100% Orange Juice

100% Orange Juice

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Comprehensive Character Guide
By Meme Miser and 1 collaborators
You're favourite character is awful and here's why...
 
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Foreword (Read This First!)
In this guide, I will give a description of each character in 100% Orange Juice, including information such as stats, useful card combinations (where neccessary), and a detailed breakdown of their strengths and weaknesses.

This is not a how-to-play guide. It is assumed that the viewer of this guide possesses basic knowledge of gameplay mechanics and can identify card effects based on name. If you are unsure of what a card's effects are, please refer to the 100% Orange Juice Card Analysis guide written by fellow juicer, UnLuckyCat.

The information and suggestions presented in this guide are mainly intended for multiplayer purposes, though much of it could apply to single player as well. If you are looking for a guide for completing single player campaigns, I suggest rolling better.[i0.kym-cdn.com]
Version History
1.16.3:
Nath's unit description has been modified for clarification.

1.16.2:
DLC characters Nath and Tomato & Mimyuu have been added.
Aru (Scrambled)'s Santa's Job has been modified. Now gives stars equal to Card Level x Your Level instead of Card Level x5.
Chicken has been modified. Now only loses 1/4 stars when KO'd in battle.

1.16:
Bonus character Aru (Scrambled) has been added.
Store Manager's base stats have been modified. Now 6/2/0/-1 from 6/2/0/0.

1.15:
Hyper cards added for the 6 NPC playable characters. Character guides to come.
Shifu Robot's base stats have been modified. Now 5/1/0/-1 from 6/1/0/-1.
Flying Castle's base stats have been modifed. Now 8/1/-1/-2 from 10/1/-2/-1.

1.13.3:
Krila's base stats have been modified. Now 6/0/0/-1 from 6/0/-1/-1.
Krila's Dance, Long-Eared Beasts! has been modified. Now grants 1 HP instead of 2 HP. Debuff now also lasts until the affected player's next battle.

1.13.1:
Sweet Breaker's Melting Memories has been modified. Now discards and replaces only 1 card instead of discarding and replacing the whole hand.

1.12.1:
Chicken, Robo Ball, and Seagull have been modified. Now give 1 Win when defeated in battle instead of 2 Wins.

1.12:
Tomomo's Magical Massacre has been modified. Now adds a stock effect that reduces her revive roll by 1 for each enemy KO'd.

1.11:
Flying Castle can now attack if attacked by Sherry.
Extend and Hyper Mode now resurrect Shifu Robot with full HP.

1.10.1:
Kyoko's Crystal Barrier has been modifed. Now no longer activates on players who have the buff and use Sherry's Whimsical Windmill to battle others.
Sham's base stats have been modified. Now 4/0/1/1 from 4/-1/1/1.

1.10:
Kae has been modifed. Now gains +Attack for all -Defense even when defending.
Krila's base stats have been modified. Now 6/0/-1/-1 from 6/0/0/-1.
Krila's Plushie Master has been modified. Now heals 2 HP from 1 HP. Now also sets traps on 3-5 panels (depending on map size) instead of just 3 panels.
Marie Poppo (Mixed)'s Subspace Tunnel has been modified. Now creates 4-6 Warp Move panels (depending on map size) instead of just 4 Warp Move panels.
Aru's Present For You has been modified. Now causes players with a full hand to draw 1 card.
When using a card in battle, you can no longer see the card disappear from the player’s hand before the battle starts.
Effects of cards that would overlap (such as Extraordinary Specs and Lonely Chariot) now act according to the effect last applied.

1.9.9 hotfix:
The maximum number of cards a player can carry has been limited to 10.

1.9.9:
Bonus character Marie Poppo (Mixed) has been added.

1.9.8 hotfix:
Alte's Self-destruct has been modified. No longer resets the special to 0 after a fourth successful Self-destruct. 1 HP condition removed.

1.9.8:
DLC characters Alte and Kyouko have been added.
Krila's base stats have been modified. Now 6/0/0/-1 instead of 6/0/-1/-1.
Kae's Blazing! has been modified. Now gives +1 Attack and -1 Defense instead of -1 Defense. Now has a duration of 3 turns instead of 4 turns.

1.9.6:
Kae's Blazing! has been modified. Now has a duration of 4 turns instead of 3 turns.
Kae's base stats have been modified. Now 4/0/0/1 instead of 4/1/-1/1.
Kae's special has been modified. Now reads: When attacking, gain -1 Defense and add reverse value of Defense to Attack.

1.9.5:
DLC characters Krila and Kae have been added.
Tomomo’s Magical Massacre has been modified. Now also affects units who currently have higher than maximum HP (rule clarification, no change to description).
DLC Mixed Juice Booster Pack has been added. Card strategies may have changed for all characters.

1.8.5:
Nanako has been modified. Now has Revive Roll Recovery: 4.

1.8.2:
Saki's Big Bang Bell has been modified. Now has a radius of 2 (5x5 squares) instead of 1 (3x3 squares).
Kyousuke's stats have been modified. Now 5/-1/2/0 instead of 5/-2/2/0.
Kyousuke's Cast Off has been modified. Now has a requirement of level 2 instead of level 3. Now also has a requirement of 10 stars instead of 20 stars.

1.8.1:
Saki's Big Bang Bell has been modified. Now has a requirement of level 3 instead of level 4. Now also increases the damage effect by 1 for every 2 chapters instead of 1 for every 3 chapters.
Kyousuke's Cast Off has been modified. No longer remains active on revive from Forced Revival.

1.8:
DLC characters Saki and Kyousuke have been added.

1.7.9:
Bonus character QP (Dangerous) has been added.

1.7.7:
Tomomo's stats have been modified. Now 4/2/0/0 instead of 6/2/0/1.
Aru has been modified. Now able to hold 4 cards instead of 3 cards.
Syura's stats have been modified. Now 4/0/1/0 instead of 4/0/0/0.
Nanako's stats have been modified. Now 3/0/2/1 instead of 3/0/1/1.
Kai's stats have been modified. Now 5/1/0/0 instead of 4/1/0/0.
Kai's Protagonist's Privilege has been modified. No longer works for more than one battle turn during Final Battle and Little War.

1.7.6:
Suyura has been modified. Now has Revive Roll Recovery: 4.
Syura's Beyond Hell has been modified. Now has a requirement of 0 stars instead of 10 stars.

1.7.5:
DLC characters Syura and Nanako have been added.

1.7:
Schiff Robot has been renamed to Shifu Robot.

1.5:
Schiff Robot's stats have been modified. Now 6/1/0/-1 instead of 7/1/0/-1.
Flying Castle's stats have been modified. Now 10/1/-2/-1 instead of 10/1/-1/-1.

1.4:
Kai's Protagonist's Privilege has been modified. Now has a requirement of level 3 instead of level 4. Now also has a requirement of 20 stars instead of 30 stars.
Store Manager has been modified. Now loses 1 HP on card discard instead of 2 HP on card discard.

1.3.2:
Kai's stats have been modified. Now 4/1/0/0 instead of 5/1/0/0.
Fernet's Air Strike has been modified. Now grants 15 stars upon every KO.
New playable boss characters introduced: Store Manager, Boss Robot and Flying Castle.

1.3.0:
Added effective defensive stats for all characters.
Aru's stats have been modified. Now 5/-1/-1/2 instead of 5/-1/-1/1.

1.2.8:
Guide created.
Glossary
I'm lazy and don't feel like typing out long card names repeatedly so here's how I abbreviate stuff:

IoF: I'm on Fire!
A battle card which grants the user +1 ATK and -1 DEF for the duration of combat. It requires player level 1 and costs 5 stars.

RAtF: Reverse Attribute Field
A battle card which inverses both character's stat modifiers (calculated after other battle effects) for the duration of combat. It requires player level 3 and costs 10 stars.

RCC: Rainbow-Colored Circle
A battle card which grants the user +2 EVD and -1 DEF for the duration of combat. It requires player level 2 and costs 5 stars.

SAOM: Super All-Out Mode
An event card which grants all players +2 ATK during their next instance of combat. It requires player level 3 and costs 30 stars.

What are Defensive Thresholds?
What these numbers describe is the effective defense of a given character. These DEF number is obtained by adding the highest possible roll (6) to a character's DEF modifier along with their max HP, then subtracting 1. This represents the largest possible roll a player is able to defend against and still live. The EVD number is the highest possible roll combined with the character's EVD modifier, again subtracting 1. This is the largest possible roll a player is able to evade.

For example: QP can achieve a maximum defense roll of 6 (6+0). With 5 HP, the highest attack she is able to block is 10. Her maximum EVD is 6 (6+0) meaning she is able to avoid any roll of 5 or lower.

If a character has an immunity value, it means they are guaranteed to avoid any rolls under a certain number. This is easily calculated by using their EVD modifier.

Remember: these numbers all assume a maximum roll of 6 and do not factor in other card buffs or lesser rolls. They only exist to show the extent of a character's defensive capabilities.
Alte
Stats: 5 HP | 0 ATK | -1 DEF | +1 EVD
Defensive Thresholds: 9 DEF | 6 EVD | 1 Immunity
Hyper: Self-destruct
In battle, see a random card from the opponent's hand. On Self-destruct, gain +1 Attack (up to +3).

OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

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CARD SYNERGIES

Aru
Stats: 5 HP | -1 ATK | -1 DEF | +2 EVD
Defensive Thresholds: 9 DEF | 7 EVD | 2 Immunity
Hyper: Present for You
Aru is able to hold up to 4 cards at any time.

OVERVIEW

Sporting good HP and great EVD, Aru plays a very defensive role in games. Though she is able to slip through opponent's attacks, she must be wary of her miniscule ATK and DEF. As her combat proficiency is poor, you'll want to spend your time avoiding confrontation and instead focus on acquiring stars. Her hyper, fortunately, excels at doing just that, with the potential of granting the largest amount of stars of any non-trap card. It does come with the fairly steep downside of loading up your opponents with cards to use against you, which further emphasizes your need to avoid an engagement.

USING HYPER EFFECTIVELY

Present for You grants more stars the fewer cards everyone has, so the main thing to pay attention to is everyone's card count.

Because of the nature of the card, you'll want to hold onto it to maximize your gains. As a general rule of thumb, try to hold onto your hyper until you can get at least 50 stars from it. Often times, the first use will be the most efficient, as other players may horde their cards to prevent you from cashing in again. You can force card removal through use of traps like Bad Pudding and Flamethrower. In a pinch, Present for You can be used while it is your only card in hand to effectively pay for itself and more while giving you a full, fresh hand.

Fun fact: The maximum possible amount of stars awarded by Present for You is 130, which is almost triple what Poppo can get with Ubiquitous. And due to a buff of the hyper, the minimum is now 40.

SUMMARY

+High EVD makes her difficult to hit
+Can quickly accrue stars through hyper
-Hyper is player-reliant for huge gains
-Hyper is a double-edged sword since it can give enemies useful cards
Aru (Scrambled)
Stats: 5 HP | -1 ATK | -1 DEF | +2 EVD
Defensive Thresholds: 9 DEF | 7 EVD | 2 Immunity
Hyper: Santa's Job
Aru (Scrambled) is able to hold up to 4 cards at any time.

OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

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Chicken
Stats: 3 HP | -1 ATK | -1 DEF | +1 EVD
Defensive Thresholds: 7 DEF | 6 EVD | 1 Immunity
Hyper: Golden Egg
Only worth 1 Win on KO. Only lose 1/4 stars on KO.

OVERVIEW

Play this if you want to play with a handicap, or don't neccessarily care about winning.

USING HYPER EFFECTIVELY

Golden Egg is really good in any map that doesn't have Battlefield. At level 2, lay down a trap that forces opponents to suffer through drop panel minefields for 3 turns when activated, or that same trap giving you bonus panels everywhere for 3 turns when activated. At level 3, it forces die roll x3 on any drop or bonus panel. This can lead to some serious star gain or loss with the appropriate rolls.

SUMMARY

+Passive bonuses make getting KO'd not so painful
+Powerful Hyper that can make star gains better for yourself and worse for your enemies
-You're still just a regular Chicken
Fernet
Stats: 6 HP | -1 ATK | +2 DEF | -2 EVD
Defensive Thresholds: 13 DEF | 3 EVD
Hyper: Air Strike

OVERVIEW

Roll like a tank, hit like a, uh... decommissioned tank. Fernet is a veritable walking fortress, able to shrug off combat damage like nobody's business. Because of this, she has an extremely easy time farming up stars and holding onto them. Often times, opposing players may pass you by, preferring to take their full roll while leaving you to your own devices.

Unfortunately, being a fat damage sponge is about all she can do in battle. With reduced ATK, she frequently struggles to hit an evading target, and her unsalvagable EVD ensures she'll eventually be worn down by repeated battles.

USING HYPER EFFECTIVELY

Air Strike deals between 1-3 random damage to all living targets on the board other than yourself, granting 15 stars per kill if it downs anyone. This would be a pretty cool hyper if Fernet could actually prey on her weakened opponents. At 30 stars, the hyper itself is also fairly costly considering the benefits are so limited. Unlike Marc's x16 Big Rocket, killing a target with Air Strike doesn't grant any wins.

Ultimately, Fernet's Air Strike does not synergize well with her playstyle and isn't really worth the high cost for using it, unless you can guarantee three kills or really need to down someone.

SUMMARY

+Great survivability
+Can disrupt other combat oriented players
+Can use RAtF well
-Poor combat, will eventually be wittled down
-Hyper somewhat useless
-Card reliant
-Lack of big plays can be kinda boring
Flying Castle
Stats: 8 HP | +1 ATK | -1 DEF | -2 EVD
Defensive Thresholds: 12 DEF | 3 EVD
Hyper: Immovable Object
Immune to Battle Cards when defending.
Cannot counterattack.
Flying Castle requires a 6 upon initial revive roll.

OVERVIEW

Just play Poppo instead.







PLAYING WITH PASSIVES

Don't let anyone get behind you, because there's not much you can do about it. At least they can't use battle cards to hit you harder, but that won't stop anyone with event or boost cards like Little War or Accelerate from putting the hurt on you.

PLAYING WITH HYPER

Sweet, sweet revenge. Stop that jerk camping you for free hits by popping your hyper and smacking them in the face. But just for one turn. Then you're back to being a piñata.

SUMMARY

+Highest HP in the game
+While you're defending, opponents cannot use battle cards (i.e. Final Battle)
-Poor defensive options to go with your HP
-Very vulnerable to attacks from behind
Hime
Stats: 5 HP | +1 ATK | -1 DEF | +1 EVD
Defensive Thresholds: 9 DEF | 6 EVD | 1 Immunity
Hyper: Binding Chain

OVERVIEW

Hime is a balanced character with a stat distribution that favors combat. Compared to other EVD characters, she sports higher HP, which gives her better survivability overall. Her hyper has amazing utility and a very low cost, making it a great tool for disrupting other players.

There's really not much else to say about her, so let's move on to something more interesting...

USING HYPER EFFECTIVELY

Binding Chain causes everyone to skip their turn, allowing you to essentially act twice. At a modest 10 star cost, this card is really amazing. The main drawback is the player level 4 requirement, limiting it's uses to late game exclusively. Nevertheless, having such a large degree of control over the board is invaluable.

There are numerous applications for Binding Chain. It can be used immediately before the Miracle stage effect to deny everyone but yourself the benefits of doubled panels. You can use it to impede players chasing you down or running away. It can be used to stall out effects like Protagonist's Privilege or Little War. If there's a situation where you find yourself needing a little extra time, Binding Chain might just be your saving grace.

SUMMARY

+Higher HP than her counterparts
+Disruptive hyper is very good for upsets
+Low card costs
-Hyper has a high level requirement
-Doesn't really excel in anything
Kai
Stats: 5 HP | +1 ATK | +0 DEF | +0 EVD
Defensive Thresholds: 10 DEF | 5 EVD
Hyper: Protagonist's Privilege

OVERVIEW

Kai is a solid pick for any scenario. He can use lots of cards effectively, allowing him to be played pretty much however you'd like. Though his stats are fairly neutral, his hyper gives him a great combat advantage, allowing him to navigate through the later stages of the game safely.

USING HYPER EFFECTIVELY

Protagonist's Privilege let's you do stupid stuff like walk into boss battles with 1 HP and leave unmolested. Upon use, enemies on the defensive in battle are unable to fight back, allowing you to get free hits without any fear of retaliation. Where it gets interesting is when it's combined with Final Battle.

As long as you initiate combat, using Final Battle with your hyper active will let you get a free attack roll against a defending opponent for one battle turn before acting as normal. Because your opponent is more likely to die, it is important to pick a high value target, as a combination of Final Battle and Protagonist's Privilege is going to set you back a cool 50 stars. If you've really got cash to burn or are looking to beat up on multiple opponents, Little War can give similar, though not exact results. By paying a total of 60 stars, you can guarantee one free hit against anyone who is unfortunate enough to be caught in your direct path, with the added amusement of watching other players forced to tank two hits from a boss.

IMPORTANT NOTE: Little War is an event card, so unlike Final Battle, you cannot play both it and Protagonist's Privilege in the same turn.

SUMMARY

+Good stats all around
+Strong late-game presence
+Best theme song
-Somewhat card reliant
-High cost combos can leave you at a deficit
-Low rolls can waste hyper
Kae
Stats: 4 HP | 0 ATK | 0 DEF | +1 EVD
Defensive Thresholds: 9 DEF | 6 EVD | 1 Immunity
Hyper: Blazing!
Add reverse value of DEF to ATK; -1 DEF when attacking.

OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

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Krila
Stats: 6 HP | 0 ATK | 0 DEF | -1 EVD
Defensive Thresholds: 11 DEF | 4 EVD
Hyper: Plushie Master

OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

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Kyoko
Stats: 5 HP | -1 ATK | 3 DEF | -2 EVD
Defensive Thresholds: 13 DEF | 0 EVD
Hyper: Crystal Barrier
Cannot use the Evade command in battle.

OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

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CARD SYNERGIES
Kyousuke
Stats: 5 HP | -1 ATK | +2 DEF | +0 EVD
Defensive Thresholds: 12 DEF | 5 EVD
Hyper: Cast Off

OVERVIEW

Kyousuke is a gentleman; a pacifist by nature but one who will fight when he needs to. He also enjoys smelling roses, shedding his clothes and taking long walks on the beach map.

USING HYPER EFFECTIVELY

Tired of being the weakling kid everyone picks on? Then get yourself some Anchor Arms with Cast Off and be the lovable, rose-smelling jerk you always wanted to be. Trading your -1 ATK (and shirt) for your +2 DEF beefs you up for a powerful +2 ATK, but at the expense of leaving you with -1 DEF. Also, keep in mind that Anchor Arms will wear off if you die, reverting you back to your just as fabulous (but weaker) self. But that's not a problem with muscles like THESE, right?

SUMMARY

+fabulous and not afraid to show it
+one of the highest base DEF in the game
+literally better Fernet
-hyper wears off on death
Marc
Stats: 4 HP | +1 ATK | +1 DEF | -1 EVD
Defensive Thresholds: 10 DEF | 4 EVD
Hyper: x16 Big Rocket

OVERVIEW

Marc is unique in that she is the only character who is able to score wins off of opponents without even touching them in battle. Through use of her hyper, she can pick off weakened targets, or even slaughter them outright, depending on the phase of the game. Additionally, she sports a nice spread of stats which can allow her to succeed in a variety of combat situations.

Another unique feature she possesses is a very mellow theme song, which can instantly kill all hype upon level up.

USING HYPER EFFECTIVELY

x16 Big Rocket scales in both damage and cost based on your level. It is usable regardless of player level, so the card has great versitility in it's use. To get the most out of it, you'll definitely want to kill your target with it, as you are granted wins.

Early game, it's a useful tool for weakening targets or picking off stragglers, scoring some easy wins. Under certain situations, it may even be beneficial to purposely avoid leveling up in order to keep the card cost low. This is usually effective when your opponents are spending a lot of time fighting each other and escaping battles with low health.

At level 3, kill Peat and Nanako any time they aren't eating dirt for free wins.

Once you've hit max level, your rocket really hurts. Like, a lot. Any character not named Marie Poppo or Fernet is a guaranteed kill, so save your hyper for more situational uses, such as denying victories or securing them for yourself.

One thing to remember is that despite your opponent's remaining HP, x16 Big Rocket will always deal your level in damage. This can make the card's cost less efficient, particularly during late game.

SUMMARY

+Good combat stats
+Can OHKO most of cast with hyper lategame
+Hyper can farm kills indirectly
-Worn down through repeat battle
-Hyper gets expensive quick
Marie Poppo
Stats: 7 HP | -1 ATK | -1 DEF | -1 EVD
Defensive Thresholds: 11 DEF | 4 EVD
Hyper: Ubiquitous

OVERVIEW

Marie Poppo has the highest HP of any other character in the game, but suffers for it by having diminished stats and, by extension, very poor combat abilities. This coupled with the star steal from Ubiquitious forces her into a strict star norma choice. As such, players of Poppo should focus on collecting and stealing stars while running away from opponents who want to (justifiably) kill her and take her stars.

USING HYPER EFFECTIVELY

Ubiquitous is a no cost card which teleports Poppo to her target and steals stars from them, scaling with their level. For each player level your opponent has, you will take from them 10 stars. Against a level 5 player, this card will steal 50 stars from them, which can easily be the single deciding factor in the outcome of a game.

Ignoring the thieving aspect of Ubiquitous, the card has amazing utility as it grants you controllable repositioning on the board. You can teleport yourself away from a threatening player and into a safer position, possibly closer to a home base. Bear in mind that because you must teleport yourself onto another unit, you are open to retaliation as they will chase you down in an attempt to reclaim their stolen stars from your corpse.

SUMMARY

+Very high HP makes her deceptively bulky
+Hyper can decide games
+Great benefits from RAtF
-Poor combat all around
-Hyper not at its peak til late game
-Hyper can put you into dangerous situations
Marie Poppo (Mixed)
Stats: 7 HP | -1 ATK | -1 DEF | -1 EVD
Defensive Thresholds: 11 DEF | 4 EVD
Hyper: Subspace Tunnel
When warping from any effect: If player level is odd, gain 3 x level in stars. If player level is even, draw a card.

OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

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CARD SYNERGIES
Mimyuu & Tomato
Mimyuu
Stats: 3 HP | -1 ATK | 0 DEF | +1 EVD
Defensive Thresholds: 8 DEF | 6 EVD | 1 Immunity
Hyper: Evil Spy Work - Preparation; Evil Spy Work - Execution
Recovery Value: 1
Revive as Tomato.
Lose 1/4 stars and give 1 Win when KO'd in battle.


Tomato
Stats: 3 HP | +1 ATK | 0 DEF | 0 EVD
Defensive Thresholds: 8 DEF | 5 EVD
Hyper: Waruda Machine, Blast Off!
Recovery Value: 3
Revive as Mimyuu.
Lose 1/4 stars and give 1 Win when KO'd in battle.
Draw Evil Spy Work - Execution cards as Waruda Machine, Blast Off!


OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

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Nanako
Stats: 3 HP | 0 ATK | +2 DEF | +1 EVD
Defensive Thresholds: 10 DEF | 6 EVD | 1 Immunity
Hyper: Deploy Bits
Nanako requires only a 4 upon initial revive roll.

OVERVIEW

Nanako is the oft-forgotten Suguri character with strong defensive stats and a potentially deadly hyper.

USING HYPER EFFECTIVELY

Accelerate not testing your luck enough? Then Deploy Bits will really make you happy. Sporting the ability to randomly grant up to 7 stat points in any of Nanako's base stats, you can easily get anything from +7/0/0 to +1/+4/+2 in bonus stats.
With how random this hyper can be, expect to be disappointed often when attacking, but happy when getting attacked.

SUMMARY

+hype theme
+one of the highest DEF in the game
-one of the lowest HP in the game
-hyper is overly random
Nath
Stats: 5 HP | -1 ATK | -1 DEF | +1 EVD
Defensive Thresholds: 9 DEF | 6 EVD | 1 Immunity
Hyper: Another Ultimate Weapon
Gain 1 stack of Active Extension for each battle card played (max 3).
Lose stacks on KO.
Active Extension: Gain +1 ATK, +1 DEF, -1 EVD.


OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

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Peat
Stats: 3 HP | +1 ATK | +1 DEF | +1 EVD
Defensive Thresholds: 9 DEF | 6 EVD | 1 Immunity
Hyper: Blue Crow the Second
Peat requires only a 4 upon initial revive roll.

OVERVIEW

Sporting a bonus in every combat stat, Peat does a pretty good job when it comes to fighting. His hyper, Blue Crow the Second, grants him greatly improved stats during battle allowing him to easily overpower opponents. Additionally, his lowered requirement for revive rolls lets him get back into the fray in the event he should meet an untimely end.

If all that sounds too good to be true, well then you're right. Peat suffers from having an abysmally low HP stat, which greatly reduces his ability to sustain combat. Even having a favorable defense roll will result in Peat being stripped of a third of his health minimum. This is further compounded by stage hazards and damaging traps, which affect Peat far greater than any other character. But hey, at least you'll be able to pick yourself up quicker once you inevitably die to Mimyuu's Hammer...

USING HYPER EFFECTIVELY

Blue Crow the Second grants additional stats based off the number of cards in your hand at the time of activation. It does count itself before use, so if you have nothing else, you will always gain a minimum of +1 ATK and DEF and lose 1 EVD. Ideally, you'll be using it with a full hand of 3, though under specific conditions, you can even activate with a hand of 4, giving you a ridiculous +5/+5/-3, which is going to really hurt.

It's cheap, it's low level, it's good. Don't use it on an empty hand and you'll get good results.

SUMMARY

+Great combat stats
+Amazing battle steroid hyper
+Quicker revives
-Very low HP
-Very weak to RAtF
-Very weak to indirect damage
-Hand size reliant hyper hinders usage of other useful cards
QP
Stats: 5 HP | +0 ATK | +0 DEF | +0 EVD
Defensive Thresholds: 10 DEF | 5 EVD
Hyper: Hyper Mode!

OVERVIEW

QP is a character without any strengths or weaknesses, making her a jack of all trades. Because of this, she can pursue the Win or Star norma equally. Additionally, she can benefit from any combat card during battles to help her fighting potential.

If you can't decide what you want to do during a game, just pick QP and improvise.

USING HYPER EFFECTIVELY

Hyper Mode! is arguably one of the best hypers in the game. It allows you to take huge risks and get away without any penalties. Use it during a boss engagement to suicide and come back next turn with all stars intact. Use it during a player ambush to deny them wins and stars. Use it during a battle to juice up your ATK and get kills.

Honestly, the only time you wouldn't want to use Hyper Mode! is in any instance where you would be able to normally survive combat.

SUMMARY

+Balanced stats
+Very good mid and lategame
+Immune to RAtF
-No combat dice modifiers
-Card reliant for kills

CARD SYNERGIES

As stated before, QP can benefit from pretty much any card. Offensively, RAtF and Big Magnum are effective for turning matchups in your favor. SAOM gets special mention as it combines well with Hyper Mode!, giving you a very large ATK increase, while protecting you from a flubbed DEF roll. Speaking of defense, Rbits, Shield, and RCC are all good for keeping damage intake low, while Pudding, unsuprisingly, restores lost health.
QP (Dangerous)
Stats: 5 HP | 0 ATK | 0 DEF | -1 EVD
Defensive Thresholds: 10 DEF | 4 EVD
Hyper: Sweet Guardian
Gain combat bonuses from carrying cards with "Pudding" in their name.

OVERVIEW

QP-D is a pudding fiend, and one of the more interesting characters in the game. With nearly identical stats to her normal counterpart, what sets her apart is her strong passive effect which can grant her up to +3 in any stat.
Proper management of pudding will result in victory!

USING HYPER EFFECTIVELY

Need a power boost or want to change your stats? Lost cards due to an exchange or drop? Just want to heal? Then Sweet Guardian will grant all of your wishes. Using this card at any time gives you two random cards with "Pudding" in their name for a moderately costly 20 stars. While this hyper doesn't sound too useful initially, when paired with QP-D's passive it can make her very strong.
Popping her hyper always lets you decide when you gain stats, but at the expense of not getting to decide which ones you get. Mix and match pudding cards for your preferred playstyle.

Another use for QP-D's hyper is to use it right before a fight. You get the bonus of having upwards of 5 "Pudding" cards in your hand for free stats that you don't have to discard until the end of the turn, giving you a distinct advantage in battle against whoever you decide to fight.

IMPORTANT NOTE: QP-D's passive scales as such: Dangerous Pudding gives her +1 Attack, Bad Pudding gives her +1 Defense, and Pudding gives her +1 Evasion.
Additionally, your hyper can be used even if there are no "Pudding" cards in the middle deck, meaning you can completely waste your hyper and stars and gain no benefit from it.

SUMMARY

+strong passive
+fairly versatile
-very pudding-reliant for stats
-very susceptible to exchanges/card drop

CARD SYNERGIES

There isn't a whole lot of variety without sacrifice regarding QP-D's card decisions. Dangerous Pudding, Bad Pudding and Pudding are all important to her for stat scaling due to her passive. The amount you choose to include is ultimately up to you, which means you can include cards like We Are Waruda to try and misplace an opponent's well-placed Flamethrower/Exchange, or Stiff Crystal to avoid harmful traps altogether.

Alternatively, going with Big Magnum, IoF or SAOM can help to take advantage of her already boosted attack, while Rbits and Shield can provide a defensive boost on top of her already boosted defense.

Of course you can always choose to not use any "Pudding" cards and just use a normal deck, but then why not play normal QP instead?
Robo Ball
Stats: 3 HP | -1 ATK | +1 DEF | -1 EVD
Defensive Thresholds: 9 DEF | 4 EVD
Hyper: Reflective Shield
Only worth 1 Win on KO.

OVERVIEW

Play this if you want a handicap, or if you don't really care about winning.

USING HYPER EFFECTIVELY

Tired of being bullied? Pop this hyper and get ready to strike back with avengeance.
Using this card in battle reverts your measly ATK to 0, but gives you +2 ATK for every point of damage you take defending. This means you can potentially roll 10 ATK on a counter hit against your opponent and make them think twice about ever trying to fight you again.
Just remember that since this is a counter hyper, it can only be used on defense.

SUMMARY

+Very powerful battle hyper
-Everything else
Saki
Stats: 4 HP | +0 ATK | +0 DEF | +1 EVD
Defensive Thresholds: 9 DEF | 6 EVD | 1 Immunity
Hyper: Big Bang Bell

OVERVIEW

After her battle against The Pudding Deity, Saki has finally joined in on the action! And she brought cookies and explosives for everyone!

USING HYPER EFFECTIVELY

Saki's hyper Big Bang Bell is one the biggest game changer hypers in the game. After just 10 chapters, her hyper has enough power behind it to KO the majority of the cast. This makes her hyper well-suited to larger maps, since it takes longer to circle the maps meaning more chapters will pass and the damage will ramp up crazy high.
However, she can still use it effectively in smaller maps as well. You just need to take a more proactive playstyle on them, fighting opponents when they're somewhat close to your hyper to weaken them and bypass the slow rate of damage increase the hyper naturally has.
Additionally, landing on the card does very little to hurt Saki herself meaning you can even put it on your own home space. If you KO yourself, the stars go right back to you and the damage range has the possibility to KO anyone near your trap. Sure, you get downed. But you also gain the stars of anyone else that was close enough to get hit, generally making the self-KO highly worth it.

SUMMARY

+strong, game-changing hyper
+makes all traps more dangerous
+looks like Miyako
-lacks the W I D E
-easy to ko due to lacking defenses
-hyper can take a while to ramp up

CARD SYNERGIES

Saki makes all trap cards dangerous. 300% Heat lets her be able to take advantage of an opponent's lowered defenses despite her mediocre ATK stat, or to let other player's soften each other up for easier hyper KO's. Piggy Bank can be used to scare off opponents from wanting to land on your home space while giving you a potentially large burst of stars, for fear it might be Big Bang Bell, or something equally as devious (such as Exchange, Flamethrower or Sky Restaurant 'Pures'). Coincidentally, all of those are also very good to bring for much the same reason as Piggy Bank, as they can easily remove your opponents' home spaces from play unless they want to suffer the effects of one of those cards.
Essentially, Saki is a trap master, and Minelayer only enhances this. Play to her strengths and make people scared to go near any card on the floor.
Seagull
Stats: HP 3 | +1 ATK | -1 DEF | -1 EVD
Defensive Thresholds: DEF 7 | EVD 4
Hyper: Jonathan Rush
Only worth 1 Win on KO.

OVERVIEW

Play this if you want a handicap, or don't care that much about winning.

USING HYPER EFFECTIVELY

Target low HP opponents, as your hyper forces a DEF debuff and gives you the first hit setting you up for potential easy kills and stars. This makes you a scary threat at any point in the game post level 3.

SUMMARY

+Capable of high attack rolls for silly kills
-3 HP with negative defenses
Shifu Robot
Stats: 5 HP | +1 ATK | 0 DEF | -1 EVD
Defensive Thresholds: 10 DEF | 4 EVD
Hyper: Turbo Charged
Begins each game and revives immediately with 1 HP.
Regenerates 1 HP every 3 chapters.
Auto-revives after KO next turn.

OVERVIEW

Shifu Robot is a character who operates around shifting momentum. Though he begins with 1 HP, his passive regen grants him unmatched sustain. Pick and choose your battles, keep your health high, and abuse your natural bulk to be a constant threat on the field.

PLAYING WITH PASSIVES

Upon death, Shifu Robot revives automatically the next turn with his health at 1. Naturally, this makes him an easy target for repeat kills from other players. Try not to fight in large clusters of opponents in order to prevent the chances of getting chain killed by the murder train.

PLAYING WITH HYPER

This hyper is best used when the stars align for you to sweep through multiple opponents and attack them all with huge damage. This will never happen.

SUMMARY

+High HP
+Passive health regeneration
+No downtime from deaths
-Extremely vulnerable to repeated deaths
Sora
Stats: 4 HP | +1 ATK | +0 DEF | +1 EVD
Defensive Thresholds: 9 DEF | 6 EVD | 1 Immunity
Hyper: Extraordinary Specs

OVERVIEW

Sora is a medium risk, medium reward character. Her stats make her fairly safe in combat and even her hyper promotes stability. She can play aggressive or passively depending on what cards you managed to draw.

Overall, not a bad pick, but without an active hyper, don't expect people to feel too threatened by your presence.

USING HYPER EFFECTIVELY

Do you hate low rolls? If so, Extraordinary Specs might be right up your alley. For the duration of the chapter, up until your next movement roll, all of your dicerolls are guaranteed to be perfect sixes. This hyper is pretty straight forward, simple and clean.

Using Extraordinary Specs for movement can be tricky at times, so it's typically used to scum combat rolls. Even though you're throwing out max rolls, you aren't guaranteed to kill your opponent, which can lead to disappointment when it comes to assassinating a target. On the flipside, you probably won't have to worry about dying since you can defend through pretty much anything.

To make sure that your hyper doesn't go wasted, using Final Battle can force an opponent into a disadvantaged battle to the death. However, keep in mind that this combo is very costly at 60 stars. Make sure to save this combo for someone with a lot of stars.

SUMMARY

+Good blend of offense and defense
+Hyper allows for consistant high rolls
-Below average HP
-Hyper can be situational or underwhelming
Sora (Military)
Stats: 4 HP | +1 ATK | 0 DEF | +1 EVD
Defensive Thresholds: 9 DEF | 6 EVD | 1 Immunity
Hyper: Awakening of Talent
When KO'd, revive with 2 HP on the next turn.

OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

+
-
Star Breaker
Stats: 5 HP | +2 ATK | 0 DEF | -1 EVD
Defensive Thresholds: 10 DEF | 4 EVD
Hyper: Star Blasting Fuse; Invisible Bomb
Can only choose Wins norma.

OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

+
-
Store Manager
Stats: 6 HP | +2 ATK | 0 DEF | -1 EVD
Defensive Thresholds: 11 DEF | 4 EVD
Hyper: Banned For Life
Does not gain stars from Bonus Panels.
Cannot use cards.
Suffers 1 damage if card is discarded.
Store Manager requires a 6 upon initial revive roll.

OVERVIEW

Store Manager is forced to play an aggressive "kills only" game, since he cannot acquire bonus stars, though with 6 HP and +2 ATK, he finds himself able to do just that. His unique aspect of not being able to use cards makes for some interesting deckbuilding and relies on manipulating your opponents into granting you the support you need.

PLAYING WITH PASSIVES

Though his stats may be high, Store Manager suffers from being unable to use any cards. This can be problematic during combat, as he cannot boost his stats to guarantee kills against tankier opponents (or bad rolls). His inability to use cards also prevents support cards like Pudding and Dash!, which can also prevent favorable combat scenarios.

Unfortunately there isn't much that can be done to play around these shortcomings, though a solid strategy can be formed around continually taking the shortest route around the map. This keeps you within range of home spaces, which will keep your health up as needed. Most maps also place draw panels along the lengthy paths, so staying near home spaces will reduce your chances of racking up too much additional damage from discarding.

PLAYING WITH HYPER

While holding your hyper, you go from being able to play no cards to at least being able to play gift cards. Unfortunately, there aren't many gift cards you can play. However, that's not the real purpose of this card.
The real purpose of this hyper is to force other players into only being able to play gift cards themselves, even if for a single turn. This can easily turn battles from safe fights to incredibly risky encounters for your opponents. The only downside is that the card will choose its target randomly, leaving you with little choice in who you're shutting down. But with a rather inexpensive cost, you easily benefit more than you lose.

*Undocumented change: This card will also discard the player's entire hand when using it, at a cost of the current star amount divided by 10.

SUMMARY

+Great stats
+One of the few characters with +2 ATK
+Doesn't really care about drop panels
-Tons of negative passives
-Lack of card usage can really hurt

CARD SYNERGIES

Since Store Manager can't use cards at all himself, he has to rely on other people using cards that benefit him indirectly. Good choices for this include cards such as Little War, Dinner, SAOM and Holy Night.

Flamethrower is a great card for clearing out your entire hand, provided you can land on the trap once placed by someone else. Bad Pudding is also recommended due to the low level requirement. Tragedy in the Dead of Night can also be used to help remove cards from your hand, with the added bonus of also forcing those cards into someone else's (though keep in mind this can both be a good or bad thing.)
Suguri
Stats: 4 HP | +1 ATK | -1 DEF | +2 EVD
Defensive Thresholds: 8 DEF | 7 EVD | 2 Immunity
Hyper: Accelerate

OVERVIEW

Suguri boasts one of the highest stat totals in the game. With decent HP and ATK and and unmatched EVD, she finds herself able to repeatedly fight, often times escaping without even a scratch. Of course, due to the nature of EVD, low rolls can result in death. So what better way to overcome bad dice luck than to just roll another die?

If you're feeling lucky and want to go fast, then buckle up, 'cause the Suguri train has no brakes.

USING HYPER EFFECTIVELY

Accelerate grants Suguri the ability to roll two dice for the entirety of the chapter. This includes everything from movement to bonus squares to combat rolls. This allows you to cover an insane amount of ground, catch up to an opponent, and decimate them in combat through sheer overwhelming numbers. Keep in mind, Accelerate is fairly costly at 30 stars. Be sure your target is worth the investment before committing to the kill.

What's interesting to note is the double dice effect actually lasts until your next movement roll. Because of this, any player attempting to initiate combat before your next turn has to overcome a double EVD and ATK roll. This serves as a great deterrance against counterattacks and can lead to some interesting setups with Assault, though the window of opportunity is very small.

Remember: just because you have two dice doesn't remove the luck factor. You have the exact same chances of rolling a double 6 as you do getting snake eyes.

SUMMARY

+Great stats
+Good duelist
+Hyper is great for assassinating
+Uses basic cards work very well
-Reliant on dodges
-Hyper is cost inefficient if others low on stars
Sweet Breaker
Stats: 6 HP | 0 ATK | 0 DEF | 0 EVD
Defensive Thresholds: 11 DEF | 5 EVD
Hyper: Melting Memories
Recovery Value: 6
When battling a player with reversed cards, gain +1 ATK/DEF/EVD for each card.


OVERVIEW



USING HYPER EFFECTIVELY



SUMMARY

+
-
Syura
Stats: 4 HP | 0 ATK | +1 DEF | 0 EVD
Defensive Thresholds: 10 DEF | 5 EVD
Hyper: Beyond Hell
Syura requires only a 4 upon initial revive roll.

OVERVIEW

Fight hard; fight often. Unless you don't have your hyper. Then don't fight at all.

USING HYPER EFFECTIVELY

Beyond Hell is a double-edged sword. It's effect gives +1/+1/+1 for every HP missing, which can max out with a whopping +3/+4/+3 in stats for combat. However, to reach this Syura needs to have only 1 HP remaining. Playing around this hyper means knowing when to use it for a quick stat boost, or for a big counter-attack.

SUMMARY

+smug
+low roll recovery with 4 HP
+easy to control HP for hyper
-somewhat hyper-reliant
-risky playstyle that relies on low health
-mediocre base stats make battles without hyper a chore

CARD SYNERGIES

Syura loves playing with her health. Because of this, cards such as Big Magnum, Flock of Seagulls and Mimyuu's Hammer synergize well with her dangerous playstyle, not only to lower her health for her hyper but to also whittle down her opponents for easier battles.

Opposite of this, cards such as Saki's Cookie and Dinner provide relief after a hectic battle or just to regain health against aggressive oppoenents when she's lacking her hyper. Additionally, Rbits and Shield help to survive those big Attack rolls for a stronger hyper next time.
Tomomo
Stats: 4 HP | +2 ATK | 0 DEF | 0 EVD
Defensive Thresholds: 9 DEF | 5 EVD
Hyper: Magical Massacre
Tomomo requires a 6 upon initial revive roll.

OVERVIEW

Tamamo batoru!
Tomomo is the goddess of 100% Orange Juice. However, despite how she is in the Campaign mode, she's not nearly as bad in multiplayer due to heavy nerfing. Play her in her current state if you want a handicap.

USING HYPER EFFECTIVELY

This hyper makes Gamble! look good. With a level 4 requirement at a whopping 40 star cost, it has the ability to KO every player in the game (including yourself.)
This sounds good on paper, but then you realize that you gain no wins from it and it only works when they're at full health. Factor in the requirements on top of all of this and the hyper is extremely limited in its usefulness.
But she should be going for wins anyway, right?

The best maps to use this card in are the Battlefield maps, because then you can just focus on fighting and not have to worry about stars. In particular, Sealed Archive works as the best stage for this, since it has both Battlefield and Regeneration. Just remember to not be at full health when you do use it.

*Editor's Note: This hyper was given the ability to lower your revive value per successful KO on use. This makes it more useful in line with Gamble!'s tactics, but it still has a large cost and player level requirement. Use it when you can benefit from the lowered recovery value or to deny others from their goals and aren't too worried about the star cost.

SUMMARY

+Tomomo
+goddess
+Touhou theme
-limited usefulness hyper
-lacks AI rolls in multiplayer
Yuki
Stats: 5 HP | +2 ATK | -1 DEF | -1 EVD
Defensive Thresholds: 9 DEF | 4 EVD
Hyper: Gamble!

OVERVIEW

Yuki is a bully who uses her high ATK modifier to brute force her way through battles. Not even high EVD characters are safe from her when she gets on a roll streak. As Yuki, you always want to get the first shot off in battle, because her other stats are less than stellar. Low DEF and EVD make her a glass cannon. Thankfully, her HP is solid, allowing her to take some smaller hits.

But hey, if you don't get hit you won't die. So don't get hit.

USING HYPER EFFECTIVELY

Gamble! chooses a random target and instantly KOs it. This can also affect the user. The only influence you have over this card is using it when players are already KOed, increasing the odds of a specific player dying. As its name implies, playing this card is entirely up to luck. Killing a target does not grant you any wins, nor does the killed player drop any stars.

Assuming Gamble! hits a favorable target, it can be used to delay a player while they attempt to revive. Suiciding with Gamble! is also completely legit, as it allows you to revive with full health or allow a player chasing you to pass you up.

SUMMARY

+Very high attack
+Hyper can be used to self KO, preventing star loss
-Hyper is unreliable and doesn't grant wins
-Low defenses can result in unfavorable combat
-Vulnerable to retaliation
< >
60 Comments
Splatgod Jul 11, 2017 @ 5:57pm 
"Your" not "You're" please
Probiscae Panda Jul 13, 2016 @ 11:31am 
I swear to god the campaign hates me, I'll be 2 normas ahead of the CPU and suddenly one of them gets insanely lucky, dashes to me, defeats me in battle and suddenly has 368 stars. And this is the 10th time it's happened too.
Scarlet 🌹 May 2, 2016 @ 5:18pm 
Please add in the missing characters! I would really apreciate it. :)
Bart Dudley Apr 28, 2016 @ 6:33pm 
I fucking spat out my orange juice when I read what you put about Kai's character card.
Swirl Apr 24, 2016 @ 3:48pm 
Fernet's hyper is useful for KOing people who are chasing her, or at least weakening them. While she's not a good chaser, it's still useful to bring someone down to low HP and let them die in battle with someone or something else, especially if they have more stars than you, and nobody should have more stars than Fernet. If there's a rival tank, like Kyoko, Air Strike could be the key to their downfall.

So while Air Strike is better for characters like Yuki, I still feel Fernet never gets enough credit. Don't get me wrong though, her hyper is difficult to use. Best way to use it is defensively, to keep yourself from being KOed.
Grumple Stumpkin Mar 31, 2016 @ 8:00pm 
@Hombre The chicken's special means that it only rewards 1 win to whoever KO's it, instead of how everyone else gives 2 wins when KO'd.
xX_d4rk_d4n13l_Xx Mar 6, 2016 @ 1:15am 
I need a real guide for Chicken. This character is an elusive mystery, and it's driving me insane that I have no idea how it's special works. I get KO'd day and night and still score no wins.
xX_d4rk_d4n13l_Xx Mar 6, 2016 @ 1:14am 
WHERE IS CHICKEN!?
CrossingOfWorlds Feb 22, 2016 @ 9:44am 
This..... really needs updating. badly. entirely too many characters left blank, and you could simply get info from other people and make your own decisions on what's good enough to add and what's not, and some characters are even missing! seriously, update or find someone willing to re-make this who has multiplayer experiance.
Lizardizzle Feb 7, 2016 @ 7:24pm 
If you need details for :kae: I can probably think of stuff to add for her spot. No one really uses her but me, and I've played over 100 hours using only Kae.