Ravenala madagascariensis
A non-toxic broadleaf tree that plays as a slow, relentless wall and bench-healer β an African native buffer or a low-damage invader across North America and South Asia.
Traveler's palm is a Broadleaf tree that fights as a defensive wall: heavy armor, low damage, and a kit built around keeping the bench alive rather than trading blows. It is native to Africa and invasive across Eastern and Western North America and South Asia, so the arena can field it either way β as a native buffer or an invasive attacker β though its attack is weak in both roles. It leans on its bulk and its support, not its punch.
Its starter attack, Whomp, unlocks at level 1 for 2 Sun, dealing about 35 damage as a native and 38 as an invasive and splashing some damage onto the enemy bench. The free once-per-battle ability, Stand Replacement, arrives at level 25: A fire that takes the whole stand β the foe burns, and so do its neighbours. It is a mid-fight mend. The advanced attack, Forest Fire, unlocks at level 40 for 6 Sun (31 native / 34 invasive) and saps the target as it withers it. Most of your traveler's palm sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.
Traveler's palm keeps two always-on traits. Mycorrhiza arrives on the level 10 riser and heals a benched ally, but it fires only about 60% of the time, so it is a steady trickle rather than a reliable mend. Network arrives on the level 68 riser and, as a canopy tree, projects a gold Sun overshield bar onto your active from the bench β an always-on buff for the rest of the card's life once it lands. See Abilities.
Traveler's palm is non-toxic: it carries no contact recoil and no poison rider on being struck, so nothing punishes an attacker for trading with it. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear leans into its wall; as an invasive, offensive gear helps offset its weak attack. See statuses.
At level 40 it reads 103 HP native and 89 invasive, with ATK of 15 native versus 22 invasive β the invasive gap helps a little, but the attack is low either way. DEF is 24, a genuine wall for the broadleaf-tree band, so it soaks hits far better than the softer cards in this set. Its tempo is back-loaded: turn 1 is outpaced on its initiative (31), but every turn after runs faster on its SPD (34), so it is a slow starter that grinds relentlessly once a fight settles. Retreat costs 16 Sun. As a native it gains an HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.
Matured to level 100, it swells to 190 HP native / 165 invasive and 25 / 43 ATK, and its DEF climbs to 55 β a true wall that shrugs off most hitters. Retreat rises to 33 Sun, and its tempo has sunk to about 1% of cap, so a mature palm acts last against almost anything younger but is very hard to remove.
As a broadleaf tree, it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ1.5 and takes only Γ0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ1.5 while resisting its blows. Against other Competitors (perennial herbs, shrubs, trees, vines) and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.
Play it as a wall and bench support: park it in front to soak damage while its heal and overshield keep your team topped up, and don't expect it to close games on its own attack. As a native it makes a durable buffer; as an invasive its slightly higher ATK still won't carry a fight, so lean on its bulk and its support either way. On economy, it is inedible, so any nutrient you feed it banks Γ1.25 XP toward faster growth rather than coins. It plays as a slow wall that only grows tougher as it levels, crossing over around level 20 as a native and 22 as an invasive β but it is always stronger at higher levels, so there is no reason to hold it back.
Leveling trades speed for power. A plantβs 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.