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Hill's oak

Quercus ellipsoidalis

Hill's oak keeps a slower pace than almost any other broadleaf tree: fewer than 1 in 20 broadleaf trees in the game sit as low as its sustained tempo of 5 at Lv 40. Its DEF stands out too: no more than 1 in 6 of the category reach 81.

XP 100%SUN 120HP 316Hill's oakBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorRaystealβš” 36β˜€ 0Stand Replacementfree1Γ— / battleretreat β˜€45speed 0.09Buttress RootsactiveHeartwood CoreactiveDeadfallβš” 46β˜€ 2Hill's oak β€” full-size photoHill's oakQuercus ellipsoidalisLVL 100

Overview

Hill's oak keeps a slower pace than almost any other broadleaf tree: fewer than 1 in 20 broadleaf trees in the game sit as low as its sustained tempo of 5 at Lv 40. Its DEF stands out too: no more than 1 in 6 of the category reach 81.

Hill's oak fights as a broadleaf tree (categories) in the Competitor succession group. It is native to Eastern 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.

  • Raysteal β€” starter attack, 2 Sun. Takes the light by force β€” strike and heal 10%. Expected damage: 30.
  • Stand Replacement β€” ability, free once per battle. A fire that takes the whole stand β€” the foe burns, and so do its neighbours.
  • Deadfall β€” advanced attack, 6 Sun. The whole tree comes down. Expected damage: 41.

Raysteal 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).

  • Buttress Roots β€” from Lv 10. It can never be Bound.
  • Heartwood Core β€” from Lv 68. It gains up to +8 DEF, growing with its level β€” nothing at Lv 1, all of it at Lv 100.

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)152316
HP (native)175364
ATK (neutral)2036
DEF81200
Initiative460.75
Sustained tempo (SPD)50.09
Retreat cost (Sun)2145
  • 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 21 Sun at Lv 40, and after it enters the active slot it must stay 2 turns 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

USDA zone 3, per Trees and Shrubs Online (Coombes & Cameron 2026) 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 -14.0 Β°C to a warm edge of 21.7 Β°C, in the boreal 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

Hill's oak 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 6 as a native and at Lv 7 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 6

CrossoverLv 6
HP
68
ATK
11
DEF
14
SPD
8.12
INI
71.25
Retreat
βˆ’7
Tempo79.37
Power86
Fully grownLv 100
HP
364
ATK
36
DEF
200
SPD
0.09
INI
0.75
Retreat
βˆ’45
Tempo0.84
Power555

Neutralpower overtakes tempo at Lv 7

CrossoverLv 7
HP
61
ATK
12
DEF
16
SPD
8.04
INI
70.50
Retreat
βˆ’7
Tempo78.54
Power82
Fully grownLv 100
HP
316
ATK
36
DEF
200
SPD
0.09
INI
0.75
Retreat
βˆ’45
Tempo0.84
Power507

Sources

  1. Quercus ellipsoidalis on iNaturalist
  2. Quercus ellipsoidalis on Wikipedia
  3. Quercus ellipsoidalis on Plants of the World Online