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ATHERTON RASPBERRY

Rubus fraxinifolius

A shrub that buffers on its native turf and attacks where it is invasive.

XP 100%SUN 120HP 165ATHERTONRASPBERRYShrubβ˜…β˜…β˜…β˜…β˜…CompetitorDrupe Dropβš” 28β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€29speed 0.66Extrafloral NectariesactiveDrupe MastactiveSucker Punchβš” 36β˜€ 2ATHERTON RASPBERRY β€” full-size photoATHERTON RASPBERRYRubus fraxinifoliusLVL 100

Overview

The ATHERTON RASPBERRY is a shrub in Supplant. It is native to East Asia and Oceania and invasive in Africa, so it can take whichever role the arena hands it β€” a defensive buffer on its home turf, or an aggressive attacker where it counts as an introduced weed.

Moves

Its kit fills in across three slots, and most of your copies will be well below the snapshot level of 40 where all three are live β€” the plant unlocks them as it grows. Drupe Drop is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Arrested Succession, unlocks at level 25: Stops the forest before it starts β€” the foe stalls and can't heal. The advanced attack, Sucker Punch, comes online at level 40 for 6 Sun β€” Comes up from the roots before the foe sees it.

As a native its attacks land for about 24 (starter) and 32 (advanced); as an invasive those rise to 25 and 33 as the introduced-range aggression matures.

Turn order splits across two stats: initiative (43) decides who moves first on turn 1, and SPD (41) decides every turn after. The two are close on this card, so it neither dominates nor loses the tempo battle outright. See turn order for how the two interact.

Abilities

It keeps one working passive, Thorns, from level 10.

Thorns. Every attacker that lands a damaging hit on it takes flat recoil off its own HP, and a multi-hit attack eats that recoil once per hit. It fires independently and stacks with any chemical recoil.

Features

It carries thorns, so any attacker that hits it pays contact recoil (see Abilities); an armature rating is what sets that thorn damage. For field gear, a Calcium/Magnesium amendment adds flat DEF (most worthwhile on a bulky front-liner, least on a soft body), and the N/P/K fertilizers drive its economy (see Gameplay uses). This species is not Moss-Pole-eligible: that gear is keyed on a climbing growth habit (vine, epiphyte or hemiepiphyte), and its species record carries no growth-habit tag. Played native, favor defensive gear; played invasive, favor anything that pushes its attack.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 12, with a retreat cost of 14 Sun and tempo pips of 43 initiative / 41 SPD. Its DEF sits in the firm shrub band β€” better than a weed, well short of a tree. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active. As an invasive its ATK rises toward 20 (against 16 native), and it pays "Faustian" self-damage to its own bench on every damaging hit it lands. Sun refills at +1 every 15 minutes up to a cap of 120; an empty bar attack-locks the plant. From level 52 it regenerates Sun mid-battle, and a level 85 capstone drops its starter to free. See stats.

At Level 100

It firms into a solid mid-armor bruiser: DEF around 25 and HP toward 190 β€” tougher than a weed, still short of a tree. Retreat rises to 29 Sun (an older plant is more rooted and costlier to pull), and the inverted tempo has sunk to its floor by now β€” the fast opening it had as a seedling is gone, so a mature copy leans entirely on power rather than turn order.

Weaknesses & Resistances

In the succession wheel it is a Competitor. It hits Ruderal plants (annual forbs, grasses, aquatics and bulbs) for extra damage (Γ—1.5), and takes extra damage from Specialist plants (succulents, conifers, ferns and epiphytes). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Play it native as a defensive buffer β€” the HP cushion and bench overshield make it a body that protects the rest of your team. Play it invasive as an attacker, remembering it concedes 2 prizes on a knockout and bleeds its own bench with Faustian self-damage each hit. A shrub sits in the middle of the armor table β€” firmer than a weed, nowhere near a tree. It is a serviceable mid-line body rather than a carry. It is edible (the game tags the fruit as the eaten part), so feeding it the matching Phosphorus fertilizer pays Γ—1.25 coins β€” a steady earner between battles; any other nutrient banks Γ—1.25 XP instead. In the Total power gallery below you can watch it trade a fast-skirmisher opening for raw bulk as it levels: it leans on speed until about level 29, after which its power takes over. It is monotonically stronger the higher it goes, so there is never a 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 29

CrossoverLv 29
HP
87
ATK
14
DEF
10
SPD
47.85
INI
50.34
Retreat
βˆ’12
Tempo98.19
Power99
Fully grownLv 100
HP
190
ATK
28
DEF
25
SPD
0.66
INI
0.70
Retreat
βˆ’29
Tempo1.36
Power214

Invasivepower overtakes tempo at Lv 32

CrossoverLv 32
HP
79
ATK
18
DEF
11
SPD
45.85
INI
48.25
Retreat
βˆ’13
Tempo94.10
Power95
Fully grownLv 100
HP
165
ATK
37
DEF
25
SPD
0.66
INI
0.70
Retreat
βˆ’29
Tempo1.36
Power198

Neutralpower overtakes tempo at Lv 33

CrossoverLv 33
HP
80
ATK
15
DEF
11
SPD
45.19
INI
47.55
Retreat
βˆ’13
Tempo92.74
Power93
Fully grownLv 100
HP
165
ATK
28
DEF
25
SPD
0.66
INI
0.70
Retreat
βˆ’29
Tempo1.36
Power189

Sources

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