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Blueberry

Vaccinium corymbosum

A trait-less shrub that plays either role - a plain native body or an invasive attacker that speeds up over a long fight.

XP 100%SUN 120HP 203BlueberryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorSnarlβš” 36β˜€ 0Frugivore Pactfree1Γ— / battleretreat β˜€27speed 0.53SclerophyllyactiveLignotuberactiveThicketβš” 41β˜€ 2Blueberry β€” full-size photoBlueberryVaccinium corymbosumLVL 100

Overview

Blueberry is a Shrub that fights on its stats alone, buffing its own attack and pinning targets in place. It is native to Eastern North America and invasive across Europe and Western North America, so the arena can cast it either way - as a native buffer for your bench or as an invasive attacker. It is a middling card whose worth rests mostly on its moves and numbers, propped up by a leaf that shaves 3 off every hit.

Moves

Its starter attack, Snarl, unlocks at level 1 and costs 2 Sun for about 30 damage native / 31 invasive - a plain hit. The free once-per-battle ability, Frugivore Pact, arrives at level 25: Trades fruit for carriage: +3 ATK, and the foe's whole bench sickens. It raises the plant's own attack. The advanced attack, Thicket, unlocks at level 40 for 6 Sun (35 native / 37 invasive) and pins the target so it cannot retreat. Most of your blueberries sit below level 40, where only the starter is available. None of its moves carry an initiative rider. See Moves.

Abilities

Blueberry holds two working traits. Sclerophylly (level 10) turns its firm little leaves into armour worth a flat 3 off every direct hit. Lignotuber (level 68) is real blueberry biology β€” the genus resprouts hard after fire β€” and here it means the card is immune to Burn and is healed by any attempt to Burn it. See Abilities.

Features

Blueberry carries no special trait keywords, so nothing punishes an attacker for hitting it. Its growth habit is terrestrial, so it is not eligible for a Moss Pole. It is non-toxic, with no hazard ring. As a native, defensive field gear suits a supporting role; as an invasive, offensive gear helps its attack land, since it has no trait to build around.

Stats

At level 40 blueberry reads 121 HP as a native and 106 as an invasive, with ATK of 25 native versus 30 invasive - a clear invasive edge. DEF is 11, mid-range for the shrub band. Its tempo is back-loaded: turn 1 runs on its slower initiative (18) and every turn after on its faster SPD (33), so it opens behind and pulls ahead as a fight drags on. Retreat costs 14 Sun. As a native it gains a +15% HP cushion and a bench HP overshield; 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, blueberry reaches 233 HP native / 203 invasive and 44 / 58 ATK, and its DEF climbs to 22 - a shrub gains a moderate amount of armor, enough to blunt weaker hitters but short of a tree's wall. Retreat rises to 27 Sun, and its tempo has sunk to roughly 1% of cap, so its late-fight speed edge fades against younger cards. Maturing buys bulk and a little armor; with no trait, that is all.

Weaknesses & Resistances

As a shrub, blueberry sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for x1.5 and takes only x0.667 from them, while Specialist plants (succulents, conifers, ferns, epiphytes) strike it for x1.5 and resist its blows. Against other Competitors and the off-wheel Weird group the trade is neutral. See Weaknesses & Resistances.

Gameplay uses

Play blueberry on the strength of its moves. As an invasive it can build its own attack and then pin and grind a target in a longer fight, where its late-fight speed helps; as a native it is a plain body that supports a stronger hitter. It is only average overall, though a level-68 Lignotuber makes it genuinely awkward to burn down. It is inedible, so feeding it any nutrient banks x1.25 XP rather than coins. It plays as a slower opener that speeds up in long fights, crossing over around level 9; higher levels only raise its stats, so there is no 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 9

CrossoverLv 9
HP
64
ATK
15
DEF
5
SPD
49.19
INI
26.42
Retreat
βˆ’7
Tempo75.61
Power77
Fully grownLv 100
HP
233
ATK
44
DEF
22
SPD
0.53
INI
0.29
Retreat
βˆ’27
Tempo0.82
Power272

Invasivepower overtakes tempo at Lv 11

CrossoverLv 11
HP
59
ATK
17
DEF
6
SPD
48.12
INI
25.85
Retreat
βˆ’7
Tempo73.97
Power75
Fully grownLv 100
HP
203
ATK
58
DEF
22
SPD
0.53
INI
0.29
Retreat
βˆ’27
Tempo0.82
Power256

Neutralpower overtakes tempo at Lv 12

CrossoverLv 12
HP
60
ATK
16
DEF
6
SPD
47.59
INI
25.56
Retreat
βˆ’7
Tempo73.15
Power75
Fully grownLv 100
HP
203
ATK
44
DEF
22
SPD
0.53
INI
0.29
Retreat
βˆ’27
Tempo0.82
Power242

Sources

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