100% Orange Juice
Lullypawp Jul 10, 2017 @ 10:49pm
QP Deck Building
With how vanilla QP is of a character, I find it extremely hard building a specialized deck for her. Do any of you have any tips or suggestions for a perfect QP deck?
< >
Showing 1-15 of 15 comments
Goofy Slime Jul 10, 2017 @ 10:52pm 
Pudding. All pudding, rush pudding.
SuperTamaru Jul 10, 2017 @ 10:53pm 
QP is effectively immune to RAF under normal circumstances, that's the only card I could think of for her. She's no good for being specialized as she's the all around character, so you should take advantage of that and make a well balanced deck contribution; It's likely you'll be able to use any card handed to you in some way.
Lullypawp Jul 10, 2017 @ 11:03pm 
That's the thing, because of the wide variety of cards she CAN utilize well, I have a hard time what cards she uses best to put in a deck. I guess that's a really dumb problem for me to have but... yeah :P
UnLuckyCat Jul 10, 2017 @ 11:21pm 
QP is very average, yes, but she also comes with one of, if not the best hypers in the game.

Both of these traits mean every card draw is better for her than the majority of the cast. If you're worried that a tanky character would use your healing and Piggy Banks better than you, or afraid that a bully type would use your offensive cards to kill you... don't bring those. Bring Nice Present, Princess's Privilege, Passionate Research, and if you're that desperate, Scary Solicitation.

See, if the tank picks up something like Assault, they'll just throw it out. But you can use it just fine. If the bully picks up Dinner, they'll find it very difficult to use. But not you! The idea is to use their deck against them, no matter what it is. To this effect, Gift Exchange could also work, but you really don't want anyone to get your Hyper Mode.

And on that note, you can build for her hyper. Dash lets you catch up and fight someone, or lets them catch up and fight you. This is fine, because you can pop Hyper Mode whether it's your turn or not, giving you a slight advantage compared to those without reactive battle cards. Here and There or Dangerous Pudding are also less likely to backfire on you because you can save yourself with a hyper.
Well let me run through the list of cards[onehundredpercentorangejuice.wikia.com] and see what works and what doesn't.

Final Battle - not a battler.
Little War - again, not a battler.
Pudding - good for late game healing since she does have a reasonably sizeable HP pool.
Sky Restaurant - she's probably going to be a star collector so maybe not. HP healing is not reliable enough. (now that I think of it, this might be a card that Starbreaker and maybe Store Manager could run)
Assault - again, not a battler
Gift Exchange - she has a good hyper, so this is probably not a good idea.
Nice Jingle - anyone can run this card
Nice Present - probably helpful since you want to draw her hyper
Out of Ammo - QP is okay but not spectacular without cards. i'd leaning against running this card.
Bad Pudding - she's not the kind of character who'd benefit from not having cards so i wouldn't pack this.
Dangerous Pudding - I'm not sure I've ever found a reason to pack this card outside of QPD.
Dash! - a basically useful card i guess.
Flip Out - another basically useful card.
Here and There - QP doesn't have good location control, but then again, no one really does outside of Marie Poppo and Seagull. This is a useful card for a last-ditch effort to prevent someone else from winning, though, and I can see this being useful to QP at least in some cases (e.g. her final scenario against Yuki/Poppo/Tomomo).
Holy Night - basically useful card
I'm on Fire! - can help give temporary advantage in battle, but a bit risky because she just basically becomes Hime without +1 evade.
Mimyuu's Hammer - as a star collector she probably doesn't benefit too much from losing HP gratuitously.
Rainbow-Colored Circle - not sure how useful this is unless she's at 1 or 2 HP.
Saki's Cookie - basically useful card for healing in early game.
Rbits - good insurance card against bosses and unexpected attacks. your hyper is obviously better but oh well. (it's also cheaper than your hyper)

Extend - basically useful card.
For the Future of the Toy Store - probably not very useful. i usually only stock this on characters for whom i bet they'll end up losing battles a lot and being in late game with less than 50 stars. Otherwise it's hard to play.
Oh My Friend - I haven't figured out when to stock this card yet.
Princess's Privilege - may be useful if you get a crap hand plus this card.
Reverse Attribute Field - a good battle insurance card for QP, but it doesn't do anything to help her specifically. still not bad of a choice. also gives more variety than just Rbits and your hyper.
Sealed Guardian - I don't see a reason why she woudl want to drop to 1 HP; she'd like it less than battlers who are way behind and looking for a lucky break, would. using it would also help Syura.
Big Magnum - QP's large-ish HP pool means that this card is reasonably useful. at 4 or 5 HP it can be worth using this to help seal in a win against someone.
Dinner - somewhat useful, though mainly depends on the opponents you play (specifically what character they are). if we ever have a competitive mode or at least publicized stats where people can and will start guessing about what character a player will use well before a match starts. but still probably more useful than not since it becomes 3 HP healing for 10 stars, which is pretty cheap once you get enough stars to use it.
Exchange - a weird crapshoot. I see this card as hilariously disruptive but I've never found a good strategic use for it, perhaps outside that niche occupied by cards like Toy Store.
Flamethrower - QP doesn't want to lose cards so don't pack this.
Forced Revival - more useful for battlers (and Kiriko) than QP.
Shield - vaguely useful but this vs. Rbits depends on whether you want to fight back.
Stiff Crystal - basically useful card. You're unlikely to bring traps so it simultaneously means it's more useful to you and less useful to you. Dunno what to say.
Super All-Out Mode - of limited to use to QP. she's not very interested in either giving it or taking it. i wouldn't pack it.
Tragedy in the Dead of the Night - I usually prefer to run this card when a character has a crappy hyper but good base stats (e.g. Yuki, Fernet) in order to try to steal others' hypers. QP isn't this type.
We Are Waruda - you're unlikely to pack traps as QP so this is also useless.
Cloud of Seagulls - QP should probably focus more on keeping her HP up and surviving, to keep her stars. This card would only be useful if she's low on HP and wants to avoid pursuit, which means it's not very useful.
Go Away - an amusing trap card for anyone to use, though neither especially for or against QP.
Heat 300% - QP's base defense is 0 so this is a bad idea.
Invasion - I'm not really too sure how to use this card well tbh.
Long-Distance Shot - situationally useful? I wouldn't pack if I had a better card in mind.
Piggy Bank - potentially useful. Obvious strat is obvious - stick it on your home panel.

Mimic - QP's hyper is good so there's no reason to bring this.
Mix Phenomenon - if you know beforehand that the map contains a lot of battle squares, or has Battlefield as a field event, this card will be useful. Otherwise it's sorta neutral/situational.
Piyopiyo Procession - QP's not much of a battler so this card isn't very useful.
Passionate Resaerch - QP's hyper is good so this is a decent idea.
Scary Solicitation - QP benefits from both getting cards (if the card is used on her) and being able to force others backward in the race to gather stars, so this card is probably a good idea.
Sealed Memories - I'm not sure how useful this is to QP but i don't think it's very useful.
Shield Counter - good defensive card especially when you get challenged late-game.
Ambush - very situational and probably not QP's thing.
Lonely Chariot - limited use? I'm not very good with this card.
President's Privilege - QP doesn't really use much in the way of expensive cards, so no.

Accel Hyper - useful to hang onto, but probably shouldn't stock it lest it be used against her.
Star Blasting Light - perhaps vaguely useful, especially if you know you're going to play against trap-prone players or on a Minelayer map. Otherwise, not useful.
Play of the Gods - a fun card. not sure how useful it is?
Windy Enchantment - this falls into the same category for me as Lonely Chariot. I'm not sure how to approach decking it strategically.
Extension - another fun card like Play of the Gods, but I'm not sure how useful it is. Probably more useful than not since it can potentially get you out of a tight spot when you get challenged late game and have low HP.
Present Thief - QP is probably happy with hanging onto her own cards, so I'm not sure how useful this would be. This probably is more useful for people with crappy hypers.
Scrambled Eve - A card for making people lose their cards. Disruptive, and probably able to shut down hyper-dependent characters, so probably not QP's thing.
Unlucky Charm - an amusing thing to bounce around, but unlikely to be useful except in early game. Not really in QP's interest.
Brutal Prank - QP wants to keep her hyper! No.
Gentleman's Battle - QP might be able to survive a battle but on the other hand she'd not want to get into one. So probably not.
Quick Restoration - probably useful since she could take some hits then shrug them off.
Completion Reward - not useful for QP she doesn't really bring traps.

Feel free to comment on my commentary, anyone. I'm not the authority on deck strategy by any means.
Iridium Jul 11, 2017 @ 4:14am 
I tend to play QP as a defensive character because you really want +Attack if you're going to get anywhere fast with bullying. QP has an excellent defensive Hyper than can also be used to snipe someone in a pinch, and reasonably good physical bulk, and it seems wasteful to me not to abuse these qualities to the fullest.

So I'd primarily pack healing (i.e. Dinner and Pudding), defensive cards (Rbits, maybe Shield), and RAF (which lets her protect herself from bullies and break through tanks with little penalty to herself.) Sealed Guardian might actually not be terrible since she can use it to get through other characters while using Hyper Mode (or copious Pudding) to avoid disaster herself, but it's a bit risky since it increases the chance of someone who benefits from it more directly (Syura, Kiriko) getting an otherwise rare card.

I actually wouldn't necessarily recommend Passionate Research, since although her Hyper is fantastic, she doesn't really want anyone using Gift Exchange or Mimic and announcing that a Hyper has been drawn is basically a "please use gift exchange" cue. She likes drawing cards naturally anyway, and the benefit of nullifying someone's Hyper with Hyper Mode is muted a bit if they never draw that Hyper in the first place (and without PR there's a better chance the Hyper might go to someone who doesn't care about their Hyper like Tomomo or Fernet.)
Corrodias Jul 11, 2017 @ 4:26am 
Roll dice to pick your cards randomly.
Shade Jul 11, 2017 @ 7:32am 
QP's stats lend themselves better to playing defensively than offensively, so you'll want to treat her similarly to a tank to an extent. That means healing (Pudding mostly; Dinner is okay, but while Saki's Cookie is nice to hold onto, it's not effective enough for QP specifically to actually bring it herself.), as well as Nice Jingle and Holy Night to increase star gains and hinder bullies trying to go for Wins normas.

Since QP isn't quite as tanky as an actual tank, Rbits and Quick Restoration are both worth bringing to help her HP last longer and survive bigger hits without having to resort to a hyper immediately. RAF is also an excellent choice as she herself isn't affected by it in any meaningful way. If you're confident in your ability to predict when an opponent is going to use a battle card against you, bringing Accel Hyper is also worth considering - QP can use it to easily kill an opponent, while she herself can just shrug it off using Hyper Mode if it's used against her.

For Event cards, Sealed Guardian and Forced Revival actually synergize surprisingly well with her hyper, and so are at least worth considering depending on your playstyle. Oh My Friend! is also a good choice as QP is equipped better for dealing with the boss than the majority of other characters are - once again, it synergizes well with Hyper Mode. It helps shut down bullies like Yuki.

For Boost cards, QP doesn't mind being attacked as much as a lot of other characters do (again due to her hyper), so Dash isn't a bad choice, although it may still not be worth one of your precious 10 card slots. Lonely Chariot is also worth considering, more so than Dash - it's an underrated card as a lot of characters have trouble making good use of it, but QP has both a decent HP pool and a get-out-of-jail-free card in the form of her hyper in case someone catches her in combat while she's at low HP from using it.
Other than that, card draw cards (Nice Present and Passionate Research mostly; the other ones not so much) are decent fillers as QP can get some use out of nearly any card.



Originally posted by Quint the Glowing Bitter Oyster:
Final Battle - not a battler.
While I wouldn't necessarily pack it myself as QP, it's not actually a bad choice. QP can use it to help her finish off someone tanky like Fernet, while she herself can just laugh at it as long as she has a hyper.

Originally posted by Quint the Glowing Bitter Oyster:
Nice Jingle - anyone can run this card
Battle-focused characters really shouldn't. For QP, though, it's indeed a decent choice.

Originally posted by Quint the Glowing Bitter Oyster:
Flip Out - another basically useful card.
QP wants to gain stars, not help bullies remove stars from the game, so don't bring this one.

Originally posted by Quint the Glowing Bitter Oyster:
Holy Night - basically useful card
Again, a decent choice for QP, but not equally useful to anyone. Battle-focused characters really don't want there to be a lot of stars to go around.
If you only draw it late in the game and already are in the lead, you're also better off not using it (as it would help your opponents catch up more than it would strengthen your lead in most cases, unless you'd be just one or two stars off your next norma without it).

Originally posted by Quint the Glowing Bitter Oyster:
Rbits - good insurance card against bosses and unexpected attacks. your hyper is obviously better but oh well. (it's also cheaper than your hyper)
You can't guarantee that you'll always have a hyper available when you need one, so Rbits is great backup.

Originally posted by Quint the Glowing Bitter Oyster:
Extend - basically useful card.
Hyper Mode already gives QP an Extend effect, so she shouldn't be running the actual Extend on top of that. (Nothing wrong with using it if you get your hands on one anyway, though.)

Originally posted by Quint the Glowing Bitter Oyster:
Oh My Friend - I haven't figured out when to stock this card yet.
Oh My Friend is useful to any decently durable character that wants to discourage their opponents from farming Wins. It's an obvious choice for people like Fernet, Kyoko or NoName, but QP is a decent enough user as well.

Originally posted by Quint the Glowing Bitter Oyster:
Princess's Privilege - may be useful if you get a crap hand plus this card.
Princess' Privilege is worthless. Definitely not worth decking, at the very least.

Originally posted by Quint the Glowing Bitter Oyster:
Reverse Attribute Field - a good battle insurance card for QP, but it doesn't do anything to help her specifically. still not bad of a choice. also gives more variety than just Rbits and your hyper.
It's a fantastic counter to other people relying on battle hypers, like Nanako, Peat or Syura, especially since those are hit pretty hard by it even if they don't use their hyper. It's also a nice backup against the boss.

Originally posted by Quint the Glowing Bitter Oyster:
Sealed Guardian - I don't see a reason why she woudl want to drop to 1 HP; she'd like it less than battlers who are way behind and looking for a lucky break, would. using it would also help Syura.
QP doesn't want to drop to 1 HP necessarily, but she can benefit from everyone else being reduced to 1 HP without putting herself at much risk. It's a good choice for her.

Originally posted by Quint the Glowing Bitter Oyster:
Forced Revival - more useful for battlers (and Kiriko) than QP.
Again, QP is mostly immune to its effects herself, so it's not a bad choice for her, although definitely less so than Sealed Guardian.

Originally posted by Quint the Glowing Bitter Oyster:
Shield - vaguely useful but this vs. Rbits depends on whether you want to fight back.
Not a bad card to hold onto if you happen to draw one, but probably not something QP wants to actually bring in her own deck. 0 Atk is usually still worth counterattacking with.

Originally posted by Quint the Glowing Bitter Oyster:
Stiff Crystal - basically useful card. You're unlikely to bring traps so it simultaneously means it's more useful to you and less useful to you. Dunno what to say.
Traps are the one big thing QP's hyper doesn't protect against, or at least not against all of them. Assault and Invasion aren't a big deal, but something like Flamethrower or Exchange can really screw you over, so having a Stiff Crystal in the deck somewhere, while not strictly necessary, is not at all a bad call.

Originally posted by Quint the Glowing Bitter Oyster:
Super All-Out Mode - of limited to use to QP. she's not very interested in either giving it or taking it. i wouldn't pack it.
Again, it actually synergizes well with her hyper, as she can enjoy the Atk boost without putting herself at much risk if someone else attacks first (as long as you have a hyper, anyway). Not my first choice of cards to bring, but not necessarily a bad choice either.

Originally posted by Quint the Glowing Bitter Oyster:
We Are Waruda - you're unlikely to pack traps as QP so this is also useless.
See Stiff Crystal. Having backup against traps is a good idea.

Originally posted by Quint the Glowing Bitter Oyster:
Mix Phenomenon - if you know beforehand that the map contains a lot of battle squares, or has Battlefield as a field event, this card will be useful. Otherwise it's sorta neutral/situational.
QP wants the boss to stick around for the most part, so you'll probably not want to bring Mix Phenomenon.

Originally posted by Quint the Glowing Bitter Oyster:
Scary Solicitation - QP benefits from both getting cards (if the card is used on her) and being able to force others backward in the race to gather stars, so this card is probably a good idea.
While QP is versatile, she doesn't benefit from simply having cards (like Peat does) nor from giving cards to her opponents (like Tomimyuu and Sweet Breaker do), so it's not something QP wants to actually bring.

Originally posted by Quint the Glowing Bitter Oyster:
Sealed Memories - I'm not sure how useful this is to QP but i don't think it's very useful.
You don't want people to know whether or not you have a hyper, so definitely avoid this one.

Originally posted by Quint the Glowing Bitter Oyster:
President's Privilege - QP doesn't really use much in the way of expensive cards, so no.
Whether this is worth bringing depends mainly on the rest of your deck. QP's hyper itself is cheap enough, but if you combo it with a lot of the expensive Event cards, President's Privilege helps you get those into play.

Originally posted by Quint the Glowing Bitter Oyster:
Accel Hyper - useful to hang onto, but probably shouldn't stock it lest it be used against her.
As long as QP has a hyper, it doesn't matter whether Accel Hyper is used against her, so it's not a bad choice to bring.

Originally posted by Quint the Glowing Bitter Oyster:
Star Blasting Light - perhaps vaguely useful, especially if you know you're going to play against trap-prone players or on a Minelayer map. Otherwise, not useful.
Star Blasting Light might be the one card in the game that I honestly don't consider worth bringing for any character unless you know ahead of time what opponents you're facing.

Originally posted by Quint the Glowing Bitter Oyster:
Play of the Gods - a fun card. not sure how useful it is?
Like President's Privilege, a nice addition if you're running a lot of expensive Event cards to combo with your hyper (it's even better in that regard, in fact). However, it can also pull cards like Gift Exchange or Scrambled Eve that bullies like Yuki or Tomomo like to bring, so you'll want to be careful with it.

Originally posted by Quint the Glowing Bitter Oyster:
Extension - another fun card like Play of the Gods, but I'm not sure how useful it is. Probably more useful than not since it can potentially get you out of a tight spot when you get challenged late game and have low HP.
QP isn't picky when it comes to what effect she gets, so it's an alright choice, although probably not worth one of your precious 10 card slots for QP specifically.

Originally posted by Quint the Glowing Bitter Oyster:
Gentleman's Battle - QP might be able to survive a battle but on the other hand she'd not want to get into one. So probably not.
QP can try to one-shot squishy characters like Suguri with it when combining it with her hyper, although I agree it's not a terribly good choice overall with 0 base Atk. Might be worth holding onto if you draw one, just don't actually bring it yourself.
Ryu Xero Jul 11, 2017 @ 11:55am 
While QP is very flexible with her card builds, QP must always have cards ready for any situation. Best I can say is avoid packing in cards that take away card control (like scrambled eve and flamethrower).
UnLuckyCat Jul 11, 2017 @ 5:10pm 
Originally posted by Shade:
Originally posted by Quint the Glowing Bitter Oyster:
Final Battle - not a battler.
While I wouldn't necessarily pack it myself as QP, it's not actually a bad choice. QP can use it to help her finish off someone tanky like Fernet, while she herself can just laugh at it as long as she has a hyper.
That's pretty scary if you can't predict it happening. Bullies can use it when you're at full health to skip past your "activation point" or fake you out and make you waste it early. Little War is a lot safer in that respect.

Hyper Mode already gives QP an Extend effect, so she shouldn't be running the actual Extend on top of that. (Nothing wrong with using it if you get your hands on one anyway, though.)
Still helps for out-of-combat deaths, or if you don't have a hyper of course. Good thing they changed it so only one effect is used up at a time. But true enough that it helps 6rec characters more, as well as other 5rec types who don't get a built-in Extend like QP.

Sealed Guardian - Forced Revival
These can be used to negate her hyper, though. Bullies can wait until after she's saved herself from certain doom, then pop her back down to 1HP again. It at least introduces an extra step, and the same player can't simply KO her twice in a row without some special conditions, but 0 Evd isn't going to be enough on its own to protect her if it happens when you're unprepared.

Star Blasting Light might be the one card in the game that I honestly don't consider worth bringing for any character unless you know ahead of time what opponents you're facing.
Wrong dog, but I always bring it as QPD to clean up spare pudding traps in far corners of the map. She doesn't even have to use it herself if Play of the Gods is in the deck, or someone really hates Saki. And for that matter, it helps to block PotG from picking something far worse.
Shade Jul 11, 2017 @ 5:38pm 
Originally posted by UnLuckyCat:
Star Blasting Light might be the one card in the game that I honestly don't consider worth bringing for any character unless you know ahead of time what opponents you're facing.
Wrong dog, but I always bring it as QPD to clean up spare pudding traps in far corners of the map. She doesn't even have to use it herself if Play of the Gods is in the deck, or someone really hates Saki. And for that matter, it helps to block PotG from picking something far worse.
That's actually pretty clever. I like it.
Ryu Xero Jul 12, 2017 @ 12:13am 
Originally posted by UnLuckyCat:
Star Blasting Light might be the one card in the game that I honestly don't consider worth bringing for any character unless you know ahead of time what opponents you're facing.
Wrong dog, but I always bring it as QPD to clean up spare pudding traps in far corners of the map. She doesn't even have to use it herself if Play of the Gods is in the deck, or someone really hates Saki. And for that matter, it helps to block PotG from picking something far worse.
...That is actually a cleaver idea for QPD... I should try that!
Last edited by Ryu Xero; Jul 12, 2017 @ 12:14am
Emeraldfox Jul 12, 2017 @ 5:18pm 
Wouldn't any card work for QP since she's pretty much a blank slate and can farm stars or go hard with offense? I suggest silly and fun things like Quick Restoration and that one card the gives you two die on offense.
Shade Jul 12, 2017 @ 8:42pm 
Originally posted by Emeraldfox:
Wouldn't any card work for QP since she's pretty much a blank slate and can farm stars or go hard with offense?
In a way you're not wrong, but due to how decks in 100% OJ work, you still want to pick cards that benefit you more than everyone else. If your stats don't give you anything to really work with in that regard, you can just build your deck with your hyper in mind.
Ryu Xero Jul 13, 2017 @ 1:58am 
The only thing QP needs to focus on is drawing power and preventing others from removing her cards in the process.
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Jul 10, 2017 @ 10:49pm
Posts: 15