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Dwarf Mountain pine

Pinus mugo

Dwarf Mountain pine is better armoured than most conifers: fewer than 1 in 10 conifers in the game reach its DEF of 65 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 10 of the category sit as low as 4.

XP 100%SUN 120HP 416Dwarf Mountain pineConiferβ˜…β˜…β˜…β˜…β˜…SpecialistLimb Lashβš” 50β˜€ 0BorealEstablishmentfree1Γ— / battleretreat β˜€33speed 0.07Xylem TracheidsactiveNetworkactiveCone Capβš” 26β˜€ 2Dwarf Mountain pine β€” full-size photoDwarf Mountain pinePinus mugoLVL 100

Overview

Dwarf Mountain pine is better armoured than most conifers: fewer than 1 in 10 conifers in the game reach its DEF of 65 at Lv 40. Its sustained tempo stands out too: fewer than 1 in 10 of the category sit as low as 4.

Dwarf Mountain pine fights as a conifer (categories) in the Specialist succession group. It is native to Europe, 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.

  • Limb Lash β€” starter attack, 2 Sun. Two lashes from a heavy limb. Expected damage: 38.
  • Boreal Establishment β€” ability, free once per battle. Takes hold in cold ground: heal 35%, and the foe can't heal.
  • Cone Cap β€” advanced attack, 6 Sun. Caps the foe under a cone β€” it stalls and can't heal. Expected damage: 21.

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).

  • Xylem Tracheids β€” from Lv 10. It takes 3 less damage from every direct hit.
  • Network β€” from Lv 68. While benched, it gives your active plant a gold Sun bar that is spent once the active's own Sun runs out. The bar's size follows this plant's conservation rating, Mulch makes it 25% larger, and at most 2 such bars can stack.

Items and economy

  • It is not edible, so an N/P/K amendment on it earns 25% more battle XP.
  • 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.

StatLv 40Lv 100
HP (neutral)191416
HP (native)220479
ATK (neutral)2238
DEF65160
Initiative100.17
Sustained tempo (SPD)40.07
Retreat cost (Sun)1633
  • 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 16 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.

Hardiness

Roughly USDA zone 2b β€” it should come through winters that bottom out near -40 Β°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 -8.7 Β°C to a warm edge of 18.5 Β°C, in the cool-temperate 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 rangeΓ—2
In rangeit survives here, but near one of its edgesΓ—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

Dwarf Mountain pine is in the Specialist group (weaknesses and resistances). Its hits land at Γ—1.5 on Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) and at Γ—0.67 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs). In return, Ruderal plants hit it at Γ—1.5 and Competitor plants at Γ—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.
  • Over its life, its power leads its tempo from Lv 1, so it plays as a heavyweight from the start. 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 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-favored from the start

SeedlingLv 1
HP
52
ATK
11
DEF
4
SPD
7.33
INI
16.59
Retreat
βˆ’5
Tempo23.92
Power62
Fully grownLv 100
HP
479
ATK
38
DEF
160
SPD
0.07
INI
0.17
Retreat
βˆ’33
Tempo0.24
Power644

Neutralpower-favored from the start

SeedlingLv 1
HP
45
ATK
11
DEF
4
SPD
7.33
INI
16.59
Retreat
βˆ’5
Tempo23.92
Power55
Fully grownLv 100
HP
416
ATK
38
DEF
160
SPD
0.07
INI
0.17
Retreat
βˆ’33
Tempo0.24
Power581

Sources

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