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Hilllside Lowbush Blueberry

Vaccinium pallidum

An edible native shrub with average damage that taxes attackers on contact and cannot be Burned β€” played as a buffer and coin piece.

XP 100%SUN 120HP 203Hilllside LowbushBlueberryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorBramblemazeβš” 37β˜€ 0Nurse Shrubfree1Γ— / battleretreat β˜€26speed 0.53Extrafloral NectariesactiveLignotuberactiveCoppice Comebackβš” 31β˜€ 2Hilllside Lowbush Blueberry β€” full-size photoHilllside Lowbush BlueberryVaccinium pallidumLVL 100

Overview

Hillside lowbush blueberry is a Shrub that fights as a native buffer with average damage. It is native to Eastern North America, and no invasive card exists, so it plays only as a native buffer, never as an attacker. It taxes anything that strikes it and shrugs off fire completely from level 68 β€” and its edible fruit makes it a steady coin earner out of battle.

Moves

Its starter attack, Bramblemaze, unlocks at level 1 for 2 Sun, dealing about 30 damage as a native. The free once-per-battle ability, Nurse Shrub, arrives at level 25: Shelters the whole bench β€” evens their health, and calls the fallen back. The advanced attack, Coppice Comeback, unlocks at level 40 for 6 Sun (24 native) and saps the target, weakening its attack. Most of your hillside lowbush blueberry sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Hillside lowbush blueberry holds two working traits. Extrafloral Nectaries (level 10) takes 3% of every attacker's own max HP, ignoring DEF and shields. Lignotuber (level 68) matches the plant's real fire ecology: Burn will not stick, and trying to apply it heals the card. See Abilities.

Features

Hillside lowbush blueberry is non-toxic, so there is no contact recoil and no poison rider β€” striking it costs an attacker nothing. Its habit is terrestrial, so it is not eligible for a Moss Pole. As a native, defensive field gear β€” a Cloche, or a calcium/magnesium amendment for a little DEF β€” firms its middling armor. See statuses.

Stats

At level 40 hillside lowbush blueberry reads 121 HP with ATK of 25. DEF is 11, in the middle shrub band, so it holds a hit better than a soft herb but is no wall. Its tempo is back-loaded: turn 1 runs on a low initiative (24) so it is out-paced off the mark, but every turn after runs on a higher SPD (32), so it grows quicker as a fight goes on. Retreat costs 13 Sun. As a native it gains a +15% HP cushion and, while benched, projects an HP overshield onto your active. See Stats.

At Level 100

Matured to level 100, hillside lowbush blueberry swells to 233 HP and 45 ATK, and its DEF firms to 21 β€” a real gain for a shrub, though still short of a tree's wall. Retreat rises to 26 Sun, and its tempo has sunk to about 1% of cap, so a mature blueberry acts last against almost anything younger.

Weaknesses & Resistances

As a shrub, hillside lowbush blueberry sits in the Competitor succession group. It hits Ruderal plants (annual forbs, grasses, aquatics, bulbs) for Γ—1.5 and takes only Γ—0.667 from them; it is weak to Specialist plants (succulents, conifers, ferns, epiphytes), which strike it for Γ—1.5 while resisting its blows. Against other Competitors and the off-wheel Weird group the matchup is neutral. See Weaknesses & Resistances.

Gameplay uses

Play hillside lowbush blueberry as a native buffer: bench it to lend your active the HP cushion and overshield, and trade with its average attack when needed. It is a middling battler whose real draw is out of battle, though the contact tax and Burn immunity are not nothing. On economy, it is edible with a resolved fruit, so feeding it Phosphorus pays Γ—1.25 coins, while any other nutrient banks Γ—1.25 XP toward faster growth. It plays as a back-loaded buffer that leans on its bulk as it levels, crossing over around level 12 β€” but it is always stronger at higher levels, 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 12

CrossoverLv 12
HP
69
ATK
16
DEF
6
SPD
47.16
INI
34.83
Retreat
βˆ’7
Tempo81.99
Power84
Fully grownLv 100
HP
233
ATK
45
DEF
21
SPD
0.53
INI
0.39
Retreat
βˆ’26
Tempo0.92
Power273

Neutralpower overtakes tempo at Lv 15

CrossoverLv 15
HP
65
ATK
17
DEF
6
SPD
45.57
INI
33.65
Retreat
βˆ’8
Tempo79.22
Power80
Fully grownLv 100
HP
203
ATK
45
DEF
21
SPD
0.53
INI
0.39
Retreat
βˆ’26
Tempo0.92
Power243

Sources

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