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Aleppo pine

Pinus halepensis

Aleppo pine is better armoured than most conifers: fewer than 1 in 10 conifers in the game reach its DEF of 71 at Lv 40. Its initiative stands out too: no more than 1 in 5 of the category reach 50.

XP 100%SUN 120HP 157Aleppo pineConifer★★★★★SpecialistWhomp⚔ 44☀ 0Old-Growth Standfree1× / battleretreat ☀40speed 0.17Evergreen CanopyactiveSpore-driftactiveConifer Conniption⚔ 52☀ 2Aleppo pine — full-size photoAleppo pinePinus halepensisLVL 100

Overview

Aleppo pine is better armoured than most conifers: fewer than 1 in 10 conifers in the game reach its DEF of 71 at Lv 40. Its initiative stands out too: no more than 1 in 5 of the category reach 50.

Aleppo pine fights as a conifer (categories) in the Specialist succession group. It is native to Africa and Europe, where it plays as a buffer, and invasive in Oceania and South America, where it plays as an attacker. Anywhere else it plays neutral, with neither the native HP cushion nor the invasive attack edge (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.

  • Whomp — starter attack, 2 Sun. The full weight of the tree, all at once. Expected damage: 38, or 40 where it is invasive.
  • Old-Growth Stand — ability, free once per battle. Ancient and immovable: heal 70%, and the foe is pinned.
  • Conifer Conniption — advanced attack, 6 Sun. Thrashes twice with stiff boughs. Expected damage: 40, or 44 where it is invasive.

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).

  • Evergreen Canopy — from Lv 10. Each checkup, active or benched, it heals 2% of its max HP.
  • Spore-drift — from Lv 68. Each checkup it chips one opposing benched plant for 25% of its own ATK. A wild plant has no bench, so on your team it only works in the arena, while a wild plant that carries it chips your bench. A Sulfur amendment or a Cloche on the target blocks it.

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 fruit or seeds, so a Phosphorus 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.
  • Catching it in a wild battle where it is invasive pays a stewardship bounty of 12 coins on top of the 30 a catch pays.

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. An invasive's HP is the neutral figure.

StatLv 40Lv 100
HP (neutral)89157
HP (native)102180
ATK (neutral)2341
ATK (invasive)2958
DEF71174
Initiative500.82
Sustained tempo (SPD)100.17
Retreat cost (Sun)1940
  • DEF is diminishing armour: a hit is scaled by ATK ÷ (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 — which is why the Lv 100 tempo column reads in decimals while the rest are whole numbers.
  • Retreat: switching it out costs 19 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 (Least Concern): 1.9% of the active's max HP. Direct attacks drain that bar before HP; Poison, Burn and recoil go straight to HP.
  • As an invasive, each damaging attack costs its lowest-HP benched ally 49 HP at Lv 40, one more per level, and in a Standard 25 arena match knocking it out is worth 2 prizes instead of 1.

Hardiness

Roughly USDA zone 6b — it should come through winters that bottom out near -20 °C. Colder than that and it wants shelter, a wall, or a winter indoors. The zone comes from a regression with an error of about one full zone, so treat it as a guide rather than a promise.

Its measured range runs from a cold edge of 3.8 °C to a warm edge of 25.5 °C, in the subtropical band. These are not the same kind of number as the zone above, which is why they look so far apart: the cold edge is how cold the coldest month typically gets across the places it grows, while a hardiness zone is quoted on the extreme annual low, and that runs far below any month's figure. The card's climate chip compares this measured range with where the player is standing, and the only thing it affects is battle XP.

ChipMeaningBattle XP
Thrives herethe local winter low and summer heat both sit inside its range×2
In rangeit survives here, but near one of its edges×1.25
Colder than its rangewinters here go below what it toleratesno bonus
Hotter than its rangesummers here run past its warm edgeno bonus

Succession matchups

Aleppo pine is in the Specialist group (weaknesses and resistances). Its hits land at ×1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at ×0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at ×1.5 and Competitor plants at ×0.67. 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.
  • As an invasive it is an attacker: its extra ATK comes with damage to its own bench on every damaging attack.
  • Over its life, its power overtakes its tempo at Lv 11 as a native and at Lv 13 as an invasive or 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 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 — native adds a HP cushion, invasive an attack edge, neutral neither — with the card at its crossover and fully grown at Lv 100.

Nativepower overtakes tempo at Lv 11

CrossoverLv 11
HP
65
ATK
14
DEF
21
SPD
15.13
INI
73.60
Retreat
−9
Tempo88.73
Power91
Fully grownLv 100
HP
180
ATK
41
DEF
174
SPD
0.17
INI
0.82
Retreat
−40
Tempo0.99
Power355

Invasivepower overtakes tempo at Lv 13

CrossoverLv 13
HP
59
ATK
17
DEF
25
SPD
14.79
INI
71.96
Retreat
−9
Tempo86.75
Power92
Fully grownLv 100
HP
157
ATK
58
DEF
174
SPD
0.17
INI
0.82
Retreat
−40
Tempo0.99
Power349

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
59
ATK
15
DEF
25
SPD
14.79
INI
71.96
Retreat
−9
Tempo86.75
Power90
Fully grownLv 100
HP
157
ATK
41
DEF
174
SPD
0.17
INI
0.82
Retreat
−40
Tempo0.99
Power332

Sources

  1. Pinus halepensis on iNaturalist
  2. Pinus halepensis on Wikipedia
  3. Pinus halepensis on Plants of the World Online