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False olive

Phillyrea angustifolia

A native-only evergreen shrub that buffers the bench, chips attackers and taunts late.

XP 100%SUN 120HP 203False oliveShrubβ˜…β˜…β˜…β˜…β˜…CompetitorDrupe Dropβš” 32β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€41speed 0.56Extrafloral NectariesactiveSapromyophilyactiveCoppice Comebackβš” 29β˜€ 2False olivePhillyrea angustifoliaLVL 100

Overview

False olive is a tough evergreen Mediterranean shrub native to Africa and Europe and invasive nowhere on record β€” a native-only buffer with a slightly larger health floor than most shrubs.

Moves

The kit unlocks in three stages, so most cards below the level-40 snapshot are still filling it in. The starter, Drupe Drop, is there from level 1 at 2 Sun β€” Drops fruit β€” also nicks the bench. It lands for 26 damage. The free once-per-battle ability, Arrested Succession, comes online at level 25: Stops the forest before it starts β€” the foe stalls and can't heal. The advanced attack, Coppice Comeback, arrives at level 40 for 6 Sun and hits for 23 β€” Cut it down and it returns β€” heal 35%.

Abilities

This card keeps two always-on traits, drawn from its category pool and read straight off its schedule (the rest of the pool is dropped for good). The first is live for most of the card's life; the second stacks on late.

  • Extrafloral Nectaries (from level 10) β€” nectar glands recruit ant bodyguards: every enemy that lands a damaging hit is chipped for about 3% of its own maximum health in return.
  • Lure (from level 68) β€” Sapromyophily, a carrion-scented taunt. Wherever the game would single out one victim from a group β€” a forced swap, a splash of spores β€” this plant draws that pick onto itself instead of an ally, shielding the bench. It does nothing against a lone wild plant (there is no choice to steal).

Features

It is not a climber, so no Moss Pole. A Calcium/Magnesium amendment adds flat DEF on top of its shrub cover; a Cloche wards it from chemical recoil when it dives onto a defended plant. See field gear.

Stats

Read at the level-40 snapshot, where every slot is unlocked, it shows 121 HP with 13 DEF, 19 Sun to retreat, and tempo pips of 23 initiative (which orders turn 1) and 34 SPD (every turn after). It holds no invasive range in any tracked region, so it is a native-only card: it plays as a buffer, taking a +15% health cushion and, while benched, projecting a green overshield bar onto your active. There is no attacker scenario to build for it. Damage is diminishing armour β€” a hit scales by its attack over attack-plus-DEF, so a big attacker punches through cover a small one cannot, and poison ignores DEF entirely. See stats and the overshield.

At Level 100

By level 100 the floor-to-cap law has carried it well past that snapshot: health rises to 233 (native) / 203 (invasive), attack to 39 / 44, and retreat stiffens to 41 Sun as it roots down. DEF firms to 28, a mid-band shrub's worth of cover, and the inverted tempo has sunk to about 1% of cap. It keeps getting stronger as it levels; the speed it sheds is only a minor turn-order edge.

Hardiness

Roughly USDA zone 6a β€” it should come through winters that bottom out near -22 Β°C. Colder than that and it wants shelter, a wall, or a winter indoors. In its own terms it runs from a cold edge of 2.5 Β°C to a warm edge of 25.5 Β°C, a Subtropical band. Somewhere near the cold edge it will want a sheltered spot or a wall; below it, protection or a winter indoors. Treat the zone as a rough guide, not a promise: it comes from a regression whose error runs a little over one full zone, which is why the card hedges it as roughly.

The card's climate chip is the player-facing form of all that β€” it reads your current location, not the plant's homeland, so it changes as you travel.

ChipWhat it meansBattle XP
Thrives hereyour local winter low and summer heat both sit inside its rangex2
In rangeit survives where you are but sits near one of its edgesx1.25
Colder than its rangeyour winters drop below what it tolerates; outdoors it needs protectionno bonus
Hotter than its rangeyour summers run past its warm edgeno bonus

The chip's only effect is on battle XP: a card that thrives or sits in range banks a multiplier when it fights, and nothing else β€” damage, stats, growth speed, catch rate and the coin economy are all untouched by climate. A reading of colder than its range is usually just a fact about the winter outside your window, not a verdict on the plant.

Weaknesses & Resistances

On the succession wheel this is a Competitor. It strikes Ruderal cards β€” annual forbs, grasses, aquatics and bulbs β€” for Γ—1.5 damage, and takes Γ—1.5 in return from Specialist cards β€” succulents, conifers, ferns and epiphytes. Every other matchup is neutral.

Gameplay uses

Bench it as a native buffer: the overshield it projects, plus its ant-guard chip on attackers and a late taunt, make it a genuinely annoying card to attack through. Its own offence is modest, so it earns coins rather than carrying battles. A solid support and collection card. Inedible, so fertilizer banks XP.

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 14

CrossoverLv 14
HP
73
ATK
15
DEF
7
SPD
48.72
INI
33.35
Retreat
βˆ’10
Tempo82.07
Power85
Fully grownLv 100
HP
233
ATK
39
DEF
28
SPD
0.56
INI
0.38
Retreat
βˆ’41
Tempo0.94
Power259

Neutralpower overtakes tempo at Lv 17

CrossoverLv 17
HP
68
ATK
15
DEF
8
SPD
47.04
INI
32.20
Retreat
βˆ’11
Tempo79.24
Power80
Fully grownLv 100
HP
203
ATK
39
DEF
28
SPD
0.56
INI
0.38
Retreat
βˆ’41
Tempo0.94
Power229

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)