Rubus bollei
A native-only African bramble with damage reduction and a bench-heal on knockout, but very low attack β a weak, supportive collection piece.
Rubus bollei is a Shrub β an African bramble that plays as a durable, low-damage body. It is native to Africa and invasive nowhere, so it only fills the native buffer role. Frankly, it is a weak card: its attack is low and it wins nothing on offense. It is mostly a coin-earner and collection piece.
Its starter, Berry, unlocks at level 1 for 2 Sun and deals 26 β a plain, measured strike. The free ability Bramble Barrier opens at level 25: A wall of thorns β the foe withers against it. The advanced attack Hedgerow Havoc unlocks at level 40 for 6 Sun, deals 24, and hits the bench. Even the advanced number is modest, which caps how much this card can threaten. No move carries an initiative rider.
It keeps two always-on traits. From level 10 it holds Sclerophylly, a flat damage reduction that shaves a few points off every hit it takes. From level 68 it adds Drupe Mast: whenever it scores a knockout, it heals its own bench a little β a small support payoff for actually landing a kill. Note this card does not carry the Thorns keyword despite being a Rubus, so it has no contact recoil; describe only the two traits above.
No combat keyword β no thorns recoil here. As a shrub it is not Moss-Pole-eligible. Its damage reduction and low attack point it toward a purely defensive/support field gear loadout; a Calcium/Magnesium amendment adds flat DEF to its shrub floor.
At level 40: HP 103, ATK 16, DEF 13 β a mid-shrub armor value, made a touch better by Sclerophylly, wrapped around a genuinely low attack. On tempo it is a slow opener but a moderate cruiser: a low initiative (25) usually cedes turn one, while a higher sustained speed (37) carries it from turn two on. As a native it gets the +15% HP cushion and a bench overshield. With such low ATK, the diminishing-armor rule (ATK Γ· (ATK + DEF)) means it barely dents defended foes.
By level 100 its HP reaches 190 and DEF hardens to 28 β a decently tough shrub body. ATK reaches 28, which is still low for the level, and retreat rises to 32 Sun. Its early speed collapses to roughly 1% of cap. Maturing makes it harder to kill but no more threatening.
Shrub is in the Competitor group: Γ1.5 into Ruderal, Γ0.667 from them, Γ1.5 taken from Specialists. Neutral against other Competitors and the Weird categories.
Use it as a defensive body that soaks hits with Sclerophylly and, on the rare kill, tops up the bench with Drupe Mast β but do not rely on it to close a fight, because its damage is poor. Bench it to feed an overshield behind a real attacker. Its main value is economic: it is an edible fruit plant, so the matching Phosphorus fertilizer pays Γ1.25 coins, making it a fine low-effort earner and family-tree collection piece. Each plant runs one Sun bar (cap 120, refilling +1 every 15 minutes). The starter attack costs 2 Sun, the advanced attack 6, and the ability is free β it is priced by being usable only once per battle. Retreating to the bench costs 16 Sun, and an empty bar attack-locks the card until it refills. From level 52 it regenerates Sun mid-battle, and at level 85 a capstone makes the starter free and drops the advanced attack to 2 Sun.
See nativity, moves, abilities, stats, statuses, field gear, weaknesses & resistances, the Battle Lab and the category guide for the mechanics referenced here.
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.