Leafy Trap
Leafy Trap is a cost 5 card in Plants on Fire. Rarity: Epic.
- Magic (5 sec): Transfers the 1/1/1/3 highest-HP Rush Squad Units on the field to the opponent, with 15%/30%/60% of their Max HP. Make this Minion Sleep.
- Magic
- Only available after Charge Up.
- Sleep
- Cannot act or trigger effects for this round
- Rush Squad Unit
- Works for Rush Squad units summoned by this Minion
In practice
Leafy Trap does not attack. Every 5 s it sends the 1 (3 at 4★) Rush Units with the most HP over to the opponent, at only 15%/30%/60% of their max HP, and goes to Nap. At high card levels the transferred HP rises to 80%/160%/320%, which shifts the fight. One copy is enough. I mark it as a good answer to summon decks, and the simulation shows it pairing well with Violet Magus and Berrinetta. Tier B. It unlocks at 2200 trophies.
Base stats (1★)
Level progression
Permanent account progress: each level adds ATK and costs Gold plus card copies. Star rank (★) is separate and lasts only one match.
ATK 11 (+2) · 500 Gold · 2 copies
ATK 13 (+2) · 800 Gold · 4 copies
Increases the HP of transferred Rush Squad Units to 30%/60%/120%. 1200 Gold · 8 copies
ATK 16 (+3) · 1600 Gold · 14 copies
ATK 19 (+3) · 2000 Gold · 25 copies
Increases the HP of transferred Rush Squad Units to 50%/100%/200%. 4000 Gold · 40 copies
Increases the HP of transferred Rush Squad Units to 65%/130%/260%. 7000 Gold · 60 copies
Increases the HP of transferred Rush Squad Units to 80%/160%/320%. 11000 Gold · 75 copies
Sun cost to level up
1× · 5 sun
2× · 10 sun
4× · 20 sun
How star fusion works
2 copies at the same ★ merge into 1 copy at the next ★. 4★ only exists in Rumble Chess. In regular Co-op, your partner's Minions get a blue star and don't merge with yours.Card analysis
What this card does inside a deck, from the deck builder's data. It is the same reading the simulator uses to score decks.
Strengths
- Works as Control in a deck.
Weaknesses
- It doesn't attack: it takes a board tile just for its effect.
- One copy is enough: a second one hurts or adds nothing.
Role in the deck
What it plays with
- Feeds Rush Squad bonus to the engine.
Copies and merging
One copy is enough: a second one hurts or adds nothing.
Card data checked against game version 2.0.1021.0.
Rounds: when you can get it
Worked out from the official shop and Sun rules, for players in the 1000–1599 trophy range. It assumes you spend all your Sun on this card, which almost never happens in a real match.
- You can afford 1 copy(ies) (1★) by R1.
- You can afford 2 copy(ies) (2★) by R1.
- You can afford 4 copy(ies) (3★) by R2.
- Chance of showing up at least once in a 3-card shop: R1 66%, R2 69%, R3 71%, R4 74%, R5 76%, R6 78%.
Good against
Deck types I mark as good targets for this card. The reason comes from my research (in Portuguese or English).
- Summon Bodies: Delays and weakens before the swarm scales up.
Works well with
Pairs the community and I find good together. The notes come from my own research and player guides (written in English).
What the community says
BUsable, has a deck
Sends the opponent's strongest Rush unit back to their side. Dangerous against single-carry decks, but depends on its 5 s timing and needs more testing.
PvP opinion from when the tier list was made; use it as a reference, not as a game number. PvP tier list by NoControlTower (YouTube), 2026-04-02.
Variants
A base card and its Variants (I, II, III) can't be in the same deck. Variants inherit the base card's level. Get them in the Variant Recruit with Sprout Coins.