Quercus × morehus
A native-only broadleaf tree that walls up the bench — healing a benched ally and, late, shielding your active — while hitting only slowly.
Oracle oak is a slow, heavy Broadleaf tree — a natural hybrid — built to anchor the bench rather than to duel: it drops mast that chips the enemy bench and shores up its own allies. It is native to Western North America, and no invasive card exists — the arena only ever fields it as a native buffer for your bench. As a tree it is genuinely tanky, but its damage is unremarkable, so play it as a defensive wall, not a finisher.
Its starter attack, Whomp, unlocks at level 1 for 2 Sun, dealing about 35 damage while also nicking 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 large mid-fight mend that suits its stalling game. The advanced attack, Mast Bombard, unlocks at level 40 for 6 Sun (21 native) and casts deep shade that saps the foe. Most of your oaks sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider, so it never seizes a turn. See Moves.
Oracle oak keeps two always-on traits. From the level 10 riser it carries Mycorrhiza at full strength — a bench-support trait that heals a benched ally — but it rides the sustain chance, firing only about 60% of the time, so treat the heal as a coin-flip, not a guarantee. On the level 68 riser it adds Network: while benched, it projects a Sun overshield onto your active, the canopy-tree bench buff. Both traits reward sitting it behind a hitter rather than leading with it. See Abilities.
Oracle oak carries no special trait keywords — no thorns, no toxin, no spore chemistry — so nothing punishes an attacker for striking it; it is non-toxic, so nothing chemical punishes a hit. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, general defensive field gear — a Cloche, or a calcium/magnesium amendment for a little extra DEF — reinforces its role as a wall.
At level 40 oracle oak reads 140 HP and 15 ATK. DEF is 30, up in the tree band where armor is a genuine wall, so it soaks hits far better than any herb or grass. Its tempo: turn 1 runs on its initiative (23) and every turn after on its SPD (22) — compare the two to see whether it opens fast and fades or starts slow and cruises. Damage against it is diminishing armor (ATK ÷ (ATK+DEF)), not flat subtraction, which is why its high DEF matters so much. Retreat costs 20 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, oracle oak climbs to 276 HP and 25 ATK, and as a tree its DEF reaches 70 — a true wall that keeps it hard to dent even at the top of the ladder. Retreat rises to 42 Sun as it roots in, and its tempo has sunk to roughly 1% of cap, so a mature oak acts last against almost anything young. Maturing buys it durability and bench support; it costs it any hope of striking first.
As a broadleaf tree, oracle 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 shrugging off its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play oracle oak as a native wall and bench engine: park it behind a fragile hitter so its HP cushion, overshield, and Mycorrhiza heal keep the team alive, then let its slow, tanky attacks grind out a long fight. Its damage is modest, so it supports rather than finishes. On economy, it is inedible, so it earns no fertilizer coin bonus — any nutrient you feed it instead banks ×1.25 XP, a steady growth boost. It plays as a slow, durable defender whose bulk only grows more decisive with level, crossing over around level 6 — and it is always stronger at higher levels in raw stats, 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.