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Deerberry

Vaccinium stamineum

An even-tempo native shrub with a solid attack that plates up at low HP and shrugs off fire β€” a straightforward buffer and coin earner.

XP 100%SUN 120HP 203DeerberryShrubβ˜…β˜…β˜…β˜…β˜…CompetitorSnarlβš” 37β˜€ 0Thicket Formationfree1Γ— / battleretreat β˜€27speed 0.54MarcescenceactiveLignotuberactiveFruit Drop Kickβš” 34β˜€ 2DeerberryVaccinium stamineumLVL 100

Overview

The deerberry is a Shrub that fights as a straightforward trader: one of the higher attacks in this set, firmer shrub armor, and more of it once the card drops to half HP. It is native to Eastern and Western North America and has no invasive form, so the arena only ever fields it as a native buffer. It is a solid if unspecial body, and its fruit makes it a useful coin earner.

Moves

Its starter attack, Snarl, unlocks at level 1 for 2 Sun, dealing about 30 damage. The free once-per-battle ability, Thicket Formation, arrives at level 25: Closes into thicket β€” Bind, and the foe can't heal. It sharpens its own attack. The advanced attack, Fruit Drop Kick, unlocks at level 40 for 6 Sun (27 damage) and saps and withers the target. Most of your deerberry sit below level 40, where only the starter is unlocked. None of its moves carry an initiative rider. See Moves.

Abilities

Deerberry carries one working trait per riser. Marcescence (level 10) hardens retained growth into +4 DEF while at or below half HP. Lignotuber (level 68) is the blueberry family's fire trick: immune to Burn, and healed when a Burn is applied. See Abilities.

Features

The deerberry is non-toxic, so it inflicts no contact recoil and carries no poison rider when it is struck. 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 or magnesium amendment for extra DEF β€” builds on the armor it already has. See statuses.

Stats

At level 40 the deerberry reads 121 HP with 25 ATK, one of the higher attacks among these cards. DEF is 11, firmer for the shrub band, so it soaks hits noticeably better than a grass or succulent. Its tempo is even: turn 1 runs on its initiative (33) and every turn after on its SPD (33), which match, so it is neither a fast opener nor a fast cruiser. Retreat costs 14 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, the deerberry swells to 233 HP and 45 ATK, and its DEF climbs to 21 β€” a solid firming for a shrub, well above the soft weeds though short of a tree's wall. Retreat rises to 27 Sun, and its tempo has sunk to about 1% of cap, so a mature deerberry acts last against almost anything younger.

Weaknesses & Resistances

As a shrub, the deerberry 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 the deerberry as a dependable native body: its solid attack and firmer armor let it trade evenly, and it can sharpen its own hit before closing with a sapping finisher. It has no trait to lift it above serviceable, but it is a reliable buffer and a good pick for coin farming. On economy, it is edible with a resolved fruit part, so feeding it Phosphorus pays Γ—1.25 coins, while any other nutrient banks Γ—1.25 XP. It plays as an even-tempo trader that leans harder on its bulk as it levels, crossing over around level 16 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 16

CrossoverLv 16
HP
77
ATK
17
DEF
7
SPD
46.23
INI
46.23
Retreat
βˆ’8
Tempo92.46
Power93
Fully grownLv 100
HP
233
ATK
45
DEF
21
SPD
0.54
INI
0.54
Retreat
βˆ’27
Tempo1.08
Power272

Neutralpower overtakes tempo at Lv 20

CrossoverLv 20
HP
73
ATK
18
DEF
7
SPD
44.06
INI
44.06
Retreat
βˆ’9
Tempo88.12
Power89
Fully grownLv 100
HP
203
ATK
45
DEF
21
SPD
0.54
INI
0.54
Retreat
βˆ’27
Tempo1.08
Power242

Sources

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