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Water oak

Quercus nigra

Water oak is better armoured than most broadleaf trees: no more than 1 in 5 broadleaf trees in the game reach its DEF of 79 at Lv 40. Its sustained tempo stands out too: no more than 1 in 10 of the category reach 53.

XP 100%SUN 120HP 364Water oakBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorLeaf Smotherβš” 33β˜€ 0Gap Capturefree1Γ— / battleretreat β˜€35speed 0.86Tannin LoadactiveHeartwood CoreactiveForest Fireβš” 40β˜€ 2Water oak β€” full-size photoWater oakQuercus nigraLVL 100

Overview

Water oak is better armoured than most broadleaf trees: no more than 1 in 5 broadleaf trees in the game reach its DEF of 79 at Lv 40. Its sustained tempo stands out too: no more than 1 in 10 of the category reach 53.

Water 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.

  • Leaf Smother β€” starter attack, 2 Sun. Buries the foe under a canopy's worth of leaf β€” it weakens. Expected damage: 26.
  • Gap Capture β€” ability, free once per battle. Takes the fallen giant's light: +5 ATK, kept for the match.
  • Forest Fire β€” advanced attack, 6 Sun. Takes the whole stand with it β€” the foe burns, and so does its own bench. Expected damage: 34.

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).

  • Tannin Load β€” from Lv 10. Every direct hit on it Withers the attacker by 2 ATK.
  • 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)171364
HP (native)196418
ATK (neutral)2341
DEF79194
Initiative510.84
Sustained tempo (SPD)530.86
Retreat cost (Sun)1735
  • 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 slower 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 17 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

USDA zone 6, per Trees and Shrubs Online (Coombes & Cameron 2026) β€” it should come through winters that bottom out near -23 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 3.7 Β°C to a warm edge of 28.0 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

Water 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 16 as a native and at Lv 18 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 16

CrossoverLv 16
HP
107
ATK
15
DEF
33
SPD
73.19
INI
71.72
Retreat
βˆ’10
Tempo144.91
Power145
Fully grownLv 100
HP
418
ATK
41
DEF
194
SPD
0.86
INI
0.84
Retreat
βˆ’35
Tempo1.70
Power618

Neutralpower overtakes tempo at Lv 18

CrossoverLv 18
HP
100
ATK
16
DEF
37
SPD
71.46
INI
70.03
Retreat
βˆ’10
Tempo141.49
Power143
Fully grownLv 100
HP
364
ATK
41
DEF
194
SPD
0.86
INI
0.84
Retreat
βˆ’35
Tempo1.70
Power564

Sources

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