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Bee bee Tree

Tetradium daniellii

A canopy tree that shields your active from the bench and heals allies once matured, playing either role β€” an East Asian native or an invader across Europe, eastern North America and South Asia.

XP 100%SUN 120HP 165Bee bee TreeBroadleaf treeβ˜…β˜…β˜…β˜…β˜…CompetitorDeathshadowβš” 30β˜€ 0Stand Replacementfree1Γ— / battleretreat β˜€33speed 0.56Buttress RootsactiveCanopy GapactiveForest Fireβš” 38β˜€ 2Bee bee TreeTetradium danielliiLVL 100

Overview

Bee bee Tree is a broadleaf canopy Broadleaf tree that fights as a supportive, moderately armored back-line piece. It is native to East Asia and invasive across Europe, Eastern North America and South Asia, so the arena can cast it either way β€” as a native buffer or as an invasive attacker (see nativity). Its real strength is bench support rather than raw damage.

Moves

Its starter attack, Deathshadow, unlocks at level 1 and costs 2 Sun, dealing about 25 damage native / 28 invasive β€” a plain hit. The free once-per-battle ability, Stand Replacement, arrives at level 25: A fire that takes the whole stand β€” the foe burns, and so do its neighbours. The advanced attack, Forest Fire, unlocks at level 40 for 6 Sun (33 native / 36 invasive) and mends the plant as it strikes. Most of your copies sit below level 40, where only the starter is available. None of its moves carry an initiative rider, so it never seizes a turn.

Abilities

It keeps two always-on traits. Network arrives at full strength on the level 10 riser: as a canopy tree it projects a gold Sun overshield bar onto your active from the bench, adding a spendable buffer over their health. Mycorrhiza arrives on the level 68 riser and heals a benched ally, but it fires only about 60% of the time, so it is an occasional top-up rather than reliable sustain. See Abilities.

Features

It carries no trait keywords and no status chemistry, so nothing punishes an attacker for hitting it. It is non-toxic, with no hazard ring. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear that stretches its bulk fits its back-line role; as an invasive, offensive gear helps its higher attack.

Stats

At level 40 it reads 103 HP native / 89 invasive, with ATK of 20 native versus 28 invasive β€” the invasive form hits meaningfully harder. DEF is 11, in the broadleaf-tree band, giving it solid armor. Its tempo is a slow start into a faster cruise: turn 1 runs on its lower initiative (32) and later turns on its higher SPD (34). Retreat costs 16 Sun. As a native it gains a +15% HP cushion and a benched HP overshield; as an invasive it pays Faustian self-damage to its own bench each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100, it swells to 190 HP native / 165 invasive and 35 / 55 ATK, and as a tree its DEF climbs to 23 β€” it hardens into an armored wall rather than a plain HP sponge. Retreat rises to 33 Sun and its tempo has sunk to roughly 1% of cap, so it acts late. Maturing buys a tough support body plus the healing riser, at the cost of speed.

Weaknesses & Resistances

As a broadleaf tree it is in the Competitor succession group. It hits Ruderal plants for Γ—1.5 and is struck for only Γ—0.667 by them; it is weak to Specialist plants, which hit it for Γ—1.5 while resisting its blows. Other Competitors and the off-wheel Weird group are neutral. See Weaknesses & Resistances.

Gameplay uses

As a native, this is a strong bench piece: the Sun overshield keeps your active alive while its own bulk holds, and the matured heal tops up allies. As an invasive it can front-line, but its damage is only average, so it is better cast as support. Its value is also economic: it is inedible, so any nutrient banks Γ—1.25 XP toward leveling. As a native it fights as a support skirmisher until about level 21, and as an invasive the crossover to bulk comes around level 23 β€” keep leveling 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 21

CrossoverLv 21
HP
75
ATK
15
DEF
8
SPD
44.80
INI
42.05
Retreat
βˆ’11
Tempo86.85
Power87
Fully grownLv 100
HP
190
ATK
35
DEF
23
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power215

Invasivepower overtakes tempo at Lv 23

CrossoverLv 23
HP
68
ATK
20
DEF
8
SPD
43.68
INI
41.00
Retreat
βˆ’11
Tempo84.68
Power85
Fully grownLv 100
HP
165
ATK
55
DEF
23
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power210

Neutralpower overtakes tempo at Lv 25

CrossoverLv 25
HP
70
ATK
16
DEF
9
SPD
42.56
INI
39.95
Retreat
βˆ’12
Tempo82.51
Power83
Fully grownLv 100
HP
165
ATK
35
DEF
23
SPD
0.56
INI
0.53
Retreat
βˆ’33
Tempo1.09
Power190

Sources

  1. https://www.inaturalist.org/taxa/search?q=Tetradium%20daniellii
  2. https://en.wikipedia.org/wiki/Tetradium_daniellii
  3. https://powo.science.kew.org/results?q=Tetradium_daniellii