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Italian stone pine

Pinus pinea

An armored conifer that heals in sun and shields the bench with Sun late β€” a European native or a southern invader.

XP 100%SUN 120HP 240Italian stone pineConiferβ˜…β˜…β˜…β˜…β˜…SpecialistRaystealβš” 37β˜€ 0Resin Sealfree1Γ— / battleretreat β˜€39speed 0.50Resin CanalsactiveNeedle DuffactiveDuff Diveβš” 32β˜€ 2Italian stone pinePinus pineaLVL 100

Overview

Italian stone pine is a Conifer that fights as an armored wall: high defense, a sun heal, and a self-buff to press when it can. It is native to Europe and invasive in Africa and Oceania, so the arena can cast it either way β€” as a native buffer for your bench or as an invasive attacker. It is a genuinely sturdy card, one of the tougher options in this set.

Moves

Its starter attack, Raysteal, unlocks at level 1 and costs 2 Sun, dealing a plain hit of about 31 damage as a native and 34 as an invasive. The free once-per-battle ability, Resin Seal, comes in at level 25: Seals the wound with resin: heal 40%. It raises the pine's own attack for the rest of the fight. The advanced attack, Duff Dive, unlocks at level 40 for 6 Sun (26 native / 28 invasive) and lands a straightforward, heavier hit. Most of your pines sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.

Abilities

Italian stone pine keeps two always-on traits. Photosynthesis arrives on the level 10 riser and heals it in sun, though it triggers only about 60% of the time. Network arrives on the level 68 riser: as a canopy tree, from the bench it projects a gold Sun overshield bar onto your active plant every turn, giving a benched pine real support value late. See Abilities.

Features

It carries no offensive trait keywords, so nothing punishes an attacker for hitting it. It is non-toxic: no contact recoil, no hazard ring. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. Its natural bulk means field gear can go either way β€” DEF gear as a native wall, offensive gear to sharpen the invasive attack.

Stats

At level 40 the pine reads 140 HP as a native and 122 as an invasive, with ATK of 22 native versus 29 invasive β€” a solid invasive jump. DEF is 20, high in the conifer band, so it soaks hits far better than the herbs and succulents around it. Its tempo is slightly back-loaded: turn 1 runs on a lower initiative (28) and every turn after on a marginally higher SPD (30), so it is out-paced early and steadier later. Retreat costs 18 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, the pine climbs to 276 HP native / 240 invasive and 39 / 56 ATK, and its DEF reaches 44 β€” a conifer grows into a true armored wall, the payoff of the category. Retreat rises to 39 Sun, and its tempo has sunk to roughly 1% of cap, so it acts last but survives long enough for that not to matter. Maturity buys it real durability at the cost of speed.

Weaknesses & Resistances

As a conifer, the pine is in the Specialist succession group. It hits Competitor plants for x1.5 and is hit for only x0.667 by them; it is weak to Ruderal plants, which strike it for x1.5 while resisting its blows. Against other Specialists and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play Italian stone pine as a wall: as a native, sit it on the bench late for the Network Sun overshield and cushion, or up front to soak hits and heal in sun; as an invasive, use its buff and heavier attack to trade favorably behind that armor. It is one of the more durable cards here and holds up against Competitor-group foes. Its economy is growth-only β€” it is inedible, so any nutrient banks x1.25 XP rather than coins. It fights as a steady wall that only gets harder to move as it levels, crossing over around level 11 as a native and 13 as an invasive β€” always stronger higher up, so keep leveling it.

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 11

CrossoverLv 11
HP
74
ATK
14
DEF
8
SPD
44.75
INI
40.74
Retreat
βˆ’8
Tempo85.49
Power88
Fully grownLv 100
HP
276
ATK
39
DEF
44
SPD
0.50
INI
0.45
Retreat
βˆ’39
Tempo0.95
Power320

Invasivepower overtakes tempo at Lv 13

CrossoverLv 13
HP
69
ATK
16
DEF
9
SPD
43.76
INI
39.84
Retreat
βˆ’9
Tempo83.60
Power85
Fully grownLv 100
HP
240
ATK
56
DEF
44
SPD
0.50
INI
0.45
Retreat
βˆ’39
Tempo0.95
Power301

Neutralpower overtakes tempo at Lv 14

CrossoverLv 14
HP
71
ATK
15
DEF
9
SPD
43.26
INI
39.38
Retreat
βˆ’9
Tempo82.64
Power86
Fully grownLv 100
HP
240
ATK
39
DEF
44
SPD
0.50
INI
0.45
Retreat
βˆ’39
Tempo0.95
Power284

Sources

  1. https://www.inaturalist.org/taxa/search?q=Pinus%20pinea
  2. https://en.wikipedia.org/wiki/Pinus_pinea
  3. https://powo.science.kew.org/results?q=Pinus%20pinea