontanesiana
  3. https://powo.science.kew.org/results?q=Leucothoe%20fontanesiana