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Early Lowbush Blueberry

Vaccinium angustifolium

A low, hardy shrub that plays either arena role, healing through fights with a modest but real invasive attack edge.

XP 100%SUN 120HP 203Early LowbushBlueberryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBerryβš” 37β˜€ 0Chaparral Climaxfree1Γ— / battleretreat β˜€26speed 0.55SclerophyllyactiveSapromyophilyactiveBriar Cageβš” 29β˜€ 2Early Lowbush Blueberry β€” full-size photoEarly Lowbush BlueberryVaccinium angustifoliumLVL 100

Overview

Early lowbush blueberry is a low, hardy Shrub that fights as a durable trader with a little more armor than a herb. It is native to Eastern North America and invasive in East Asia, so the arena can cast it either way β€” as a native buffer for your bench or as an invasive attacker. It is a solid, middle-of-the-road card: no flashy tricks, but a shrub frame and a healing option make it a dependable body on either team. See nativity.

Moves

Its starter attack, Berry, unlocks at level 1 and costs 2 Sun, dealing about 30 damage as a native and 30 as an invasive β€” a plain hit with no rider. The free once-per-battle ability, Chaparral Climax, arrives at level 25: Owns the dry hillside: heal 60% and +4 ATK. Its advanced attack, Briar Cage, unlocks at level 40 for 6 Sun (22 native / 22 invasive) and saps the target, withering it as it strikes. Most of your specimens sit below level 40, where only the starter is available. See moves.

Abilities

Early lowbush blueberry holds a working trait on each riser. Sclerophylly (level 10) is the firm little leaf doing defensive work β€” a flat 3 damage off every direct hit, applied after the ATK-versus-DEF ratio, so it counts most against a stream of small strikes. Sapromyophily (level 68) turns the low mat into a decoy: wherever the engine picks one victim out of a group β€” Seed Rain, a forced swap, an incoming spore-drift β€” this card takes it instead of an ally. See Abilities.

Features

It carries no trait keywords β€” no thorns, no toxin β€” so nothing punishes an attacker for hitting it, and 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 such as a Cloche or a Ca/Mg amendment suits its trading game; as an invasive, lean into offense to make its aggression count.

Stats

At level 40 it reads 121 HP as a native and 106 as an invasive, with ATK of 25 native versus 25 invasive β€” the invasive edge is real but slight here. DEF is 10, mid in the shrub band, so it has a little genuine armor, more than a soft herb. Its tempo is uneven: turn 1 runs on a modest initiative (19), so it is out-paced off the mark, but every turn after runs on a higher SPD (34), so it grows relentless in a long fight. Retreat costs 13 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active; as an invasive it pays Faustian self-damage to its own bench on each damaging attack and concedes 2 prizes when knocked out. See Stats.

At Level 100

Matured to level 100 it swells to 233 HP native / 203 invasive and 45 / 45 ATK, and as a shrub its DEF climbs to 20 β€” a moderate wall, not a fortress, but enough to blunt lesser hitters. Retreat rises to 26 Sun and its tempo sinks to roughly 1% of cap, so a mature bush acts last against almost anything younger. Maturing buys both bulk and armor, at the cost of speed.

Weaknesses & Resistances

As a shrub it sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and is struck for only x0.667 by them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which hit it for x1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

As a native, play it as a bench buffer whose shrub armor and HP cushion keep a fragile hitter alive while it trades and heals. As an invasive, push it forward as a mid-tier attacker: the ATK bump and the withering advance let it grind down bulkier foes, though it is no burst threat. Either way it is a reliable, unexciting body. Its value is also economic: it is inedible, so any nutrient banks x1.25 XP rather than coins, feeding steady growth. It fights as a slow-opening skirmisher whose bulk takes over as it levels, crossing over around level 10 β€” but it is always stronger in raw stats higher up, so never 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 10

CrossoverLv 10
HP
66
ATK
15
DEF
5
SPD
50.16
INI
27.64
Retreat
βˆ’7
Tempo77.80
Power79
Fully grownLv 100
HP
233
ATK
45
DEF
20
SPD
0.55
INI
0.30
Retreat
βˆ’26
Tempo0.85
Power272

Invasivepower overtakes tempo at Lv 13

CrossoverLv 13
HP
62
ATK
16
DEF
6
SPD
48.51
INI
26.73
Retreat
βˆ’8
Tempo75.24
Power76
Fully grownLv 100
HP
203
ATK
45
DEF
20
SPD
0.55
INI
0.30
Retreat
βˆ’26
Tempo0.85
Power242

Neutralpower overtakes tempo at Lv 13

CrossoverLv 13
HP
62
ATK
16
DEF
6
SPD
48.51
INI
26.73
Retreat
βˆ’8
Tempo75.24
Power76
Fully grownLv 100
HP
203
ATK
45
DEF
20
SPD
0.55
INI
0.30
Retreat
βˆ’26
Tempo0.85
Power242

Sources

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