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Rubus egregius

Rubus egregius

A native-only European bramble in the shrub pool that punishes anything that bites it, but hits softly of its own accord.

XP 100%SUN 120HP 165Rubus egregiusShrubβ˜…β˜…β˜…β˜…β˜…CompetitorThornsBramblemazeβš” 32β˜€ 0Frugivore Pactfree1Γ— / battleretreat β˜€30speed 0.62ThornsactiveLignotuberactiveBlackthorn Barrageβš” 45β˜€ 2Rubus egregiusRubus egregiusLVL 100

Overview

Rubus egregius is a Shrub β€” a European bramble that plays as a defensive body rather than a threat. It is native to Europe and invasive nowhere, so it only ever fills the native buffer role: there is no attacker scenario for this card. It is a modest coin-earner that wants an aggressive teammate to actually close out fights.

Moves

The starter, Bramblemaze, unlocks at level 1 for 2 Sun and deals 27 as a native. Its once-per-battle ability, Frugivore Pact, opens at level 25 and is free: Trades fruit for carriage: +3 ATK, and the foe's whole bench sickens. The advanced attack, Blackthorn Barrage, unlocks at level 40 for 6 Sun and hits for 40 β€” its biggest single blow, but an expensive one on a card whose base attack is low. None of its moves carry an initiative rider, so turn order is decided purely by tempo.

Abilities

This card keeps two always-on traits. From level 10 it holds Thorns: every time an attacker lands a damaging hit on it, the attacker takes flat recoil back off the bramble's armature β€” a multi-hit attack eats that recoil once per hit. From level 68 it adds Lignotuber: it refuses the Burn status outright and actually heals a little when something tries to Burn it, because a chaparral-type shrub is released by fire rather than harmed by it. Thorns is the reason to bench this plant β€” anything melee-range that keeps hitting it bleeds for the exchange.

Features

It carries the thorns keyword, which drives the contact recoil above. As a shrub it is not eligible for a Moss Pole (that is for vines and epiphytes). A defensive field gear loadout suits it β€” a Calcium/Magnesium amendment adds flat DEF on top of its shrub floor, hardening the body you are asking it to soak with.

Stats

Read at level 40, where every move is unlocked: HP 103, ATK 18, DEF 11. Its DEF sits in the middle shrub band β€” firmer than a weed, far short of a tree. On tempo it is fairly even, leading turn one on initiative (39) and holding a similar sustained speed (38) from turn two on. As a native it also carries the +15% HP cushion and, while benched behind another active, projects a green overshield bar onto that active sized by its rarity. Damage is diminishing armor β€” a hit lands for ATK Γ· (ATK + DEF) β€” so its low ATK punches through very little, which is the plainest statement of its weakness.

At Level 100

By level 100 its HP climbs to 190 and its DEF hardens to 23 β€” a genuinely tougher body than the level-40 read, though still a shrub wall rather than a tree one. ATK reaches 31, retreat rises to 30 Sun as it roots in, and its tempo has sunk to roughly 1% of cap β€” the fast-young initiative it opened with is essentially gone. Maturing buys durability, not punch.

Weaknesses & Resistances

As a shrub it is in the Competitor succession group: it hits Ruderal categories (annual-forbs, grasses, aquatics, bulbs) for Γ—1.5 and is hit by Specialists (succulents, conifers, ferns, epiphytes) for Γ—1.5 in return, taking only Γ—0.667 from those it beats. It is neutral against other Competitors and against the off-wheel Weird categories.

Gameplay uses

Play it as a native wall: bench it to feed an overshield, or lead with it to soak while its Thorns tax the attacker, then hand the kill to a harder-hitting teammate. It will not win many fights on its own damage. Its real value is off the battlefield β€” it is an edible fruit plant, so feeding it the matching Phosphorus fertilizer pays Γ—1.25 coins, making it a decent low-effort coin generator and a 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 15 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 26

CrossoverLv 26
HP
82
ATK
15
DEF
9
SPD
46.27
INI
48.49
Retreat
βˆ’11
Tempo94.76
Power95
Fully grownLv 100
HP
190
ATK
31
DEF
23
SPD
0.62
INI
0.65
Retreat
βˆ’30
Tempo1.27
Power214

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
16
DEF
10
SPD
43.80
INI
45.91
Retreat
βˆ’12
Tempo89.71
Power91
Fully grownLv 100
HP
165
ATK
31
DEF
23
SPD
0.62
INI
0.65
Retreat
βˆ’30
Tempo1.27
Power189

Sources

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