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Hollyleaf Cherry

Prunus ilicifolia

Hollyleaf Cherry is quicker off the mark than most broadleaf trees: fewer than 1 in 10 broadleaf trees in the game reach its initiative of 56 at Lv 40. Its ATK stands out too: no more than 1 in 5 of the category sit as low as 16.

XP 100%SUN 120HP 401Hollyleaf CherryBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorThornsLimb Lashβš” 44β˜€ 0Nurse Logfree1Γ— / battleretreat β˜€24speed 0.53ThornsactiveMycorrhizaactiveLeaf Me Treeβš” 33β˜€ 2Hollyleaf Cherry β€” full-size photoHollyleaf CherryPrunus ilicifoliaLVL 100

Overview

Hollyleaf Cherry is quicker off the mark than most broadleaf trees: fewer than 1 in 10 broadleaf trees in the game reach its initiative of 56 at Lv 40. Its ATK stands out too: no more than 1 in 5 of the category sit as low as 16.

Hollyleaf Cherry fights as a broadleaf tree (categories) in the Competitor succession group. It is native to Western North America, 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: 34.
  • Nurse Log β€” ability, free once per battle. The fallen feed the next: heal 25%, even the bench, and call back the lost.
  • Leaf Me Tree β€” advanced attack, 6 Sun. Sheds and regrows β€” heal 25%. Expected damage: 29.

Leaf Me Tree carries a heal rider that lands 75% of the time, and the heal is paid for in Sun.

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).

  • Thorns β€” from Lv 10. Every direct hit on it costs the attacker 8 HP.
  • Mycorrhiza β€” from Lv 68. Each checkup, active or benched, it has a 60% chance to heal your lowest-HP injured benched plant by 4% of that plant's max HP, paying the Sun itself. Mulch makes the heal 25% larger.

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.

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)182401
HP (native)209461
ATK (neutral)1628
DEF68167
Initiative560.91
Sustained tempo (SPD)320.53
Retreat cost (Sun)1224
  • 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 12 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 6b β€” it should come through winters that bottom out near -18 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 5.0 Β°C to a warm edge of 26.5 Β°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 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

Hollyleaf Cherry is in the Competitor group (weaknesses and resistances). Its hits land at Γ—1.5 on Ruderal plants (annual forbs, grasses, aquatic plants and bulbs) and at Γ—0.67 on Specialist plants (succulents, conifers, ferns and epiphytes). In return, Specialist plants hit it at Γ—1.5 and Ruderal 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 overtakes its tempo at Lv 14 as a native and at Lv 16 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 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
100
ATK
11
DEF
25
SPD
45.93
INI
79.51
Retreat
βˆ’7
Tempo125.44
Power129
Fully grownLv 100
HP
461
ATK
28
DEF
167
SPD
0.53
INI
0.91
Retreat
βˆ’24
Tempo1.44
Power632

Neutralpower overtakes tempo at Lv 16

CrossoverLv 16
HP
95
ATK
12
DEF
29
SPD
44.87
INI
77.68
Retreat
βˆ’8
Tempo122.55
Power128
Fully grownLv 100
HP
401
ATK
28
DEF
167
SPD
0.53
INI
0.91
Retreat
βˆ’24
Tempo1.44
Power572

Sources

  1. Prunus ilicifolia on iNaturalist
  2. Prunus ilicifolia on Wikipedia
  3. Prunus ilicifolia on Plants of the World Online