Quercus × leana
A native Eastern North American broadleaf tree that buffers the team — a wall that heals your bench and shields your active.
Hybrid oak is a big Broadleaf tree that fights as a native support wall: it heals your bench, shields your active once mature, and soaks hits behind heavy DEF. It is native to Eastern North America and has no invasive card, so the arena only fields it as a native buffer. It hits softly — its job is to endure and prop up the team.
Its starter attack, Whomp, unlocks at level 1 for 2 Sun, dealing about 37 damage and splashing some onto the enemy bench. The free once-per-battle ability, Leaf Litter, arrives at level 25: Buries the ground in litter — the foe's whole bench withers. It is a mid-fight mend. The advanced attack, Crown Shade, unlocks at level 40 for 6 Sun (about 33 damage), mending the plant as it strikes. Most of your oak sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Hybrid oak keeps two always-on traits. Mycorrhiza arrives on the level 10 riser and heals a benched ally, but as a sustain trait it fires only about 60% of the time, so the bench mend is frequent rather than certain. Network arrives on the level 68 riser: as a canopy tree it projects a gold Sun overshield onto your active from the bench. Below the level 10 riser it leans on its stats alone. See Abilities.
Hybrid oak is non-toxic — no contact recoil and no poison rider, so nothing punishes an attacker for striking it. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear — a Cloche, or a calcium/magnesium amendment for a little DEF — suits its supporting role. See statuses.
At level 40 hybrid oak reads 140 HP with ATK of only 20. DEF is 30, at the broadleaf-tree band — a genuine wall that soaks hits few other cards can match. Its tempo is front-loaded: turn 1 runs on its initiative (24) and every turn after on its SPD (21), which is lower, so it leads off the mark but gets out-paced in a long fight. Retreat costs 18 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.
Matured to level 100, hybrid oak swells to 276 HP and 36 ATK, and its DEF climbs to 70 — as a tree it buys a towering wall, the armor payoff soft weeds never see. Retreat rises to 39 Sun, and its tempo has sunk to about 1% of cap, so a mature oak acts last against almost anything younger. Maturing buys enormous bulk at the cost of tempo.
As a broadleaf tree, hybrid oak sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for ×1.5 and takes only ×0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for ×1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play hybrid oak as a native wall: bench it to heal an ally and shield your active, or plant it up front to soak damage behind tree-band DEF while your hitters work. Its own attack is weak, so it never wins by force — it wins by outlasting. On economy, it is edible with a resolved fruit part, so feeding it Phosphorus pays ×1.25 coins while any other nutrient banks ×1.25 XP toward growth. It plays as a durable front-turn buffer, crossing over around level 5 — but it is always stronger at higher levels, so there is no reason to hold it back.
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.