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Missouri River willow

Salix eriocephala

The Missouri River willow (Salix eriocephala) is a Broadleaf tree that plays as a defensive buffer where native and an attacker where invasive.

XP 100%SUN 120HP 165Missouri River willowBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorBranch Slamβš” 42β˜€ 0Shade Tolerancefree1Γ— / battleretreat β˜€33speed 0.92Buttress RootsactiveNetworkactiveMast Bombardβš” 32β˜€ 2Missouri River willow β€” full-size photoMissouri River willowSalix eriocephalaLVL 100

Overview

The Missouri River willow is a riparian shrub-willow (classed here as a broadleaf tree). In battle it plays as a Broadleaf tree. It is native to Eastern North America, where it takes the defensive buffer role, and invasive in East Asia and Europe, where it becomes an attacker.

Moves

Its kit unlocks in three stages. The starter attack, Branch Slam, is available from Level 1 and costs 2 Sun, dealing 35 as a native and 36 as an invasive. Its effect: A heavy branch slams down.

The free ability, Shade Tolerance (Level 25), costs no Sun because it is once per battle: Waits out the dark: heal 40%, and the foe can't heal.

The advanced attack, Mast Bombard (Level 40, 6 Sun), deals 24 native and 25 invasive: A mast year's worth of fruit onto the whole bench. 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 Buttress Roots, a buttressed trunk that cannot be Bound. From Level 68 a second, different trait stacks on top: Network, which β€” while it sits on your bench β€” projects a gold Sun-overshield bar onto whichever card is fighting, banking Sun for the active. 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. A Cal-Mag (Ca/Mg) amendment stacks flat DEF onto an already-high wall for a native anchor; an invasive copy is better fed an economy fertilizer to bank coins or XP. 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 18 β€” the hardest armor band in the game, set by its battle category and real wood density, so a mature trunk genuinely stands as an armored wall. It retreats for 16 Sun. Turn 1 is ordered by its initiative (56) and every turn after by its SPD (56). Its opening and sustained tempo sit close together, so its turn order holds roughly steady through a fight. By nativity it splits two ways. As a native it gains a +15% HP cushion (103 HP against 89 invasive) and, from the bench, projects an HP overshield bar onto your active. As an invasive its aggression is built from how widely it spreads plus an introduced-range term β€” compare 25 native ATK against 28 invasive β€” and it pays Faustian self-damage to its own bench on every damaging attack, conceding 2 prizes when it is knocked out. 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 it has hardened into that wall: DEF climbs to 40 as wood density asserts itself and HP swells toward 190, while its retreat cost rises to 33 Sun β€” an old tree is deeply rooted and slow to pull back. Its tempo, already unhurried, has sunk to roughly 1% of cap, so it leads no exchange late; it wins by absorbing and outlasting.

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 broadleaf-tree wall with Network support, invasive in parts of Eurasia. A durable buffer with bench-reaching mast damage; modest single-target offence. It has no resolved edible part, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” a growth boost, not an income stream. On the total-power curve its crossover falls around Level 36 native and 38 invasive: below it the card leans on speed, above it on bulk and attack. It only grows stronger with level, 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 36

CrossoverLv 36
HP
97
ATK
24
DEF
17
SPD
59.64
INI
59.64
Retreat
βˆ’15
Tempo119.28
Power123
Fully grownLv 100
HP
190
ATK
46
DEF
40
SPD
0.92
INI
0.92
Retreat
βˆ’33
Tempo1.84
Power243

Invasivepower overtakes tempo at Lv 38

CrossoverLv 38
HP
87
ATK
27
DEF
17
SPD
57.80
INI
57.80
Retreat
βˆ’15
Tempo115.60
Power116
Fully grownLv 100
HP
165
ATK
53
DEF
40
SPD
0.92
INI
0.92
Retreat
βˆ’33
Tempo1.84
Power225

Neutralpower overtakes tempo at Lv 39

CrossoverLv 39
HP
88
ATK
25
DEF
18
SPD
56.89
INI
56.89
Retreat
βˆ’16
Tempo113.78
Power115
Fully grownLv 100
HP
165
ATK
46
DEF
40
SPD
0.92
INI
0.92
Retreat
βˆ’33
Tempo1.84
Power218

Sources

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