Torminalis glaberrima
A durable wild service tree that grinds down a bench, but plays only as a plain neutral card.
The wild service tree is one of the sturdier cards here β real tree armor and heavy HP make it a durable wall, and its Leaf Litter and Mast Bombard wither the whole enemy bench. The game records it in no native or invasive region. So it always plays as a neutral card, holding neither role.
Its kit unlocks in three steps, so most of the time you field it below the level where the whole thing is live. The starter attack, Branch Slam, is available from level 1 for 2 Sun. It deals about 34 damage. A heavy branch slams down.
At level 25 it gains a free, once-per-battle ability, Leaf Litter: Buries the ground in litter β the foe's whole bench withers. It costs no Sun β its price is that you get one use per fight.
The advanced attack, Mast Bombard, arrives at level 40 for 6 Sun, dealing about 23 damage. A mast year's worth of fruit onto the whole bench.
See Moves and Abilities for how the slots and Sun costs work.
A card keeps at most two always-on traits β drawn deterministically, with the rest of its category pool dropped for good. This one draws two, and they arrive at different levels:
Those are the only two it holds; everything else in its category's pool was passed over. See Abilities for the full trait list.
It carries no special keyword chips β it is not tagged toxic or thorned, and it is not a climber, so a Moss Pole does not fit it.
As a hard-bodied card it makes good use of a Calcium/Magnesium soil amendment, which adds flat DEF on top of its already-solid armor. See Field gear for the amendments and how they attach.
Numbers here are read at level 40, where every slot is unlocked. It reads 24 DEF and retreats for 14 Sun.
It opens fast and fades: it tends to land the first blow (opening initiative 42) but is out-paced from turn two onward (sustained Speed 36).
It is neither native nor invasive in any region the game tracks, so it always plays as a neutral card: no home-field HP cushion, and no invasive attack edge. Its HP sits at 103 at this level.
The overshield, the Sun economy and damage-as-a-ratio are explained on Stats.
By level 100 it hardens into a wall. HP rises to 190 and its wood-density armor to 55 DEF, while ATK climbs to 40. It also grows more rooted β retreat climbs to 29 Sun β and its tempo sinks toward its floor, so an old tree wins by mass and armor, not by moving first.
In the succession chart its category, Broadleaf tree, is a Competitor. It deals Γ1.5 damage to annual forbs, grasses, aquatics and bulbs, but succulents, conifers, ferns and epiphytes hit it for Γ1.5 and resist its attacks in return (Γ0.667). Against everything else it is neutral.
The full wheel is on Weaknesses & resistances.
Because the game records it in no native or invasive region, it always plays as a neutral card, without a home HP cushion or an invasive attack bonus β which caps its ceiling. Even so, it soaks hits well and its fruit crop earns coins.
On the economy side, it is edible (the eaten part is the fruit), so feeding it Phosphorus β the fertilizer that matches a fruit β pays Γ1.25 coins, while any other nutrient banks Γ1.25 XP instead.
One note on leveling: it fights as a faster skirmisher until about level 27, after which its growing bulk and attack take over as the dominant edge. It is stronger overall at higher levels β turn order is only a small lever β so there is no reason to hold it back.
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.