Sorbus americana
A native-only eastern North American tree that anchors a bench with a Sun overshield and a big self-heal, at the cost of low, even tempo.
The American mountain ash is a Broadleaf tree β a defensive tree built to anchor a bench. It is native to eastern North America and invasive nowhere, so it only plays the native wall/support role. It is a strong bench piece and a steady coin-earner rather than a front-line threat.
Its starter, Acorn Drop, unlocks at level 1 for 2 Sun, deals 27, and also nicks the foe's bench. The free ability Climax Community opens at level 25: The forest as it ends up: heal 70% and +5 ATK. That large heal plus a permanent attack boost is a strong mid-fight reset. The advanced attack Root Heave unlocks at level 40 for 6 Sun, deals 21, and traps and saps the foe. No move carries an initiative rider.
It keeps two always-on traits. From level 10 it holds Buttress Roots, making it immune to being Bound. From level 68 it adds Network: while benched it lends a gold Sun overshield segment to your active β its signature support role. Because Network is not nativity-gated, this tree backs an aggressive teammate's Sun bar just as well as a defensive one.
No combat keyword, and as a broadleaf-tree it is not Moss-Pole-eligible. It is a Network carrier β its whole point on the bench is the Sun overshield it projects. A Calcium/Magnesium amendment stacks flat DEF on its high tree armor.
At level 40: HP 103, ATK 24, DEF 26 β full tree armor, climbing with level. On tempo it is slow and perfectly even: its opening initiative (34) and sustained speed (34) are the same, so it acts at one steady, unremarkable pace and often second. As a native it gets the +15% HP cushion and projects a bench overshield of its own. Its rising DEF makes each incoming hit land for progressively less under the diminishing-armor rule.
By level 100 DEF hardens to 61, HP reaches 190, and ATK 44. Retreat climbs to 29 Sun and its already-low tempo sinks toward 1% of cap. It matures into a slow, near-immovable anchor whose value is soaking hits and feeding Sun to the rest of the team.
Broadleaf-tree is in the Competitor group: Γ1.5 into Ruderal, Γ0.667 from them, Γ1.5 taken from Specialists. Neutral against other Competitors and the Weird categories.
Play it as a bench anchor: park it behind an attacker for the Sun overshield, or lead with it to soak while its ability heals it back to full and buffs its attack. Its low tempo means it rarely wins the opener, so lean on its bulk rather than its speed. It is an edible fruit plant, so the matching Phosphorus fertilizer pays Γ1.25 coins β a dependable earner and family-tree anchor. 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 14 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.
Leveling trades speed for power. A plantβs 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.