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Canadian Yew

Taxus canadensis

A native-only conifer that plays as a defensive buffer.

XP 100%SUN 120HP 165Canadian YewConiferβ˜…β˜…β˜…β˜…β˜…SpecialistBranch Bashβš” 36β˜€ 0Litterfallfree1Γ— / battleretreat β˜€27speed 0.55ToxinactiveNeedle DuffactivePitch Fireβš” 34β˜€ 2Canadian Yew β€” full-size photoCanadian YewTaxus canadensisLVL 100

Overview

The Canadian Yew is a conifer in Supplant. It is native to Eastern North America and is recorded as invasive nowhere, so it plays purely as a defensive buffer: a card that shores up your team rather than an attacker.

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. Branch Bash is the starter attack, available from level 1 for 2 Sun. The free once-per-battle ability, Litterfall, unlocks at level 25: Drops a season of needles β€” the foe's whole bench withers. The advanced attack, Pitch Fire, comes online at level 40 for 6 Sun β€” Flings burning pitch β€” it catches, and spatters the bench.

Its attacks land for about 30 (starter) and 27 (advanced) at the snapshot level.

Turn order splits across two stats: initiative (19) decides who moves first on turn 1, and SPD (34) decides every turn after. This one is slow off the mark but relentless once the fight settles β€” it usually loses turn 1 and then takes the tempo from turn 2 onward. See turn order for how the two interact.

Abilities

It reads undefined from level 10, and a second passive, Network, stacks on at level 68.

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Network. While this plant sits on your bench it lends the active card a gold Sun-overshield bar β€” a reserve that is only spent once the base Sun bar runs dry. It is a support perk it plays for any active, native or invasive, so its real value shows when it is benched, not fighting.

Features

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.

Stats

At the snapshot level (40) it reads roughly HP 103, DEF 23, with a retreat cost of 14 Sun and tempo pips of 19 initiative / 34 SPD. Its DEF is conifer-grade wall, hardening with level on its wood density; damage is diminishing armor, not flat subtraction, and only poison bypasses it. As a native it gains a +15% HP cushion and, while benched, projects a green HP overshield bar onto your active β€” its whole role is defensive support. 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 hardens into a wall β€” DEF rising to about 53 on wood density and HP toward 190. A slow, very durable endgame body. Retreat rises to 27 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 Specialist. It hits Competitor plants (perennial herbs, vines, shrubs and broadleaf trees) for extra damage (Γ—1.5), and takes extra damage from Ruderal plants (annual forbs, grasses, aquatics and bulbs). Against its own group and the off-wheel "Weird" categories it is neutral. See the type chart.

Gameplay uses

Its only role is the native buffer: sit it on the bench to project an overshield, or field it as a body that soaks hits for your carries. Conifers are walls: high wood-density DEF and deep HP make this a genuinely strong front-line card β€” slow, but very hard to shift, and its 60% heals help it grind. It is inedible in the game's economy, so any fertilizer you feed it banks Γ—1.25 XP rather than coins β€” useful as level fodder, not as a coin source. 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 11, 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 11

CrossoverLv 11
HP
61
ATK
15
DEF
9
SPD
49.91
INI
27.63
Retreat
βˆ’7
Tempo77.54
Power78
Fully grownLv 100
HP
190
ATK
44
DEF
53
SPD
0.55
INI
0.31
Retreat
βˆ’27
Tempo0.86
Power260

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
58
ATK
17
DEF
11
SPD
47.69
INI
26.40
Retreat
βˆ’8
Tempo74.09
Power78
Fully grownLv 100
HP
165
ATK
44
DEF
53
SPD
0.55
INI
0.31
Retreat
βˆ’27
Tempo0.86
Power235

Sources

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