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Red Ironwood

Ochna holstii

Holst's ochna β€” the hardest-armored card here and a strong native wall.

XP 100%SUN 120HP 165Red IronwoodBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 32β˜€ 0Leaf Litterfree1Γ— / battleretreat β˜€33speed 0.56Tannin LoadactiveNetworkactiveCanopy Closureβš” 32β˜€ 2Red IronwoodOchna holstiiLVL 100

Overview

Holst's ochna carries the hardest armor in this group and a bench-withering, heal-denying kit. It is native to Africa and invasive nowhere the game tracks. So it plays only as a native buffer.

Moves

Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Deathshadow, is available from level 1 for 2 Sun. It deals 26 damage. Casts a shade nothing recovers in β€” the foe can't heal.

At level 25 it gains a free, once-per-battle ability, Leaf Litter: Buries the ground in litter β€” the foe's whole bench withers. It costs no Sun β€” its price is that you get one use per fight.

The advanced attack, Canopy Closure, arrives at level 40 for 6 Sun, dealing 26 damage. Closes the canopy β€” nothing below it recovers.

See Moves and Abilities for how the slots and Sun costs work.

Abilities

A card keeps at most two always-on traits β€” drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:

  • Tannin Load (from level 10) β€” tannins Wither any attacker that strikes it.
  • Network (from level 68) β€” while it sits on your bench it joins the fungal Network and lends your active up to two gold Sun-overshield bars β€” this works from any region, native or not.

Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.

Features

It carries no special keyword chips β€” it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.

As a hard-bodied card it makes good use of a Calcium/Magnesium soil amendment, which adds flat DEF on top of its already-solid armor. See Field gear for the amendments and how they attach.

Stats

Numbers here are read at level 40, where every slot is unlocked. It reads 32 DEF and retreats for 16 Sun.

Its opening initiative (32) and sustained Speed (34) are close, so it holds a steady tempo across the fight.

As a native it carries a +15% HP cushion (103 HP), and while it sits on your bench it projects a green HP overshield onto your active, sized by its rarity. It is invasive nowhere, so it never plays as an attacker β€” it is a buffer.

The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.

At Level 100

By level 100 it hardens into a wall. HP rises to 190 and its wood-density armor to 75 DEF, while ATK climbs to 40. It also grows more rooted β€” retreat climbs to 33 Sun β€” and its tempo sinks toward its floor, so an old tree wins by mass and armor, not by moving first.

Weaknesses & Resistances

In the succession chart its category, Broadleaf tree, is a Competitor. It deals Γ—1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ—1.5 and resist its attacks in return (Γ—0.667). Against everything else it is neutral.

The full wheel is on Weaknesses & resistances.

Gameplay uses

Native to Africa and invasive nowhere, it is a strong single-player wall and a good Network anchor. Its fruit crop adds coin income. One of the better cards in this batch.

On the economy side, it is edible (the eaten part is the fruit), so feeding it Phosphorus β€” the fertilizer that matches a fruit β€” pays Γ—1.25 coins, while any other nutrient banks Γ—1.25 XP instead.

One note on leveling: it fights as a faster skirmisher until about level 18, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β€” turn order is only a small lever β€” 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 18

CrossoverLv 18
HP
71
ATK
16
DEF
16
SPD
46.48
INI
43.63
Retreat
βˆ’10
Tempo90.11
Power93
Fully grownLv 100
HP
190
ATK
40
DEF
75
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power272

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
64
ATK
17
DEF
18
SPD
45.36
INI
42.58
Retreat
βˆ’10
Tempo87.94
Power89
Fully grownLv 100
HP
165
ATK
40
DEF
75
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power247

Sources

  1. iNaturalist β€” Ochna holstii
  2. Wikipedia β€” Ochna holstii
  3. Plants of the World Online (Kew) β€” Ochna holstii