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Rubus bollei

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.

XP 100%SUN 120HP 165Rubus bolleiShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBerryβš” 31β˜€ 0Bramble Barrierfree1Γ— / battleretreat β˜€32speed 0.61SclerophyllyactiveDrupe MastactiveHedgerow Havocβš” 28β˜€ 2Rubus bollei β€” full-size photoRubus bolleiRubus bolleiLVL 100

Overview

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.

Moves

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.

Abilities

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.

Features

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.

Stats

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.

At Level 100

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.

Weaknesses & Resistances

Shrub is in the Competitor group: Γ—1.5 into Ruderal, Γ—0.667 from them, Γ—1.5 taken from Specialists. Neutral against other Competitors and the Weird categories.

Gameplay uses

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 Γ—1.25 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.

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 20

CrossoverLv 20
HP
74
ATK
13
DEF
9
SPD
49.38
INI
33.34
Retreat
βˆ’10
Tempo82.72
Power86
Fully grownLv 100
HP
190
ATK
28
DEF
28
SPD
0.61
INI
0.41
Retreat
βˆ’32
Tempo1.02
Power214

Neutralpower overtakes tempo at Lv 24

CrossoverLv 24
HP
69
ATK
13
DEF
10
SPD
46.94
INI
31.69
Retreat
βˆ’11
Tempo78.63
Power81
Fully grownLv 100
HP
165
ATK
28
DEF
28
SPD
0.61
INI
0.41
Retreat
βˆ’32
Tempo1.02
Power189

Sources

  1. iNaturalist
  2. Wikipedia
  3. Plants of the World Online (Kew)