Cabbagetree is less armoured than almost any other broadleaf tree: fewer than 1 in 50 broadleaf trees in the game sit as low as its DEF of 32 at Lv 40. Its ATK stands out too: no more than 1 in 5 of the category sit as low as 16.
Overview
Cabbagetree is less armoured than almost any other broadleaf tree: fewer than 1 in 50 broadleaf trees in the game sit as low as its DEF of 32 at Lv 40. Its ATK stands out too: no more than 1 in 5 of the category sit as low as 16.
Cabbagetree fights as a broadleaf tree (categories) in the Competitor succession group.
It is native to Africa, where it plays as a buffer. It is invasive nowhere on record, so it never takes the attacker role; anywhere else it plays neutral (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.
- Raysteal β starter attack, 2 Sun. Takes the light by force β strike and heal 10%. Expected damage: 29.
- Stand Replacement β ability, free once per battle. A fire that takes the whole stand β the foe burns, and so do its neighbours.
- Out on a Limb β advanced attack, 6 Sun. Two swings from the same limb. Expected damage: 34.
Raysteal carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.
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 β from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
- Canopy Gap β from Lv 68. Splash and spread damage cannot reach it on the bench.
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 leaves, so a Nitrogen 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.
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.
| Stat | Lv 40 | Lv 100 |
|---|
| HP (neutral) | 195 | 434 |
| HP (native) | 224 | 499 |
| ATK (neutral) | 16 | 28 |
| DEF | 32 | 75 |
| Initiative | 26 | 0.43 |
| Sustained tempo (SPD) | 14 | 0.23 |
| Retreat cost (Sun) | 18 | 38 |
- DEF is diminishing armour: a hit is scaled by ATK Γ· (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 faster 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 β which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
- Retreat: switching it out costs 18 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 (Data Deficient): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
Succession matchups
Cabbagetree is in the Competitor group (weaknesses and resistances). Its hits land at Γ1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ1.5 and Ruderal plants at Γ0.67. 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.
- Over its life, its power overtakes its tempo at Lv 4 as a native and at Lv 5 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 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.
Nativepower overtakes tempo at Lv 4
CrossoverLv 4
- HP
- 60
- ATK
- 10
- DEF
- 6
- SPD
- 22.31
- INI
- 42.13
- Retreat
- β6
Fully grownLv 100
- HP
- 499
- ATK
- 28
- DEF
- 75
- SPD
- 0.23
- INI
- 0.43
- Retreat
- β38
Neutralpower overtakes tempo at Lv 5
CrossoverLv 5
- HP
- 56
- ATK
- 10
- DEF
- 7
- SPD
- 22.08
- INI
- 41.69
- Retreat
- β6
Fully grownLv 100
- HP
- 434
- ATK
- 28
- DEF
- 75
- SPD
- 0.23
- INI
- 0.43
- Retreat
- β38