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Gland bearing oak

Quercus serrata

An Asian-native broadleaf tree that plays only as a native, a heavy DEF wall that shields your bench early and heals it later.

XP 100%SUN 120HP 240Gland bearing oakBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorBranch Bashβš” 33β˜€ 0Climax Communityfree1Γ— / battleretreat β˜€41speed 0.39Buttress RootsactiveNetworkactiveRoot Heaveβš” 26β˜€ 2Gland bearing oak β€” full-size photoGland bearing oakQuercus serrataLVL 100

Overview

Gland bearing oak is a heavy, well-armored Broadleaf tree that fights as a defensive wall: high DEF, modest damage, and support for the rest of your team. It is native to East Asia and South Asia and has no invasive range, so the arena only ever casts it as a native buffer β€” never an attacker. It is one of the toughest walls you will find among these species, best paired with a real hitter it can protect.

Moves

Its starter attack, Branch Bash, unlocks at level 1 and costs 2 Sun, dealing about 28 damage β€” a straightforward strike. The free once-per-battle ability, Climax Community, comes in at level 25: The forest as it ends up: heal 70% and +5 ATK. The advanced attack, Root Heave, unlocks at level 40 for 6 Sun (20 damage) and mends the plant as it strikes. Most of your oaks sit below level 40, where only the starter is available, and none of its moves carry an initiative rider, so it never seizes a turn.

Abilities

Gland bearing oak keeps two always-on abilities. Network arrives on the level 10 riser: as a canopy tree it projects a gold Sun overshield bar onto your active from the bench. Mycorrhiza arrives on the level 68 riser and heals a benched ally, but it triggers only about 60% of the time, so the mend is likely rather than guaranteed. Neither is dropped once earned.

Features

It carries no special trait keywords and, as a terrestrial tree, is not eligible for a Moss Pole. It is non-toxic, so it shows no hazard ring and nothing punishes an attacker for hitting it. Since it only ever plays as a native, defensive field gear β€” a Cloche or a Ca/Mg amendment β€” reinforces its already-heavy armor.

Stats

At level 40 it reads 140 HP and 20 ATK. DEF is 30, at the top of the broadleaf-tree band, so it is among the hardest cards here to punch through. Its tempo is front-loaded: turn 1 runs on a higher initiative (31) and every turn after on a lower SPD (24), so it leads the opening exchange and is out-paced in a long fight. Retreat costs 19 Sun. Because it always plays as a native, it gains the +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, gland bearing oak climbs to 276 HP and 36 ATK, and its DEF hardens to 70 β€” as a broadleaf tree it becomes one of the heaviest armored walls in this set. Retreat rises to 41 Sun and its tempo has sunk to roughly 1% of cap, so its early lead is gone and it acts last against almost anything young. Maturing buys extreme toughness at the cost of that opening initiative.

Weaknesses & Resistances

As a broadleaf tree, gland bearing oak is in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play gland bearing oak as a defensive cornerstone: front it to absorb punishment while its overshield and heals keep a fragile hitter alive, and use its early initiative to land the opening blow. Its own damage is modest, so it wins by soaking and supporting, not by finishing. Its real value is economic: it is an edible-fruit plant, so feeding it Phosphorus pays Γ—1.25 coins, while any other nutrient banks Γ—1.25 XP toward growth β€” a dependable coin-earner as you level it into a wall. It fights as a quick skirmisher until about level 9, after which its bulk takes over completely β€” there is no reason to hold it back.

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 9

CrossoverLv 9
HP
70
ATK
12
DEF
9
SPD
35.68
INI
46.61
Retreat
βˆ’8
Tempo82.29
Power83
Fully grownLv 100
HP
276
ATK
36
DEF
70
SPD
0.39
INI
0.51
Retreat
βˆ’41
Tempo0.90
Power341

Neutralpower overtakes tempo at Lv 12

CrossoverLv 12
HP
67
ATK
13
DEF
11
SPD
34.52
INI
45.09
Retreat
βˆ’9
Tempo79.61
Power82
Fully grownLv 100
HP
240
ATK
36
DEF
70
SPD
0.39
INI
0.51
Retreat
βˆ’41
Tempo0.90
Power305

Sources

  1. https://www.inaturalist.org/taxa/search?q=Quercus%20serrata
  2. https://en.wikipedia.org/wiki/Quercus_serrata
  3. https://powo.science.kew.org/results?q=Quercus%20serrata