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.
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.
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.
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.
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.
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.
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.
As a broadleaf tree, Paradise Apple sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ1.5 and takes only Γ0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
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 Γ1.25 coins, while any other nutrient banks Γ1.25 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.
Leveling trades speed for power. A plantβs 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.