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Bramble

Rubus gratus

The Bramble (Rubus gratus) is a Shrub that plays as a defensive buffer.

XP 100%SUN 120HP 165BrambleShrubβ˜…β˜…β˜…β˜…β˜…CompetitorTick Tumbleβš” 33β˜€ 0ArrestedSuccessionfree1Γ— / battleretreat β˜€28speed 0.60MarcescenceactiveDrupe MastactiveThorn Wallβš” 41β˜€ 2Bramble β€” full-size photoBrambleRubus gratusLVL 100

Overview

The Bramble is a European bramble in the blackberry group, with edible fruit. In battle it plays as a Shrub. It is native to Europe and listed as invasive nowhere, so it fills the defensive buffer role only.

Moves

Its kit unlocks in three stages. The starter attack, Tick Tumble, is available from Level 1 and costs 2 Sun, dealing 28 as a native and 28 as an invasive. Its effect: Shakes the tick load loose onto the foe.

The free ability, Arrested Succession (Level 25), costs no Sun because it is once per battle: Stops the forest before it starts β€” the foe stalls and can't heal.

The advanced attack, Thorn Wall (Level 40, 6 Sun), deals 36 native and 36 invasive: A bristling, draining blow. Most cards you meet are well below the Level 40 snapshot these numbers are read at, and unlock their kit slot by slot as they level.

Abilities

This card actually keeps two always-on traits, drawn from its category pool with the rest discarded. From Level 10 it carries Marcescence, which grants DEF while it is below half health, hardening as it takes damage. From Level 68 a second, different trait stacks on top: Drupe Mast, which heals your own bench whenever it scores a knockout. Both are working traits β€” there are no inert abilities in the game β€” and each arrives at full strength on the riser shown, so for much of the card's life it plays with only the earlier of the two.

Features

It carries no Toxin or Thorns trait, so it inflicts no contact recoil on an attacker. Because its body is soft, a Cloche is a valuable ward against the damage-over-time Poison that bypasses its overshield, and a Cal-Mag amendment shores up its thin armor. Its edible fruit means the matching Phosphorus (P) fertilizer pays bonus coins (see Gameplay uses). See field gear for the full item list and nativity for how region sets its role.

Stats

Read at the Level 40 snapshot, its DEF is 11 β€” a firm mid band β€” shrubs harden well past a weed, short of a tree. It retreats for 14 Sun. Turn 1 is ordered by its initiative (41) and every turn after by its SPD (36). It is a quick starter that fades β€” it tends to land the first hit, then gets out-paced turn on turn. No region lists it as invasive, so it plays purely as a buffer: a +15% HP cushion (103 HP) and, from the bench, an HP overshield onto your active. It has no attacker stance. The overshield is a bench-built extra ring: up to four green HP bars from benched natives (drained by direct damage first, but bypassed by poison, recoil and splash) and up to two gold Sun bars from benched Network trees.

At Level 100

By Level 100 that firmness has grown into real armor at 23 DEF, with HP toward 190; retreat rises to 28 Sun and its tempo has fallen to about 1% of cap. It ends as a tough, slow body that trades blows rather than racing.

Weaknesses & Resistances

It is a Competitor on the succession wheel: it crowds out Ruderals (annual forbs, grasses, aquatics and bulbs), hitting them for 1.5Γ— and resisting their blows, but is outlasted by Specialists (succulents, conifers, ferns and epiphytes), which turn its 1.5Γ— disadvantage against it. The Weird categories (carrion-aroids, carnivores, mycotrophs and vascular parasites) sit off the wheel and trade neutrally with it. See weaknesses & resistances and categories.

Gameplay uses

A firm-DEF shrub, native-only, with edible berries. A solid mid-durability buffer that earns coins on fruit fertilizer; unremarkable on offence. Because its edible part is a resolved fruit, feeding it Phosphorus pays Γ—1.25 coins; any other nutrient banks Γ—1.25 XP instead. On the total-power curve its native crossover falls around Level 26: below it the card leans on its turn-order edge, above it on raw bulk and attack β€” it is monotonically stronger as it levels, so keep growing it.

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
16
DEF
9
SPD
44.69
INI
51.00
Retreat
βˆ’11
Tempo95.69
Power96
Fully grownLv 100
HP
190
ATK
36
DEF
23
SPD
0.60
INI
0.68
Retreat
βˆ’28
Tempo1.28
Power221

Neutralpower overtakes tempo at Lv 30

CrossoverLv 30
HP
77
ATK
18
DEF
10
SPD
42.31
INI
48.28
Retreat
βˆ’12
Tempo90.59
Power93
Fully grownLv 100
HP
165
ATK
36
DEF
23
SPD
0.60
INI
0.68
Retreat
βˆ’28
Tempo1.28
Power196

Sources

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