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Paradise Apple

Malus domestica

A thorny broadleaf tree that walls up on defense and mends its bench, playable as a native buffer across Eurasia or an invader on nearly every other continent.

XP 100%SUN 120HP 165Paradise AppleBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorAcorn Dropβš” 31β˜€ 0Stand Replacementfree1Γ— / battleretreat β˜€28speed 0.66Tannin LoadactiveCanopy GapactiveRoot Heaveβš” 26β˜€ 2Paradise Apple β€” full-size photoParadise AppleMalus domesticaLVL 100

Overview

Paradise Apple is a Broadleaf tree that fights as a durable wall: heavy armor, thorns that bite back, and a bench-healing trait late on. It is native across East Asia, Europe and South Asia and invasive on nearly every other continent β€” Africa, both coasts of North America, Oceania and South America β€” so the arena can field it either way, as a native buffer or an invasive attacker. As a tree it is one of the tougher cards here.

Moves

Its starter attack, Acorn Drop, unlocks at level 1 for 2 Sun, dealing about 25 damage as a native and 30 as an invasive and splashing damage onto the enemy bench. The free once-per-battle ability, Stand Replacement, arrives at level 25: A fire that takes the whole stand β€” the foe burns, and so do its neighbours. It is a mid-fight mend. The advanced attack, Root Heave, unlocks at level 40 for 6 Sun (20 native / 25 invasive) and saps the target, withering it as it drains. Most of your Paradise Apple sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Paradise Apple keeps two always-on traits. Thorns arrives at full strength on the level 10 riser and damages anything that strikes it in melee. Mycorrhiza arrives on the level 68 riser and heals a benched ally, but as a sustain trait it fires only about 60% of the time, so the bench mending is frequent rather than guaranteed. See Abilities.

Features

Paradise Apple is non-toxic β€” it carries no poison rider β€” but its Thorns trait does punish melee attackers once it reaches the level 10 riser, so this is contact damage rather than poison. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear further hardens an already tough card; as an invasive, offensive gear pushes its aggression. See statuses.

Stats

At level 40 Paradise Apple reads 103 HP native and 89 invasive, with ATK of 20 native versus 34 invasive β€” a wide invasive gain. DEF is 26, a broadleaf-tree wall that shrugs off hits the soft cards cannot. Its tempo is nearly even, tilted slightly late: turn 1 runs on its initiative (38) and every turn after on its marginally higher SPD (40). Retreat costs 14 Sun. As a native it gains a +15% HP cushion and projects an HP overshield onto your active while benched; 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, Paradise Apple swells to 190 HP native / 165 invasive and 36 / 71 ATK, and unlike the soft cards its DEF climbs to 60 β€” a genuine wall that keeps it standing against real hitters. Retreat rises to 28 Sun, and its tempo has sunk to about 1% of cap, so a mature tree acts last against almost anything younger. Maturing buys a great deal of durability and switches on Mycorrhiza's bench healing; it costs turn order.

Weaknesses & Resistances

As a broadleaf tree, Paradise Apple sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Paradise Apple as a wall: as a native, anchor it up front to soak hits, punish melee with Thorns, and heal the bench with Mycorrhiza once it matures; as an invasive, its much higher ATK plus the tree's bulk make it a strong, self-sustaining attacker. It is one of the better cards in this set thanks to its armor. Out of battle it pays well: it is edible with a resolved fruit, so feeding it Phosphorus pays Γ—1.25 coins, while any other nutrient banks Γ—1.25 XP. It plays as a near-even skirmisher that leans on its wall as it levels, crossing over around level 23 as a native and 24 as an invasive β€” but it is always stronger at higher levels, so there is no 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 23

CrossoverLv 23
HP
78
ATK
16
DEF
16
SPD
51.17
INI
48.08
Retreat
βˆ’10
Tempo99.25
Power100
Fully grownLv 100
HP
190
ATK
36
DEF
60
SPD
0.66
INI
0.62
Retreat
βˆ’28
Tempo1.28
Power258

Invasivepower overtakes tempo at Lv 24

CrossoverLv 24
HP
69
ATK
24
DEF
17
SPD
50.51
INI
47.46
Retreat
βˆ’10
Tempo97.97
Power100
Fully grownLv 100
HP
165
ATK
71
DEF
60
SPD
0.66
INI
0.62
Retreat
βˆ’28
Tempo1.28
Power268

Neutralpower overtakes tempo at Lv 27

CrossoverLv 27
HP
73
ATK
17
DEF
19
SPD
48.54
INI
45.61
Retreat
βˆ’11
Tempo94.15
Power98
Fully grownLv 100
HP
165
ATK
36
DEF
60
SPD
0.66
INI
0.62
Retreat
βˆ’28
Tempo1.28
Power233

Sources

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