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Sweet crab apple

Malus coronaria

A genuine broadleaf-tree wall: high DEF and a fruit crop for the bench, though its raw attack is unremarkable.

XP 100%SUN 120HP 165Sweet crab appleBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 33β˜€ 0Canopy Recruitmentfree1Γ— / battleretreat β˜€29speed 0.51Buttress RootsactiveEpicormic BudsactiveMast Bombardβš” 31β˜€ 2Sweet crab apple β€” full-size photoSweet crab appleMalus coronariaLVL 100

Overview

Sweet crab apple (Malus coronaria) is a Broadleaf tree in Supplant. A genuine broadleaf-tree wall: high DEF and a fruit crop for the bench, though its raw attack is unremarkable. It is native to Eastern North America and invasive nowhere, so it is a native-only card: a defensive buffer, never an arena attacker.

Numbers below are read at level 40, where every move in its kit has unlocked.

Moves

Its kit fills in as it levels. The starter attack, Deathshadow, unlocks at level 1 for 2 Sun: it deals 27 as a native card and 27 as an invasive one. In effect, Casts a shade nothing recovers in β€” the foe can't heal.

At level 25 it gains its free once-per-battle ability, Canopy Recruitment (no Sun cost, one use per fight): Pushes a sapling into the canopy: heal 35% and +3 ATK.

The advanced attack, Mast Bombard, arrives at level 40 for 6 Sun, dealing 24 native and 24 invasive: A mast year's worth of fruit onto the whole bench. None of its moves carry the initiative rider, so it never seizes first strike β€” turn order is decided purely by its tempo stats (see Stats).

Abilities

Every plant keeps at most two always-on traits, drawn from its category pool with the rest dropped for good. This card keeps two, and both are working traits:

  • From level 10: Buttress Roots: a buttressed trunk that cannot be pinned β€” immune to Bind.
  • From level 68: Epicormic Buds: dormant buds under the bark give it a 35% chance to survive a lethal hit and resprout at about a third health, stacking on top of the first.

For most of a card's climb it is running on the first of these alone; the second only joins late.

Features

It is non-toxic and unarmed β€” it holds no Toxin or Thorns trait, so biting it carries no chemical or thorn recoil. Its useful field gear is therefore the general kit: a Calcium/Magnesium soil amendment for flat DEF, a Cloche or Stake to ward status, and Mulch for the economy. It is not a climber, so a Moss Pole does nothing for it.

Stats

Read at level 40: HP about 103 with its +15% native cushion, DEF 26, retreat 14 Sun β€” a broadleaf tree is a DEF wall β€” its cap is set by wood density, climbing far past any herb. Its attack sits at 24. Turn order runs on two tempo stats: initiative (34) decides turn 1, and SPD (31) decides every turn after. Here initiative leads SPD, so it opens fast and then gets out-paced.

As a native it is a buffer: while benched it projects a green HP overshield bar onto your active, sized by its rarity, that soaks direct attack damage before your active's own health. It is invasive nowhere, so it never takes the attacker role.

See Stats for how each number is built.

At Level 100

By level 100 its native health reaches 190 and its attack 43, while its DEF hardens into a genuine wall (60), the payoff of its wood density. Retreat climbs to 29 Sun as it roots down, and its once-brisk tempo has sunk to near its floor. Maturing buys bulk and armor at the price of the speed it had as a seedling.

Weaknesses & Resistances

Its succession group is Competitor. It hits Ruderal cards (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5, and loses ground to Specialist cards (succulents, conifers, ferns, epiphytes), which resist it to Γ—0.667. There is no type interaction beyond this succession wheel; see weaknesses & resistances.

Gameplay uses

Play it native as a bench buffer β€” its best job is projecting an overshield onto a stronger active. It has no attacker role. It is edible with a resolved fruit part, so feeding it Phosphorus (P) pays Γ—1.25 coins β€” a steady, low-effort earner. Any other nutrient banks Γ—1.25 XP instead. It leans on its speed edge until about level 18, after which its growing bulk and attack take the lead.

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 18

CrossoverLv 18
HP
71
ATK
16
DEF
14
SPD
42.42
INI
46.94
Retreat
βˆ’9
Tempo89.36
Power92
Fully grownLv 100
HP
190
ATK
43
DEF
60
SPD
0.51
INI
0.57
Retreat
βˆ’29
Tempo1.08
Power264

Neutralpower overtakes tempo at Lv 21

CrossoverLv 21
HP
65
ATK
17
DEF
15
SPD
40.89
INI
45.24
Retreat
βˆ’10
Tempo86.13
Power87
Fully grownLv 100
HP
165
ATK
43
DEF
60
SPD
0.51
INI
0.57
Retreat
βˆ’29
Tempo1.08
Power239

Sources

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