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Siberian crab apple

Malus baccata

Nothing in Siberian crab apple's stat line sets it apart from the other broadleaf trees in the game, so what it brings is its kit: the ability Leaf Litter, the advanced attack Out on a Limb and the Tannin Load and Epicormic Buds traits.

XP 100%SUN 120HP 349Siberian crab appleBroadleaf tree★★★★★CompetitorAcorn Drop⚔ 33☀ 0Leaf Litterfree1× / battleretreat ☀32speed 0.58Tannin LoadactiveEpicormic BudsactiveOut on a Limb⚔ 54☀ 2Siberian crab apple — full-size photoSiberian crab appleMalus baccataLVL 100

Overview

Nothing in Siberian crab apple's stat line sets it apart from the other broadleaf trees in the game, so what it brings is its kit: the ability Leaf Litter, the advanced attack Out on a Limb and the Tannin Load and Epicormic Buds traits.

Siberian crab apple fights as a broadleaf tree (categories) in the Competitor succession group. It is native to East Asia and South Asia, where it plays as a buffer, and invasive in Europe, Eastern North America and Western 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.

  • Acorn Drop — starter attack, 2 Sun. Drops mast — also nicks the bench. Expected damage: 26, or 30 where it is invasive.
  • Leaf Litter — ability, free once per battle. Buries the ground in litter — the foe's whole bench withers. Where it is invasive, this slot holds Climax Community instead: The forest as it ends up: heal 70% and +5 ATK.
  • Out on a Limb — advanced attack, 6 Sun. Two swings from the same limb. Expected damage: 40, or 46 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).

  • Tannin Load — from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • Epicormic Buds — from Lv 68. Once per battle, when it would be knocked out, it has a 35% chance to survive at 35% of its max HP, shedding every status.

Items and economy

  • It is edible, so in a wild battle it earns 4 coins for every turn it spends on your team. It is eaten for its fruit or seeds, so a Phosphorus amendment raises those coins by 25%; an N/P/K amendment that doesn't match earns 25% more battle XP instead.
  • A Ca/Mg amendment adds +2 DEF.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 11 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)162349
HP (native)186401
ATK (neutral)2343
ATK (invasive)3366
DEF65160
Initiative320.53
Sustained tempo (SPD)350.58
Retreat cost (Sun)1632
  • DEF is diminishing armour: a hit is scaled by ATK ÷ (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 slower 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 — which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 16 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

Its measured range runs from a cold edge of -16.9 °C to a warm edge of 23.7 °C, in the boreal band, and it is wide-ranging. 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 range×2
In rangeit survives here, but near one of its edges×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

Siberian crab apple is in the Competitor group (weaknesses and resistances). Its hits land at ×1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at ×0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at ×1.5 and Ruderal plants at ×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 10 as a native, at Lv 11 as an invasive and at Lv 12 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 10

CrossoverLv 10
HP
78
ATK
14
DEF
18
SPD
52.50
INI
48.29
Retreat
−7
Tempo100.79
Power103
Fully grownLv 100
HP
401
ATK
43
DEF
160
SPD
0.58
INI
0.53
Retreat
−32
Tempo1.11
Power572

Invasivepower overtakes tempo at Lv 11

CrossoverLv 11
HP
71
ATK
17
DEF
20
SPD
51.92
INI
47.76
Retreat
−8
Tempo99.68
Power100
Fully grownLv 100
HP
349
ATK
66
DEF
160
SPD
0.58
INI
0.53
Retreat
−32
Tempo1.11
Power543

Neutralpower overtakes tempo at Lv 12

CrossoverLv 12
HP
74
ATK
15
DEF
21
SPD
51.35
INI
47.23
Retreat
−8
Tempo98.58
Power102
Fully grownLv 100
HP
349
ATK
43
DEF
160
SPD
0.58
INI
0.53
Retreat
−32
Tempo1.11
Power520

Sources

  1. Malus baccata on iNaturalist
  2. Malus baccata on Wikipedia
  3. Malus baccata on Plants of the World Online