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# Cards
Cards
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# Cards/Card Pack List <choose uncached></choose> <choose uncached></choose> <choose uncached></choose>
Cards/Card Pack List
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# Cards/Cards List <tabber> Cards are a major mechanic used during a game of . After being drawn from the center deck, they can be used to cause certain effects both on the field and in battle. There are multiple types of cards of different rarities, each featuring art by different illustrators. Each playable character has a limit to how many cards can be held in their hand. The standard limit is 3 cards, but this can vary by character. While characters are able to hold cards over their maximum, any character with excess cards at the end of their turn must then discard enough to bring them back to their hand maximum. The hard maximum number of cards one can hold at a time is 10 cards. These cards can be viewed in the Normal section of the Binder if owned. Standard Cards. Standard cards are cards which each player uses to build a deck before the start of a game, and can be bought from the Shop using Stars. Hyper Cards. Hyper Cards are special cards which vary between characters. Eight "blank" Hyper cards are included in the deck at the beginning of the game that, when drawn by a player, will turn into the Hyper card of the character who drew it. Hyper cards are unlocked along with the corresponding character. Random Hyper cards can also be obtained from the card, the and field events, and Bounty Hunt Mode's Armory. These can be any Hyper in the game, barring Hypers that can't be normally obtained (such as ). Seasonal Event Cards. Seasonal Event cards are cards which are used in games as part of a seasonal event. These cards are only available to be used during their respective event. While some of them are automatically added to the deck during their respective event, some are acquired through other means during the game. Those that can be added to the binder are only available to be obtained during their respective events. Some Seasonal Event cards were originally event-exclusive, but were later made available for binder collection outside of an event. They can no longer be used in-game, regardless of the current event. Other Cards. There are a number of other cards which do not fit into any category. These cards are unique in that they can neither be obtained from the deck nor acquired by using a Hyper card, instead being created during the game through totally different means. Character-Specific Cards. These cards are created through the means of a playable character's passive. Mushroom Cards. These cards are created through the means of the field event and mixer. Unit Cards. There are a number of unique cards only utilized in Co-op Mode. These cards can be viewed in the Co-op section of the Binder if owned. Cards with Changed Descriptions. There is a number of normal cards (both standard and Hyper cards) which have changed descriptions in Co-op Mode due to their altered effects. Depending on the card, their level, star cost, and name may be different as well. Note that this is not a comprehensive list of all cards with different effects in Co-op Mode, as some cards have unchanged descriptions despite having altered effects. Although the cards , , and are viewable in the co-op binder, they are visually identical to their Normal Mode counterparts, and are therefore not included in this list. Role Hypers. Role Hypers are a type of Hyper card, specific to each Co-op role. They are unlocked once you reach level 10 with their respective role, after which they can be chosen as an alternative to your character hyper during character creation. Boss Cards. All bosses in Co-op Mode use a variety of cards specific to them. Boss cards have no star cost, and one will be randomly drawn and used by the Boss every turn. Players are warned which cards the Boss will use on the turn before they are used. Bosses draw from a set pool of cards, initially comprised of lower level cards which are replaced by higher level cards as the game goes on. Boss Hypers. Each boss also has multiple Hypers that it will use once or multiple times at certain points in the game, depending on the card. They are only used when certain triggers are met, and are never randomly drawn. Some Bosses also have enhanced or additional Hypers on Hyper difficulty. Boss Hypers can be used on the same turn as other Boss Cards. Retired Cards. These cards were once used by Bosses, but eventually were removed from use in balance patches. However, they can still be found in the Binder. There are a number of unique cards only utilized in Bounty Hunt Mode. These cards can be viewed in the Bounty Hunt section of the Binder if owned. Cards with Changed Descriptions. There are a few normal cards which have changed descriptions in Bounty Hunt Mode due to their altered effects or passives. Shop Items. Several cards exclusive to Bounty Hunt Mode can be purchased in shops. Once purchased, the card is added to the player's hand and can be played on any subsequent turn. Unit Cards. Some NPCs in Bounty Hunt Mode have their own unit cards. These include three minions, which can be hired from shops, and an enemy that roams the board. </tabber>
Cards/Cards List
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# Cards List
Cards List
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# Cast Off
Cast Off
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# Castle Homemark __NOEDITSECTION__ Castle Homemark is a homemark that was first introduced during the Minions of the Master event in 2019. The homemark is non-seasonal, meaning it can be unlocked at any time of the year.
Castle Homemark
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# Catcher
Catcher
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# Cauldron Homemark __NOEDITSECTION__ Cauldron Homemark is a homemark that was first introduced during the Halloween Event in 2017. The homemark is seasonal, as it has only been made available during events.
Cauldron Homemark
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# Cave Homemark __NOEDITSECTION__ Cave Homemark is a homemark that was first introduced during the Minions of the Master event in 2019. The homemark is non-seasonal, meaning it can be unlocked at any time of the year.
Cave Homemark
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# Celeste Celeste (ソラノカケラ) was composed by DEKU and consists of 9 arranged tracks making up the extra soundtrack for Sora. It was released as a CD album in Japan during Comiket 79, on December 29th. 2010. Later, it was released in digital format on Melonbooks on February 2nd, 2011. Eventually, the album saw a release through western outlets though the iTunes Store and Amazon on December 27th, 2016 and on Steam, coinciding with the release of "Sora", on January 5th, 2016.
Celeste
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# Celestial Steps
Celestial Steps
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# Ceoreparque
Ceoreparque
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# Ceoreparque/Cosmetics
Ceoreparque/Cosmetics
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# Ceoreparque/Hyper Effect. Ceoreparque's Hyper is Witch's Hair Lock. When used, the player will be prompted to target any non-KO'd unit. This can also target the player. Upon doing so, the target will be forced to skip their next move action. On the target's next turn, upon performing their move roll, the target will instead skip the dice throw, move 0 spaces, and trigger their current panel. Strategy. Witch's Hair Lock is a unique Hyper. The card is not only extremely powerful if used correctly, but is also free with a low level requirement for activation. As the Hyper can lock any player the user chooses including themself to a panel, and cause the panel to re-trigger, it allows for a variety of both offensive and defensive tactics, including, but not limited to: However, arguably the most powerful tactic is the ability for the player to lock themself on their own home panel, allowing them to norma for two chapters in a row. If the player has at least 200 stars, and uses the Hyper on themself after receiving Norma level 5, they will automatically win on their next turn if no other player does, as the panel effect will trigger once again. The main downside to the Hyper is that it is only powerful at the opportune moment. As the Hyper's effect does not deal damage, put any player in danger by default, or increase Ceoreparque's stats, it is critical that the player times the effect perfectly or its effect will be wasted and have very little impact.
Ceoreparque/Hyper
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# Ceoreparque/Info Ceoreparque , also known as Repa, is a playable character in . She was added to the game in alongside . Overview. Ceoreparque is a balanced character structured around a passive that encourages evading. Ceoreparque's passive ability causes her to damage the opponent for 1 HP every time she successfully dodges an attack. While possessing a below average HP stat which makes her more vulnerable, Ceoreparque features a neutral ATK and DEF stat and an increased EVD stat to enable better evasion capabilities. These stats alongside her effect make her passive particularly potent. This can be a very powerful effect against weak opponents, as even if she leaves the opponent with 1 HP, her passive can finish off the opponent. Likewise, the passive can counter tanks as they will often not be able to successfully land a hit on Ceoreparque and suffer an additional point of damage. As a result of her passive, Ceoreparque can generally play both defensively and offensively, depending how the player uses it. As to be expected, Ceoreparque's main downside is her below average HP and reliance on good rolls. She only has a HP stat of 4, which can make her vulnerable if she defends and deadly if she fails to evade. As a result, while she does fairly well against random encounters, combat against heavily offensive opponents can be fatal. +Passive and stats have great synergy +Hyper can be used to cement victory +Low cost/low level Hyper -Below average HP stat -Somewhat reliant on good evade rolls -Hyper can be very situational to use most effectively
Ceoreparque/Info
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# Ceoreparque/Mode Changes Co-op Ceoreparque's stats, passive, and Hyper are unchanged in Co-op mode. Bounty Hunt Ceoreparque's passive and Hyper are unchanged in Bounty Hunt mode. Ceoreparque's base stats give her 40 starting stars and a price adjustment of 0% at shops.
Ceoreparque/Mode Changes
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# Ceoreparque/Strategy
Ceoreparque/Strategy
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# Ceoreparque/Trivia
Ceoreparque/Trivia
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# Ceoreparque/Unlocks
Ceoreparque/Unlocks
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# Ceoreparque/Voice Lines Voice Lines. <tabber> </tabber>
Ceoreparque/Voice Lines
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# Champion of Peace Champion of Peace is a Steam achievement in "100% Orange Juice". It is one of 8 achievements included within DLC 7.
Champion of Peace
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# Champion of War Champion of War is a Steam achievement in "100% Orange Juice". It is one of 8 achievements included within DLC 7.
Champion of War
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# Changeling Changeling is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 3.
Changeling
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# Chaos Mode
Chaos Mode
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# Chaos of the Sweet Gods Overview. With both Breaker campaigns completed, it's time to face some of this world's strongest beings in one final conflict. Gameplay. There is no character selected by default for this episode. The match is played on the Starship board, with the field event in effect. The opponents for this episode are , , and . Unlock Info. This episode is unlocked by completing both Star Breaker Final Episode and Sweet Breaker Final Episode on any difficulty. Background Changes. This campaign is unique in that the background of Starship changes depending on certain conditions related to clearing episodes on Extreme difficulty. These background changes are closely tied to the unlock conditions of the ending cutscene and . In addition, Starship's special background is also dependent on whether or not the player is playing as . If the player is playing as any character other than Suguri, the special background will feature a teal tint. If the player is playing as Suguri, the special background will feature a purple tint, and a huge increase in the amount of Poppo stars. These special background conditions perfectly match the unlock conditions for the ending cutscene and . Therefore, it can be used as an indicator of whether or not the unlock conditions have been fulfilled. Essentially, if the background of Chaos of the Sweet Gods is purple with Poppo stars, then you are guaranteed to obtain the ending cutscene and Star Dice if you win the game.
Chaos of the Sweet Gods
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# Chaos of the Sweet Gods/Story Chaos of the Sweet Gods - Ending [ Return to Top ]
Chaos of the Sweet Gods/Story
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# Character Event
Character Event
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# Character Search
Character Search
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# Character Shop The Characters section of the shop sells all available characters in the game. , at its core, includes 19 characters. The player will choose one of four starting characters offered at save file creation, and the other 18 require unlocking either through completion of campaign episodes or through alternate methods. By completing campaign episodes, new characters will become available in the characters section of the shop for purchase. In addition, there are also DLC characters which can be purchased on the Steam page for the game, and bonus characters which can only be unlocked through the purchase of other Orange_Juice games. Unlocking a character will unlock both their unit card and Hyper card in the binder. There are also a number of characters who are non-playable, but whose unit cards can still be unlocked through various means. Unit cards of non-playable characters serve no purpose other than being viewable in the binder. There is currently a total of 81 playable characters in the game: 19 base game, 56 DLC, and 6 bonus. In addition, there are 2 event characters that were only playable in certain game modes for a limited time. Base Game Characters. There are a number of different categories of playable characters available in the base game of Standard Base Game Characters There are 12 standard base game characters, which are viewed as the "core cast" of . These characters all have prominent roles in the four base game campaigns, and all can be unlocked in the shop by completing various base game campaign episodes. These characters also have a myriad of alternate unlock methods, allowing them to be obtained in a variety of ways. Playable Enemies These characters are playable versions of the NPC characters that are normally fought on and panels. These player characters are distinct from how they are as enemy characters, with different stats and passives from the enemy versions. Unlike other base game characters, they are unlocked exclusively through leveling up by playing online multiplayer games, and are unable to be purchased or obtained otherwise. Care should be taken to not confuse the Unit (Player) versions of these characters with the Unit (Enemy) versions when purchasing them in the shop. Hidden Characters These are characters who are completely hidden from the character select screen rather than being greyed out. They cannot be purchased in the shop, instead being instantly unlocked upon completing a secret and elaborate unlock method. There is currently only one hidden character in the game. DLC Characters. Although DLC characters appear in the shop, they cannot be bought in-game, and must be obtained through purchasing the DLC on Steam. Once the DLC is purchased, both characters are automatically unlocked and ready for use, available to the player free of any star price. Bonus Characters. Bonus characters are unique characters that are awarded to the player for owning other games created by the developer, Orange_Juice. Although bonus characters appear in the shop, certain Orange_Juice titles must be owned on the same Steam account in order to unlock them in the game. As a result, if the player refunds the Orange_Juice game, they will lose the bonus character. Once the title is owned, the character is automatically unlocked and ready for use, available to the player free of any star price. Having access to the games through Steam Family Library Sharing will also let you use the bonus characters, for as long as the Library Share is maintained. Note that only Orange_Juice games published by Fruitbat Factory will unlock bonus characters, meaning no character is awarded for owning "Suguri" or "Acceleration of SUGURI X-Edition HD". Event Characters. There are some characters that cannot be selected under normal circumstances, and are only playable during certain game modes. These characters cannot be unlocked, instead becoming available only during limited-time events. NPC Cards. NPC cards are cards featuring the stats of the different non-playable characters that appear in the game. These cards have no use in game other than adding to the card binder for collection purposes. Unit cards for the base game NPC's will appear in the shop as games are played, while other NPC cards can have a variety of unlock methods, although most are available by default. The unit cards of , , and do not appear in the card binder, only being viewable in-game. In addition, , , and the special Co-op Mode Encounter panel units do not possess unit cards, viewable or otherwise. NPC cards appear in various sections of the card binder.
Character Shop
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# Characters <tabber> Basic= Advanced= Co-Op Rank= </tabber>
Characters
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# Charity Charity could refer to:
Charity
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# Chase
Chase
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# Chase Around
Chase Around
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# Cheerful Green Cheerful Green is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 13. Requirements. Play 10 games as .
Cheerful Green
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# Chef
Chef
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# Chef, I Could Use Some Help!
Chef, I Could Use Some Help!
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# Chicken
Chicken
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# Chicken/Cosmetics
Chicken/Cosmetics
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# Chicken/Hyper Effect. Chicken's Hyper is Golden Egg. Upon use, this Trap card is set on the player's current panel. This card has varying effects depending on the character that triggers it. Strategy. As this trap card has a beneficial effect if Chicken lands on it, the best place to play this card is on your Home space, as it virtually guarantees you will land on it after you go all the way around the board. This can also be used to trick other players into trying to land on your home space, expecting a trap card like and instead getting stuck with the negative effect of the trap. Another possibility is to play this trap card on your opponent's home spaces, since this will temporarily impair their ability to gain stars. This is less effective if the opponent is playing for wins, however. All in all, this Hyper, being a trap, can be played just about anywhere, and since it has no cost, there's really no wrong time or place to use it.
Chicken/Hyper
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# Chicken/Info Chicken , also known as Haruo , is one of the playable NPC characters in . Overview. Chicken is a playable character that is relatively frail, similar to and . With below average attack, defense, and health stats, and an increased evasion stat, Chicken is a fragile character that spends most of the game avoiding combat. Like most fragile characters, Chicken should only focus on Star Norma, never wins. + Above average EVD + Loses half the normal amount of stars on KO + Low recovery time + Only worth one win, making it a less valuable target for win seekers + Hyper has no cost and has a positive effect when Chicken triggers it, and a negative effect on any other character. - Very low HP - Low ATK and DEF
Chicken/Info
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# Chicken/Mode Changes Co-op In Co-op mode, Chicken's stats and passive do not visibly change. However, part of Chicken's passive does not function: Chicken's Hyper, Golden Egg, has a different effect in Co-op. Upon use, this Trap card is set on the player's current panel. When this card is triggered, the players will gain stars equal to 10x their current norma level. The players will receive the stars even if this card is triggered by an enemy. Bounty Hunt Chicken's passive and Hyper are unchanged in Bounty Hunt mode. Chicken's base stats give it 50 starting stars and a discount of -25% at shops.
Chicken/Mode Changes
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# Chicken/Strategy
Chicken/Strategy
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# Chicken/Trivia
Chicken/Trivia
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# Chicken/Unlocks
Chicken/Unlocks
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# Chicken (Enemy) Chicken , enemy variant, is one of the NPC enemies on boards in . NPC Overview. Chicken (Enemy) is among the weakest of all NPC enemies, with negative DEF and ATK with the HP of . While weak, due to the positive EVD stat, it is not uncommon for Chicken to survive far longer than it should. Chicken (Enemy) can be fought when landing on panels, and traps, on the board in Kai Episode 1, or when fighting . When fighting , special variants can be fought when landing on panels.
Chicken (Enemy)
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# Chicken Attack
Chicken Attack
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# Chicken Parade Chicken Parade is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 1.
Chicken Parade
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# Chicken Run
Chicken Run
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# Chickening Out
Chickening Out
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# Chocolate The Chocolate color is a Unit Color cosmetic that was first introduced during the Chocolate for the Sweet Gods event in 2018. The color is seasonal as there is no means to unlock it outside of an event. Unlock Method. No current unlock method. (Seasonal Unlock)
Chocolate
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# Chocolate Dice __NOEDITSECTION__ Chocolate Dice is a dice cosmetic that was first introduced during the Valentine's Event in 2017. The dice is seasonal as it has only been made available during events.
Chocolate Dice
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# Chocolate Homemark __NOEDITSECTION__ Chocolate Homemark is a homemark that was first introduced during the Chocolate for the Sweet Gods in 2018. The homemark is seasonal, as it has only been made available during events. Current Unlock Methods. No current unlock method. (Seasonal Unlock)
Chocolate Homemark
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# Chocolate for the Sweet Gods Chocolate for the Sweet Gods is a Valentine's seasonal event that first ran from February 14th, 2018 - March 7th, 2018. This event had three separate reruns: in 2019, in 2021, and in 2023. Overview. " gathers 4 of the Sweet Gods (herself, , and ) to compete in a competition to see who can receive the most chocolate for Valentine's Day, declaring that the one who gathers the most will become the King of the Sweet Gods. She then says that if she wins, she will ban pudding and red bean ice-cream, prompting the other 3 Sweet Gods into action. The biggest problem is that QP, being a dog, will have a lot of trouble with chocolate! Will QP be able to stop Sweet Breaker's malicious plan and protect pudding?!" The goal of the event is to collect 50000 pieces of from matches from the ground, enemies or other players. This is the first Valentine's event which features a campaign story. Rule Changes. <tabber> In games during the event, appears across the board and can be collected by passing over the panel where they are placed or by defeating now chocolate-colored enemies in and panels. When a player defeats another player, they will steal half of their held chocolate. When a player has collected at least 500 , they may travel to their space to store them, preventing them from being stolen. They can be collected in both Singleplayer and Multiplayer, but not while playing Campaigns. Since the player already gathers chocolate quickly, trying to create a method to gain the most amount of chocolate possible is not necessary because most players will reach the necessary amount with ample time to spare. An easy way to gather a lot of chocolate per match is to do as it follows: The event also includes a special event-only card that appears in the center deck, , which passively increases the amount of chocolate gathered and helps take more chocolate from other players when used in Battle. A total of 6 copies are added per game. <br>Sweet Battle! The goal of this event is to collect 50,000 pieces of . It should be noted that the icon is not a global counter, meaning it only applies to the player. This may seem daunting at first, but a single game can average around 2,000 to 5,000 pieces of . This can be done either in Single Player or in Multiplayer. If done in Single Player, pressing the Control or Shift keys to speed up the game will cause a penalty to be applied to the chocolate total received at the end of the game. Upon completion of collecting all pieces of chocolate, the player will unlock the ending cutscene, three and Pudding Costumes and more random drop items to collect. </tabber> Event Rewards. <tabber> In this event, there are two groups of bonus items. Bonus items in the first group can be received at random after finishing a game during the event. Bonus items in the second group are unlocked upon winning a game as a playable NPC character during the event. This event features the below bonus items (shown as x/11 in the event pop-up). Players who did not previously complete the 2017 Valentine's Event were given the and the challenges from the event. This allowed players to unlock the following cosmetics without having to obtain them randomly from the mystery bag. </tabber>
Chocolate for the Sweet Gods
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# Chocolate for the Sweet Gods/Story [ Return to Top ]
Chocolate for the Sweet Gods/Story
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# Chocolate for the Sweet Gods (2019 Rerun) Chocolate for the Sweet Gods (2019 Rerun) is a rerun of the original Chocolate for the Sweet Gods event that ran in 2018. Unlike the first rerun event, there were no new costumes or unlocks to earn, with the only change being lowering the event goal to only 20000 pieces of . Those who had previously participated in this event in 2018 retained their earned chocolate count from before, being able to pick up where they left off. In addition, s gave 4 instead of 3 for the duration of the event. The rerun ran from March 6th, 2019 - March 26th, 2019. Overview. " gathers 4 of the Sweet Gods (herself, , and ) to compete in a competition to see who can receive the most chocolate for Valentine's Day, declaring that the one who gathers the most will become the King of the Sweet Gods. She then says that if she wins, she will ban pudding and red bean ice-cream, prompting the other 3 Sweet Gods into action. The biggest problem is that QP, being a dog, will have a lot of trouble with chocolate! Will QP be able to stop Sweet Breaker's malicious plan and protect pudding?!" The goal of the event is to collect 20000 pieces of from matches from the ground, enemies, or other players to complete the event campaign. Rule Changes. <tabber> In games during the event, appears across the board and can be collected by passing over the panel where they are placed or by defeating now chocolate-colored enemies in and panels. When a player defeats another player, they will steal half of their held chocolate. When a player has collected at least 500 , they may travel to their space to store them, preventing them from being stolen. They can be collected in both Singleplayer and Multiplayer, but not while playing Campaigns. Since the player already gathers chocolate quickly, trying to create a method to gain the most amount of chocolate possible is not necessary because most players will reach the necessary amount with ample time to spare. An easy way to gather a lot of chocolate per match is to do as it follows: The event also includes a special event-only card that appears in the center deck, , which passively increases the amount of chocolate gathered and helps take more chocolate from other players when used in Battle. A total of 6 copies are added per game. <br>Sweet Battle! The goal of this event is to collect 20,000 pieces of . It should be noted that the icon is not a global counter, meaning it only applies to the player. This may seem daunting at first, but a single game can average around 2,000 to 5,000 pieces of . This can be done either in Single Player or in Multiplayer. If done in Single Player, pressing the Control or Shift keys to speed up the game will cause a penalty to be applied to the chocolate total received at the end of the game. Upon completion of collecting all pieces of chocolate, the player will unlock the ending cutscene, three and Pudding Costumes and more random drop items to collect. </tabber> Event Rewards. <tabber> In this event, there are two groups of bonus items. Bonus items in the first group can be received at random after finishing a game during the event. Bonus items in the second group are unlocked upon winning a game as a playable NPC character during the event. This event features the below bonus items (shown as x/11 in the event pop-up). Players who did not previously complete the 2017 Valentine's Event were given the and the challenges from the event. This allowed players to unlock the following cosmetics without having to obtain them randomly from the mystery bag. </tabber>
Chocolate for the Sweet Gods (2019 Rerun)
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# Chocolate for the Sweet Gods (2021 Rerun) Chocolate for the Sweet Gods (2021 Rerun) is a Valentine's seasonal event, and a rerun of the Valentine's Day 2018 event. Unlike this event's first rerun, this extended version of the event features a large number of additional rewards, along with a much longer runtime. In addition, collected chocolate was reset, so those who previously participated in the event must start from scratch. However, this rerun retained the lowered chocolate count of 20,000 required to meet the event goal. In this rerun, the game mode changes now apply to all game modes, including Campaign mode. This event is a rerun of the original event from 2018, which had also previously received a rerun in 2019. Overview. " gathers 4 of the Sweet Gods (herself, , and ) to compete in a competition to see who can receive the most chocolate for Valentine's Day, declaring that the one who gathers the most will become the King of the Sweet Gods. She then says that if she wins, she will ban pudding and red bean ice-cream, prompting the other 3 Sweet Gods into action. The biggest problem is that QP, being a dog, will have a lot of trouble with chocolate! Will QP be able to stop Sweet Breaker's malicious plan and protect pudding?!" The goal of the event is to collect 20000 pieces of from matches from the ground, enemies, or other players to complete the event campaign. Rule Changes. <tabber> In games during the event, appears across the board every chapter through the Chocolate Frenzy field event. Chocolate can be collected by passing over the panel where they are placed or by defeating now chocolate-colored enemies in and panels. When a player defeats another player, they will steal half of their held chocolate. When a player has collected at least 500 , they may travel to their space to store them, preventing them from being stolen. A player may only earn up to 9,999 pieces of chocolate per game, and the Chocolate Frenzy field event will stop being performed after 50 chapters. Chocolate appears in both singleplayer and online games, as well as all game modes (Normal, Co-op, Bounty Hunt, and Campaign). The event also includes a special event-only card that appears in the center deck, , which passively increases the amount of chocolate gathered and helps take more chocolate from other players when used in Battle. A total of 6 copies are added per game. <br>Sweet Battle! Since the player already gathers chocolate quickly, trying to create a method to gain the most amount of chocolate possible is not necessary because most players will reach the necessary amount with ample time to spare. An easy way to gather a lot of chocolate per match is to do as it follows: The goal of this event is to collect 20,000 pieces of . It should be noted that the icon is not a global counter, meaning it only applies to the player. This may seem daunting at first, but a single game can average around 2,000 to 5,000 pieces of . This can be done either in singleplayer or online games, as well as any game mode. If done in singleplayer, pressing the Control or Shift keys to speed up the game will cause a penalty to be applied to the chocolate total received at the end of the game. </tabber> Event Rewards. <tabber> In this event, there are two groups of bonus items. Bonus items in the first group can be received at random after finishing a game during the event. Bonus items in the second group are unlocked upon winning a game as a playable NPC character during the event. This event features the below bonus items (shown as x/14 in the event pop-up). </tabber>
Chocolate for the Sweet Gods (2021 Rerun)
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# Chocolate for the Sweet Gods (2023 Rerun) Chocolate for the Sweet Gods (2023 Rerun) is a Valentine's seasonal event, and a rerun of the Valentine's Day 2018 event. Like other reruns, the event features a number of additional rewards. This rerun retains the lowered chocolate count of 20,000 required to meet the event goal, and again resets collected chocolate for those who previously participated in a past run of the event. The game mode changes once again applies to all game modes, but there is now a toggle to make the seasonal changes optional. This event is a rerun of the original event from 2018, which had also previously received reruns in 2019 and in 2021. Overview. " gathers 4 of the Sweet Gods (herself, , and ) to compete in a competition to see who can receive the most chocolate for Valentine's Day, declaring that the one who gathers the most will become the King of the Sweet Gods. She then says that if she wins, she will ban pudding and red bean ice-cream, prompting the other 3 Sweet Gods into action. The biggest problem is that QP, being a dog, will have a lot of trouble with chocolate! Will QP be able to stop Sweet Breaker's malicious plan and protect pudding?!" The goal of the event is to collect 20000 pieces of from matches from the ground, enemies, or other players to complete the event campaign. Rule Changes. <tabber> In games during the event, appears across the board every chapter through the Chocolate Frenzy field event. Chocolate can be collected by passing over the panel where they are placed or by defeating now chocolate-colored enemies in and panels. When a player defeats another player, they will steal half of their held chocolate. When a player has collected at least 500 , they may travel to their space to store them, preventing them from being stolen. A player may only earn up to 9,999 pieces of chocolate per game, and the Chocolate Frenzy field event will stop being performed after 50 chapters. Chocolate appears in both singleplayer and online games, as well as all game modes (Normal, Co-op, Bounty Hunt, and Campaign). The event also includes a special event-only card that appears in the center deck, , which passively increases the amount of chocolate gathered and helps take more chocolate from other players when used in Battle. A total of 6 copies are added per game. <br>Sweet Battle! Since the player already gathers chocolate quickly, trying to create a method to gain the most amount of chocolate possible is not necessary because most players will reach the necessary amount with ample time to spare. An easy way to gather a lot of chocolate per match is to do as it follows: The goal of this event is to collect 20,000 pieces of . It should be noted that the icon is not a global counter, meaning it only applies to the player. This may seem daunting at first, but a single game can average around 2,000 to 5,000 pieces of . This can be done either in singleplayer or online games, as well as any game mode. If done in singleplayer, pressing the Control or Shift keys to speed up the game will cause a penalty to be applied to the chocolate total received at the end of the game. </tabber> Event Rewards. In addition to the seasonal rewards, the cosmetic also received an increased drop chance while playing event-enabled games. <tabber> In this event, there are two groups of bonus items. Bonus items in the first group can be received at random after finishing a game during the event. Bonus items in the second group are unlocked upon winning a game as a playable NPC character during the event. This event features the below bonus items (shown as x/18 in the event pop-up). </tabber>
Chocolate for the Sweet Gods (2023 Rerun)
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# Chris
Chris
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# Chris/Cosmetics <tabber> </tabber>
Chris/Cosmetics
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# Chris/Hyper Effect. Chris has two Hypers, which will transform into each other depending on certain criteria.
Chris/Hyper
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# Chris/Info Chris is one of the playable characters in . She was added to the game in , alongside . In addition, Chris is able to summon the characters Chef and a unique version of using her Hyper. Overview. As the diligent waitress of Pures, Chris is a summoner character who generally tries to stay out of battle. She sports an average statline with the only drawback being her negative attack stat. This, along with her passive that prevents her from challenging opponents on the field, means that she will take on a very passive role before using one of her Hypers. Unlike other summoner characters such as and , Chris does not require a specific setup to make opponents fight her minion, as her minion will simply fight in place of her until they are KO'd. It's important to note that Chris and her minion are separate entities, so cards that affect Chris will not affect her minion. Chef has a statline of 4 HP, +1 ATK, 0 DEF, and +1 EVD, while has identical stats to the variety that appears on Boss panels, but with only 4 HP instead of 8. Playstyles. Chris is very card reliant as most of the game she will be a sitting duck as her stats and inability to attack other players leaves her vulnerable. However when she does obtain Chef she gains much more leeway to play the match with as she has to take no risks on bosses or fights due to her inability to play KO. Chris should generally avoid trying to summon manager as the immense amount of stars and time required to due so are not worth the small advantage of Manager of Chef. +Decent amount of HP for survivability and neutral DEF and EVD +Hyper that deters opponents from attacking you and can also potentially set them back +Hyper adds a layer of protection to prevent losing stars +Ability to hold 4 cards +Chef removes the risks of any combat -Low ATK & cannot challenge while her hyper is not active -Manager is very expensive -Very specific setup is required to summon Store Manager -Minions have lower than average HP and can't be controlled (can't heal, can't use battle cards etc.)
Chris/Info
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# Chris/Mode Changes Co-op In Co-op mode, Chris's stats and passive do not visibly change. However, part of her passive functions differently: Chris's Hypers do not change. Bounty Hunt Chris's passive and Hypers are unchanged in Bounty Hunt mode. Chris's base stats give her 50 starting stars and a discount of -25% at shops.
Chris/Mode Changes
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# Chris/Strategy
Chris/Strategy
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# Chris/Trivia
Chris/Trivia
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# Chris/Unlocks
Chris/Unlocks
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# Chris/Voice Lines Voice Lines. <tabber> </tabber>
Chris/Voice Lines
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# Christmas Candy __NOEDITSECTION__ Exchange Tokens are a former steam inventory currency that was used to gain for the pet catchers in the arcade. Exchange Tokens were replaced with s in Version 1.31.6. The player was given 6 of these tokens in their Steam Inventory every three days, which would be converted into 3 arcade tokens upon completion of an online game. The player would have each the 3-day period during which they could earn the arcade tokens before the new exchange tokens would overwrite the previous ones. As a result, the cap for this item was 6. Collectibles Requiring. None. (Retired)
Christmas Candy
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# Christmas Cookie Homemark __NOEDITSECTION__ Christmas Cookie Homemark is a homemark that was first introduced during the Scramble!! for an Xmas Miracle! - Returns (2020 Rerun) event. The homemark is seasonal as it has only been made available during events. Current Unlock Methods. No current unlock method. (Seasonal Unlock)
Christmas Cookie Homemark
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# Christmas Currency __NOEDITSECTION__ Christmas Wreaths are a currency required for purchasing most Christmas/winter themed cosmetics sold in the shop. Additionally, they are one of 2 seasonal currencies and are unique in that they are stored in the user's Steam Inventory. This currency has no maximum cap. Christmas Wreaths can only be acquired during a event which will generally take place from mid-December to early January of any given year. After any online game in the designated event mode, (the player can be alone or with others in this specific case), the player will receive a varying amount of Christmas Wreaths; usually around 50 or more depending on their placing during the match. Although it is a Steam item, players cannot trade or sell Christmas Wreaths with other players.
Christmas Currency
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# Christmas Event (2014) Introduction. Introduced with Version 1.8.4 in 2014, the first Christmas event added accessories for characters to equip. was made available for all players to use, and all CPUs wore s for the duration of the event. The 2014 Christmas Event is a seasonal event that ran from December 24, 2014 - January 12th, 2015.
Christmas Event (2014)
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# Christmas Event (2016) Introduction. Released with Version 1.16, the 2016 Christmas Event introduced a new seasonal currency, , used to buy new s. A Christmas outfit was released for every character that was in the game at the time, purchased separately for each individual character. The costumes are seasonal due to their need for currency available only during the event. In addition, the Frost Cave board was added and was made available for all players to use for the duration of the event. The 2016 Christmas Event is a seasonal event that ran from December 16, 2016 - January 14th, 2017.
Christmas Event (2016)
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# Christmas Miracle Christmas Miracle is the fourth playable field in 100% Orange Juice. It is inspired by Christmas Shooting's stages. Christmas Miracle is a map that benefits star collectors if they go on the longer routes, having more chances to get more Stars. It is featured in the campaigns during QP Episode 3, Suguri Episode 4, Marc Episode 2, and Kai Episode 2. Strategy. Christmas Miracle benefits mainly characters that go for Star Normas Character Synergy. Christmas Miracle greatly benefits star collectors, as the abundance of panels and lack of ones will force aggressive players to get wins by KO'ing other players, however the map is fairly big and has a good amount of panels, allowing any player being attacked to warp away from their attackers.
Christmas Miracle
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# Christmas Miracle CO Christmas Miracle CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Christmas Miracle field, but with adjustments for Co-op mode. The board can be played on Normal difficulty only.
Christmas Miracle CO
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# Christmas Outfit The Christmas Outfit color is a Unit Color cosmetic that was first introduced during the Christmas Event (2016). Colors for additional characters were added to the set during subsequent Christmas-themed events. The color is seasonal since it has only been made available during events. Current Unlock Methods. This accessory's unlock methods vary between characters. Group 1 - QP, Yuki, Aru, Suguri, Hime, Sora, Fernet, Peat, Kai, Poppo, Tomomo, Chicken, Robo Ball, Seagull, Store Manager, Shifu Robot, Flying Castle, Syura, Nanako, QP (Dangerous), Saki, Kyousuke, Krilalaris, Kae, Alte, Kyoko, Poppo (Mixed), Sham, Sherry, Sora (Military), Star Breaker, Sweet Breaker, Nath, Tomato & Mimyuu, Kiriko, NoName, Ceoreparque, Miusaki, Yuki (Dangerous), Tomomo (Casual), Suguri (Ver.2), Tsih, Tequila, Mei, Natsumi, Nico, Arthur, Iru, Mira, Cuties, Yuuki, Islay, Mio, Suguri (46 Billion Years) and Sumika Group 2 - Ellie, Lulu, Marc (Pilot), Alicianrone, Teotoratta, Arnelle, and Maynie<br> Group 3 - Chris, Kyupita, Halena, Cook, Lone Rider, Merchant, Hime (Moonlight), Fernet (Noble), Malt, and Mescal<br> Group 4 - Shifu, Hoshino Reika, Watty, Pomeranius, Sweet Creator, Saki (Sweet Maker), and Natsumi (Sweet Blogger) Other Information. Past Unlock Methods. From December 2016 until March 2022, Christmas Outfits were available for purchase in the in-game shop using seasonal currency. The color could technically be purchased at any time during the year, but the currency used to purchase it could only be obtained during .
Christmas Outfit
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# Christmas Shooting Christmas Shooting (くりすまシュ~) is a single player video game developed by Orange_Juice. It was released in Japan sometime in December 2004 sometime around Comiket 67. The game is currently not available in any languages besides Japanese. Unlike its remake, Christmas Shooting is not a standalone game. It is an expansion for QP Shooting, requiring the files of the base game in order to run. This expansion is currently available for download, for free, off of Orange_Juice's website. Plot. Christmas, for children, is the last big event of the year. For parents, Christmas presents are the last big expense of the year. This was all changed on one Christmas night a few years ago. Someone would leave presents next to sleeping children's pillows. Parents and children were delighted for these presents from Santa and, from then on, Christmas became a holiday in which both children and parents can enjoy. Santa does not work alone to make these miracles happen. He gets assistance from Rein and , a Santa in-training. With their help, Santa can deliver presents to children all over the world. In one particular year, Santa and his helpers were prepared for the upcoming Christmas night but, on the morning of Christmas Eve, something terrible had occurred. Santa was attacked by an unknown assailant and all the presents were stolen. Santa urges Aru to take the ReBits and get the presents back. He also says that the culprit had ears just like Aru's. That evening, spots Aru and greets her. Aru is upset that someone has found her, she was not supposed to be seen by anyone. Aru tries to leave but before she can, Natsumi asks her if she wants to attend a dinner tonight; Natsumi made too much food for a dinner she is having with and . Aru declines Natsumi's offer, however, Natsumi again urges Aru to join since flying alone at this late in the day is dangerous. Aru appreciates Natsumi's offer and concern but declines for a second time. Aru tries to leave but Natsumi just keeps talking. Unable to get away from her, Aru apologizes to Natsumi and attacks her. During the fight, , along with Red and Blue, notices Natsumi fighting and came to assist her. Both Mei and Natsumi thinks this is all a snowball fight, much to Aru's displeasure. Mei wants to show off her skills as a pro snowballer and, with Red and Blue's help, unleashes a on Aru. In the end, Natsumi ends up covered in snow, Mei is angry that her White Christsmasher was defeated, and Aru is upset that she wasted her energy in the fight. Natsumi asks Mei if she wants to attend her dinner, to which Mei accepts enthusiastically. Aru uses this as an opportunity and sneaks away from the scene. At night, Aru is spotted again, this time by . Kiriko forbids Aru to go any further because she looks ill and it would be a bad idea to keep flying in the cold night. Aru assures to Kiriko that she's not ill and feels fine. Kiriko tells Aru to stop lying and diagnoses her with red body fever. Aru argues that it is just her clothes and also asks if red body fever is even a real disease. Kiriko says that, in her mind, the disease is real and asks Aru to just sit still while she fixes Aru's supposed disease. Aru refuses to sit still, since she is in a hurry, and urges Kiriko to just let her leave. Kiriko tells Aru that she can only leave over her dead body and then she attacks Aru. During the fight, noticing that she is losing, Kiriko gives herself an injection in order to power herself up but, in the end, she still loses. Kiriko is visibly shaking and Aru asks if she is feeling alright. Kiriko says that she doesn't feel her hands, her stomach is in pain, and her body temperature is very high, and despite all this, she says she feels totally normal. Aru pleads for Kiriko to go home and rest but Kiriko refuses, still wanting to give Aru her treatment. Kiriko is positive that Aru suffers from droopy ear sickness. Aru tells Kiriko that this wasn't even the same disease that Kiriko described earlier. Kiriko asks if it was vanishing chest syndrome instead which made Aru upset and leave. Eventually, Aru finally finds the culprit, , a man with the same ears as Aru's. Aru asks Arthur why he would commit the heartless act of stealing presents. Arthur calls Aru scum for trying to bring joy to children with free toys, an admirable deed. This admirable deed, however, brought about suffering for others; it has brought suffering to toy stores. Arthur explains that toys are only bought during New Years, birthdays, and Christmas, but then suddenly Santa turned Christmas from the day parents bought toys for children into the day children get toys for free. Toy stores lost their one of the biggest events of the year and caused Arthur's rivals to go out of business one by one. If there was no Santa then toy stores would not suffer, Arthur swears to get revenge on Santa and attacks Aru. <tabber> Normal Ending= Good Ending= </tabber> Setting. "Christmas Shooting" takes place in the same world as "QP Shooting" hosts a modern society with cities and vehicles. Animals are anthropomorphized such as Aru and Arthur and they coexist with humans, with other animals still existing as regular animals such as bats and reindeer. In this world, some people and animals are able to fly, Aru is seen flying through the entire game, so much of the game is airborne. The game takes place during one night, Christmas Eve, with all of the stages having a winter theme. Despite the similar characters and plot, this world exists in a separate timeline from the world shown in Xmas Shooting - Scramble!! Characters. "Christmas Shooting" features 6 original characters. Featured Characters Mentioned System requirements are only for reference. Actual performance may vary.
Christmas Shooting
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# Christmas Shooting/Good Arthur compliments Aru's strength, however, he reminds Aru that the presents are still in his possession. He decides that destroying the presents is a much easier route to achieve his goals than fighting Aru. He shoots at the presents with a blast energy but Rein blocks the blast and retrieves the presents. Rein tells Aru not to give up and then collapses. Now that Aru has the presents, Arthur decides that the only way for toy stores to survive now is to eliminate her. Aru is angry that Arthur would go this far to take away everyone's happiness for the sake of toy stores. She yells at Arthur, telling him that she will stop him. With the strengthening of Aru's resolve, she defeats Arthur and knocks him into the snow. Defeated and unable to stand anymore, Arthur tells Aru to go right ahead and leave. He laments to himself, asking for forgiveness from his business rivals for his failure. Arthur notices that Aru hasn't left yet, he tells her that she will be too late if she doesn't leave now. Aru agrees and demands for Arthur to get up and take responsibility by helping her deliver the presents. Arthur complains that he just said he can't even stand, to which Aru says that he never said anything about flying. Arthur asks why he should even help, they're enemies after all. Aru responds by saying that he decided that they were enemies by himself and that she is a girl. Aru asks if Arthur would let a girl work all by herself at the dead of night while he takes a nap, to which Arthur denies he would, it would be very unbecoming of him. Now that Aru got Arthur to agree to help her, she urges Arthur to get up and help her. She states that once they're finished, she will even give him some advice regarding the future of toy stores. The duo, along with Rein, sets off to deliver the presents to children around the world.
Christmas Shooting/Good
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# Christmas Shooting/Normal Aru compliments Arthur's strength to which Arthur says that he is fighting for his livelihood and that Aru is fighting for something as useless as happiness. Aru tells Arthur that he is wrong, children are full of joy and, just for today, those children are depending on Santa, not their parents. If Aru were to give up, then she does not deserve to be called a Santa, which is why she will never give into Arthur. With the strengthening of Aru's resolve, she defeats Arthur and knocks him into the snow. Aru retrieves the stolen presents while Arthur asks Aru by asking if she even has enough time to deliver the presents. Defeated and unable to stand anymore, Arthur tells Aru to go right ahead and leave. He laments to himself, asking for forgiveness from his business rivals for his failure. Arthur notices that Aru hasn't left yet, he tells her that she will be too late if she doesn't leave now. Aru agrees and demands for Arthur to get up and take responsibility by helping her deliver the presents. Arthur complains that he just said he can't even stand, to which Aru says that he never said anything about flying. Arthur asks why he should even help, they're enemies after all. Aru responds by saying that he decided that they were enemies by himself and that she is a girl. Aru asks if Arthur would let a girl work all by herself at the dead of night while he takes a nap, to which Arthur denies he would, it would be very unbecoming of him. Now that Aru got Arthur to agree to help her, she urges Arthur to get up and help her. She states that once they're finished, she will even give him some advice regarding the future of toy stores. The duo, along with Rein, sets off to deliver the presents to children around the world.
Christmas Shooting/Normal
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# Christmas Tree Homemark __NOEDITSECTION__ Christmas Tree Homemark is a homemark that was first introduced with the addition of crates to the shop in 2017. The homemark is non-seasonal, meaning it can be unlocked at any time of the year.
Christmas Tree Homemark
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# Christmas Wreaths
Christmas Wreaths
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# Clamshell Dice Clamshell Dice is a dice cosmetic that was first introduced during the Summer Games event. The dice is seasonal as it has only been made available during events. Current Unlock Methods. No current unlock method. (Seasonal Unlock)
Clamshell Dice
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# Clash of Cakes Overview. "Join forces with the Sweet Gods to help dispose of Mio's foul cake-like creations before they ruin everyone's sweet Christmas, in the new Clash of Cakes event!" In this event, players must use the special card that appears periodically in order to progress the event goal. Rule Changes. <tabber> The main objective of the Clash of Cakes event is to use the new event card, , as much as possible. At the start of every 6th chapter, a copy of this card will be added to every player's hand. Once the card is used, the player will receive a prompt to select between two options of what to do with the cake; Eat or Throw. Selecting Eat will cause the player to receive a random effect: *Heal: Heal 2 HP (only up to full HP). *Stars: Receive stars equal to 6 multiplied by your level (up to level 3). *Win/Fame: Gain 1 Win (if playing Normal/Co-op Mode). Gain 1 Fame (if playing Bounty Hunt Mode). *Hyper: Receive a random Hyper card (this can be any Hyper card in the game, barring Hypers that can't be held in the hand). *Dice: For 2 Chapters, roll x2 dice for all your actions. *Draw: Draw 2 cards from the top of the deck. *Joker: For 2 Chapters, cards can be played for no cost. *Reverse: For 2 Chapters, walk in the reverse direction on the board. *Battle: Battle an panel enemy. *Bomb: A bomb is set on your current panel. *Warp: Teleport to any Warp or Warp Move panel. *Frostwalk: For 2 Chapters, turn panels you walk over (including the panel you stop on) into panels. *Discard: One random card from your hand is discarded. *Skip: Skip the next turn. *Drop: Lose stars equal to 6 multiplied by your level. *Damage: Take 2 damage. Selecting Throw causes the player to be prompted to target a non-KO'd opponent. Upon doing so, 1 damage will be dealt to that opponent. Once the card is used, it will add progress to the global counters. The two different methods of using this card correspond to the two global counters. A new exclusive event currency, s, can also be earned during this event. Xmas Cakes can be spent in the Shop to purchase Christmas cosmetics, unrelated to the event goal. Once an event game ends, Xmas Cakes are awarded. The amount earned depends on the game mode and placement. Xmas Cakes can be earned in either singleplayer or online play. However, there will be a penalty if the player pressed shift or control during a singleplayer game. </tabber> Event Rewards. <tabber> This event features two global counters on the main menu of the game. As are eaten or thrown, the percentage of each global counter is increased. Once certain percentage milestones were reached, new items were unlocked for all players. The two global counters correspond to the two different methods of using the card, and either counter can be used to progress the event. Note that players must complete 5 event-enabled games during the event before global counter rewards can be received at the main menu. It is possible to obtain all unlocked rewards from the global counters for as long as the event is active. There are some cosmetics with specific unlock requirements, separate from the event goal and Shop. This event introduced the s currency, which is unique to this event. Any Xmas Cakes earned at the end of games are able to be used as currency. Christmas cosmetics from previous events are now purchasable with Xmas Cakes. Additionally, on April 1, 2023, Xmas Cakes will be removed from players' inventories and the Christmas section of the shop will be hidden from view. In addition to the event rewards, additional collectibles can be purchased with Xmas Cakes if the player has previously obtained global counter rewards from the Santa Scramble event (including reruns). These additional collectibles are currently unavailable to new players, but will eventually become available again in the future. </tabber>
Clash of Cakes
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# Clash of Cakes/Story [ Return to Top ]
Clash of Cakes/Story
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# Closing Argument Closing Argument is a Steam achievement in It is one of 6 achievements included within DLC 28.
Closing Argument
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# Cloud of Seagulls Cloud of Seagulls is a 1-star event card that deals 2 damage to a random unit. Possible targets include the user, allies, and opponents. Strategic Info. Cloud of Seagulls is a riskier alternative to for players that want to damage their opponents outside of combat. In exchange for increased damage and a reduced star cost, the player loses the ability to choose who the damage is dealt to. Players who enjoy a little chaos or aren't picky about taking damage will find success with this card. Due to the random nature of it, Cloud of Seagulls has more potential to benefit the user rather than harm them no matter who plays it. Players can even use it as a last resort to KO themselves safely while low on HP, similar to how uses . High EVD characters may want to run this card for the damage. In case, she can bring it as an easy-to-play card that makes way for a more impactful . Characters like her and mostly rely on their EVD to keep themselves alive anyways, so being hit doesn't bother them as much as some characters due to their dodge-or-die playstyle. also likes to have this card available, as it helps her bring opponents and even herself into KO range for . can use it to soften up opponents to KO with her passive or and often runs this card in tandem with for the extra poke damage. The can run this as one of their event cards due to its low level and star cost if they are willing to take a hit every once in a while. Despite all this, many players may find this card too risky and not worth putting in their deck, preferring safer, more consistent cards. Characters with low base health, such as and will lose a massive portion of their health if they get hit by this card, so they are discouraged from adding it to the deck. Characters with high REC like or do not want to risk taking that extra damage either, as a suffering a KO means losing a large amount of time to the revive rolls.
Cloud of Seagulls
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# Cloud of Seagulls (Jonathan)
Cloud of Seagulls (Jonathan)
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# Clover Clover is a playable field in It is featured in the campaigns during Sweet Breaker Episode 2 and Girl Power Episode 2.
Clover
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# Clover CO Clover CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Clover field, but with adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with ).
Clover CO
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# Co-Op
Co-Op
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# Co-op
Co-op
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# Co-op/Info Co-op is a game mode which originally debuted temporarily on July 25th, 2018 with the Beach Party event. It was later reintroduced permanently to the game on May 16th, 2019 with the Minions of the Master event. The goal is to defeat raid-boss characters as a team. Basics. Co-op is an alternate mode that can be selected in single player custom and online play by toggling the icon located next to the board menu on or off. In this mode, all 4 players will work together as a single team to defeat the boss, a fifth character on the map. Players will not be racing for Norma against each other but will instead use Norma to unlock their own abilities and to use cards. Players need to defeat the boss to win the game and the players will lose the game if all of them are KO'd at the same time. As the event relies on cooperation, it is quite difficult to complete the event alone, with purely CPU players. Settings. Once active, a limited number of boards are available for use in co-op depending on the boss and difficulty selected. Field events are automatically set to off, and field event settings cannot be changed for any co-op match. The player can select which boss they would like to battle and select one of 4 difficulty settings: Casual, Normal, Extreme, and Hyper. After these settings have been selected, the player can move onto character and role selection. Roles. Roles are a unique way to play in co-op, with each character being designated to a role and letter rank. The roles are Attacker, Guardian, Supporter, Avenger, and Dealer, each of which features their own special abilities and hyper. The player may choose whatever role they want and can also see the role chosen by the other players above the card selector. Each character will receive a role rank of A-E and a set amount of Deck Points depending on their rating. Generally, the stronger the character's rank is in the role, the fewer deck points they are provided for the role. Base Abilities. Each of the roles sport new abilities to help players survive and defeat the boss. They can be leveled up by playing their respective role and doing actions related to it. Avenger & Dealer are locked at the start, but they can be unlocked by reaching Lvl 10 in other roles, or if the player had unlocked them previously in events. Role Level. Role level, not to be confused with role letter rank, is a numerical value indicating how much experience the player has earned in a specific role. Each time the player defeats the boss, they will receive experience toward the role they were playing as. The higher the boss difficulty, the more experience the player receives. It should be noted that in single player, the player will receive a penalty if they use control + shift during the match. Below is the experience necessary to level up. The player will also unlock bonuses for their role as they progress through the levels. This includes more deck points, a role-specific hyper, and a cooldown ability. Level 2, 4, 6, 8, and 10 are +1 deck point for all roles, and thus are not included below. Role Hypers. Once a player reaches level 5 in a role, the player's will receive access to a special role-specific hyper card that is designed to boost the passive abilities of the role. These hypers are all Norma 3 cards. The player can either choose to use the role hyper or their character's original hyper, by pressing the switch logo on the role selector menu. While hypers are specific to a role, there are tricks the players can use however to get a different roles hyper. Hypers can be transferred between players with . If this action is taken, the Hypers will remain as the cards they were when they were originally drawn. As a result, an Attacker can end up with a Supporter's Hyper. The player can also use 's hyper, which can draw a role hyper since the hypers drawn are random. Cooldown Ability. Once the player passes role level 10, they will receive a special ability based on their role. This ability is accessible as an extra button on the right at the start of the player's turn. These abilities are watered-down versions of the role hypers mentioned above, but have the advantage of being free and readily available. Each one has a different cooldown between uses. Deck Points/Decks. Deck points are provided to the player automatically once they choose their role. The higher the letter rank the character has in that role, the less points the player will receive to make a deck. Powerful cards generally cost more deck points, 5 points, while weaker/generic cards cost 0 deck points. As previously mentioned, the player can unlock more deck points by leveling up their role. By level 10 the player will have an additional +5 deck points to the base value provided for the role. All cards cost either 0, 2, or 5 deck points. It should be noted that some cards are not available for use in co-op mode (mainly cards that are impractical for co-op). Below is the listing of all cards available and their deck point price. Mixers. Instead of field events, Co-op Mode has its own set of board events called Mixers. Every day, one to three Mixers are chosen randomly and then applied to all co-op games that take place on that day. This is on a server-side basis and not user-side, meaning that a day's Mixers will be the same for everyone. Mixers reset every day at 00:00 PST and cannot be altered by the user, but they can be turned off if one does not wish to use them. Mixers that increase the difficulty of the match give increased EXP rewards at the end of the match. Character and Card Changes. A few characters have rather notable changes and passive tweaks that are important for the player to understand when playing in co-op. Certain characters are more or less viable then they usually would be, as a result of these adjustments. Cards. Below is a comprehensive list of all changed cards, including Hyper cards. Any card not listed has remained unchanged. Boss Basics. Co-op bosses are special super-powered boss characters who play alongside the players during a match, however, like single player bosses, can also be encountered when the player lands on a panel. Co-op bosses always have the first move at the start of each chapter and carry a host of boss only cards that they can use at the beginning of their turn. They also always attack first during combat unless stated otherwise. The player will be able to see the bosses, HP and card hand at the top of the screen during the entirety of the match. In order to win the match, the players must defeat the boss. Boss Difficulty. Bosses feature 4 different difficulties: Casual, Normal, Extreme, and Hyper. Each difficulty is considered a boss level from 1-4 which changes how much damage is dealt by certain boss cards. A second key aspect for difficulty is card level. Bosses begin each match with a deck of 5 cards, and once they have used all of them, they will upgrade the lowest level one and shuffles the deck. The boss will continue this process until chapter 40. For example, a normal boss starts with a level 0-0-1-1-1 deck, it'll get 8 transformations by chapter 40 so it should end up as 3-2-2-2-2 at most. The bosses difficulty chosen determines what level the cards are, to begin with. The boss level chosen also restricts which boards are available for the players to play on. In the end, more Exp and oranges are rewarded for defeating higher difficulty bosses. Hyper Difficulty. While not very different, Hyper difficulty is special for 2 reasons. As previously stated, the player will only have access to one board to fight the boss. This board is of course designed to give the boss the edge. The second and most notable change, however, is that Hyper difficulty does not follow the above card upgrade rules. Once all of the starting 5 cards have been used, one of the cards at random will be upgraded (Not just the lowest level one) and deck will be shuffled. This can result in much stronger cards much quicker, and given the high initial level the cards, Hyper mode features cards the player will not see in lower difficulties. Wild Enemies. The boss also changes the enemies that will appear on panels. The enemies will be the expected minion for that boss, so, for instance, when the boss is . Players will encounter 1 of 3 possible wild enemies in which one stat is boosted by +2 unless the stat is already +1, in which it is boosted to +2. Which stat has been boosted will be indicated by the outfit the enemy is wearing. Further info can be found on each boss's page. Boards. Each boss has its own set of boards, which are modified versions of the normal boards, with the exception of M10 Robot and Star Devourer hyper difficulty stages, which are brand new stages reusing old assets (M10's Cyberspace uses Sealed Archive's background tinted blue with Shipyard's Robo Balls and Shifu Robots flying by, while Star Devourer's Poppo's Abyss uses a yellow colored version of Tomomo's Abyss' background. Further info can be found on each co-op boss's page.
Co-op/Info
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# Co-op Bosses Co-op Bosses take center stage in "100% Orange Juice!'s" co-op mode. These super-powered bosses serve as the primary antagonist and key to both victory and defeat for the players. Unlike bosses found in the game's traditional mode, co-op bosses are titan-like characters that have massive pools of health, special passive abilities, and their own deck of cards that only they can use. Boss Mechanics. As previously stated, bosses in co-op are similar to raid bosses. During the match, the boss characters will play alongside the players as a 5th character. Bosses are powerful and aggressive opponents that will generally attack any player it passes on the board. While every boss is different, they all possess these key characteristics: The HUD. For the purpose of this mode, the boss will have a HUD located at the top of the screen in the center. This HUD provides critical information and has the same functionality as a player HUD. The HUD displays the Boss's current HP, selected difficulty, and what card(s) the Boss will play at the beginning of its next turn. Hovering over the HUD will display the boss's unit card, level, current stars, current wins, and active stock effects. This information is always visible to the players, which can enable them to strategize based upon the available info. Some Bosses also have additional boss-specific information on their HUD. Boss Card Mechanics. Bosses begin each match with a special boss deck containing 5 boss cards, which determines which cards the boss uses during the match. The level of the 5 starting cards is determined based on the chosen difficulty, but are otherwise random. At the start of every chapter, the boss will draw a card from their deck, revealing it to the players. Then, the Boss will play that card at the start of their turn. Once a boss has depleted its deck by using all 5 cards, the lowest level card will be replaced with a card which is one level higher, and the deck will be reshuffled. The boss will continue this process for the entire game. Cards will stop being replaced when they cannot be upgraded any higher. Once replacements stop, the Boss will use the same 5 cards for the rest of the game. With the exception of Level 0 cards, a Boss will never have two of the same card in their deck. On Hyper difficulty, once a Boss's deck is depleted, it will replace a random card in its deck, rather than the lowest level card. This can result in the boss gaining high-level cards much earlier in the game than usual. A Boss's Hyper cards operate independently from the deck, instead activating based on certain triggers, which vary depending on the Hyper. Unlike standard Boss cards, Boss Hypers can be played at any time, even at the start of a chapter or the end of the Boss's turn. Difficulty. Co-op features 4 different difficulties for bosses that the player can choose before the match starts: Casual, Normal, Extreme, and Hyper. A number of different factors are affected based on the difficulty chosen. Hyper Difficulty In addition to the usual differences affected by difficulty, Hyper difficulty has 2 additional differences.
Co-op Bosses
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# Co-op Overview Co-op Mode is an alternate game mode in . It originally debuted as an early concept on July 25th, 2018 with the Beach Party event, and was later reintroduced to the game as a permanent mode on May 16th, 2019 with the Minions of the Master event. Co-op Mode is a game mode where, instead of competing against each other, all 4 players must pick a special co-op role and work together as a team to defeat a powerful Co-op Boss, who functions as a fifth character on the map. Players will not be racing for Norma against each other, but will instead achieve Norma together in order to raises their stats and use stronger cards. Players must defeat the boss to win the game, and will lose if all of them are KO'd at the same time. Utilizing the abilities of each co-op role is essential to the players' success. Setup. To switch to Co-op Mode, the player must toggle the icon located next to the board menu. This can be done in both custom singleplayer games and online games. The player can also join an online Co-op lobby, by selecting the "Co-op" tab at the top of the online lobby list. Important Changes. Before examining the particulars of the mode, below is a basic list of rule changes the player should be aware of: Character Changes. Co-op Mode makes adjustments to some characters' stats and passives, both to adapt characters to the mode's unique mechanics, as well as to prevent certain characters from being overpowered in the mode. REC Changes In Co-op Mode, characters with a base ATK stat above 0 receive an increase to their base REC stat. For these characters, the new REC stat is calculated by the formula: "[base REC + base ATK]". Characters with a base ATK stat of 0 or below have unchanged REC stats. REC stat also remains unchanged, due to its passive. For some characters, this results in a REC higher than 6, meaning the character needs to roll a 6 to revive for more than one turn. For instance, a character with 7 REC will need to roll 6 to revive for two chapters before it increments down to 5 or higher. Passive Changes Some characters have had their passives adjusted in Co-op Mode. Passive Interactions Other characters have mostly unchanged passives, but have unique interactions with the various different systems in Co-op Mode. Field Changes. As previously mentioned, special boards are available in co-op. The board selection depends on which boss and difficulty the player chooses. Board Panels Most boards in co-op feature a special panel for the boss to start the game on. When playing on a board that does not feature a Boss Home panel, the boss starts the game on the rightmost end of the lowest row of panels. This location is based on an orthogonal view of the board, rather than the player's in-game view. For example, when playing on the Practice Field board shown to the right, the boss starts the game on the lowest bonus panel. Field Events Although most field events are replaced with mixers, Co-op Mode features 1 unique field event designed to make the boss harder the longer the game progresses. This field event is permanently active and cannot be turned off. The event that occurs in other game modes does "not" occur in co-op, since boss panels spawn through Terror instead. Home Sweeper is a special Hyper card played by the boss if it hasn't been defeated by chapter 40. Home Sweeper permanently removes home markers and panels, allowing Terror to replace them with panels. Card Changes. Many card effects have been changed for Co-op Mode. While some of them have been completely reworked, others have simply been adjusted to only work on the boss and its minions instead of other players, and vice versa.
Co-op Overview
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# Co-op Reward Modifier Co-op Mode uses a special reward modifier calculation to determine how much XP the player gets toward their co-op role, as well as how many they will receive if it was an online match. This topic is touched on the co-op bosses and mixers page, but not thoroughly covered in-depth. This page explains the exact equation in finer detail. Summary. As a quick summary, co-op rewards are mainly affected by the outcome of the match, the difficulty, and the current mixers. Rewards can therefore be maximized by winning co-op matches on higher difficulties with detrimental mixers enabled. In contrast, rewards will be at their lowest after an early loss on lower difficulties with mixers disabled. Main Modifiers. Difficulty Modifier. The first reward modifier is which boss difficulty the player selected. Each difficulty provides a percentage that affects the number of and amount of role XP. The base values within the game's code for a co-op game with no mixers is as follows below. (This is not to be confused with the actual value the player receives. These are the base values the equation uses, not the amount received.): There is much more than meets the eyes to the table above, however. As previously mentioned, a calculation is at play. This calculation is the base value of XP and oranges the player would receive from a normal match with no mixers multiplied to the difficulty modifier and then rounded down. The base number for oranges and role XP is 6 and 100 and respectively. Here is a table illustrating an explanation of how the calculation were done to get the values in the above table: Mixer Modifier. The second reward modifier is the mixers that are in play during the match. If the player does not have mixers active, this modifier is an automatic +0% (no effect on the final equation). All the mixer percents are added together to equal the mixer modifier. Please refer to this page for additional information about the type of all mixers. Below is a table of the mixer difficulties percentages: Based on the table, the maximum mixer difficulty modifier the player can have is 75% if they receive three negative mixers. Please see the mixer page to see which mixers are positive, negative, or neutral. Outcome Modifier. The third reward modifier is the outcome modifier, which is based on whether the player wins or loses the match. If the players successfully defeat the co-op boss and win the game, this modifier is an automatic 120%. If the players lose, the formula applies. The formula for this process uses the base value 3.333% which represents 1 of 30 chapters. This value is multiplied to the number of chapters the players survived. This only up to a maximum of 30 chapters, however, and any chapter after 30 will be treated as 30 in the equation. The result is a percent which acts as the outcome modifier, and it is rounded down. Below is a table with examples of this calculation: Other Modifiers. Event Modifier. If the Double XP Event is currently active, then the final number in the equation is multiplied by 2. Unlike other modifiers, this affects only XP and not oranges. Ctrl/Shift Modifier. Although the exact mathematical effect on the final reward amount is unknown, it is confirmed that using the ctrl/shift buttons in singleplayer to speed up the game will result in a reduction of rewards, with the amount of reduction increasing the longer ctrl/shift is held. Full Calculations. Oranges Equation. To calculate the total number of oranges that all players will receive, all the modifiers are added together and multiplied with the base value to form the following equation: Below are some examples of the equation in action and the exact number of oranges the players will receive after winning or losing: XP Equation. To calculate the total amount of co-op role XP that all players will receive, all the modifiers are added together and multiplied with the base value to form the following equation: Below are some examples of the equation in action and the exact amount of XP the players will receive after winning or losing:
Co-op Reward Modifier
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# Co-op Roles Co-op roles are a crucial part of "100% Orange Juice!'s" Co-op Mode. Given that Co-op Mode centers around defeating raid boss-esque bosses, roles serve an important purpose by granting unique abilities that the players can use to both support each other and inflict greater damage to the boss. As a result, selecting which character and role combinations to use against each boss can make a huge difference in the match's outcome. Generally, the better the team's role synergy, the better the team will perform against the boss. Role Selection. When the player is taken to the deck builder screen before a match, their character will be featured with a symbol on their left. This symbol indicates the current role the player is set as. Likewise, if the player is playing with others online, they will be able to see what roles the other players are using as well as their level in that role above their deck. To change their role, the player can press the symbol next to their character which will pull up the role selector menu. From top to bottom, this menu displays: buttons to change roles, the player's current role, the option to swap their hyper with a role hyper, bullet points of the role's abilities that display more detail when hovered over, the player's current role level, the player's current XP in the role, and what abilities have been unlocked at the bottom. Some of these options are locked until the player levels up their role. Below is an example of the difference in options available between a low-level role and a high-level role selector menu. At the top of the role selector menu, the player can press a different symbol to change roles. Each symbol is marked with that character's role rank in each role, which varies from character to character (For a reference of all the ranks see the co-op character ranks chart). A character's role rank will range from A-E, and indicates how well the character is expected to do in a specific role based on their stats, passives, and Hyper. For instance, a character like is a Rank B Dealer, as the Dealer role increases the player's hand size which works well with Peat's Hyper, . In contrast, Peat is a Rank E Avenger, as the Avenger role works better on high HP characters. Role Characteristics. Each role in Co-op Mode features unique characteristics that provide the player with effects and stat modifications. Generally, roles focused on damage such as the Attacker and Avenger role focus more on modifications that are primarily to aid the player in defeating the boss, as it gets stronger the longer the game progresses. Roles such as Guardian, Support, and Dealer are generally more focused on supporting the attacking players and provide abilities that enable the player to aid their fellow players in a multitude of ways. The Attacker, Guardian, and Support roles are unlocked by default. The Avenger and Dealer roles must be unlocked either by reaching Level 10 in other roles, or from certain events. Finishing a game as any role will grant XP towards its role level. Role Abilities. Every role has a number of unique abilities that they can utilize by activating them to trigger their effect, similar to using cards. Abilities are accessible as an extra button, which (depending on the ability) appears either alongside the "Move" and "Card" buttons that appear at the start of the player's turn, or in battle as an extra option alongside "Fight" and "Card". Abilities are a major part of a role's kit, due to their general ease of use and availability. Most abilities have a cooldown between each use before they can be used again, and each ability has a different cooldown rate. Cooldown duration for each ability are listed on each player's stock info plate. Most roles unlock a new ability upon reaching level 5 with that role, but many abilities are available by default. Role Hypers. Once a player reaches Level 10 in a role, they will unlock that role's unique Hyper card. This grants the player the option to change their character's Hyper during role selection, using the role Hyper in place of the character's original Hyper card. Generally, each role's Hyper card functions as a more powerful version of one of that role's abilities. Role Level and Co-op XP. As the player uses a co-op role, that role can be leveled up, increasing its role level. By finishing co-op games, the player will earn XP towards the role they were playing as. With enough XP, the role's level will increase. This leveling system is separate to the online level XP system, and functions in tandem with it during online co-op games. A role's level and current XP can be viewed during role selection. In addition, all of a player's role levels can be seen in online lobbies when the lobby is set to Co-op, by hovering over the symbol in the lower left corner of the player plate. Each player's role level for their current role is also seen next to their avatar in-game. Various bonus effects for a co-op role can be unlocked by leveling up that role, including extra deck points, role abilities, and the role Hypers. In addition, various collectibles can be unlocked, including new co-op roles, as well as co-op role themed cosmetics and achievements. Lastly, the player will earn 50 every time a level up is achieved, regardless of the role's current level. The amount of XP earned at the end of a co-op game is dependent on a number of factors, including the result of the match, the selected difficulty, and the current active mixers. It should also be noted that in singleplayer, the player will receive a penalty to XP if control + shift is used during the match. Starting at a base requirement of 100, the amount of XP required to advance to the next level increases by 30 for every level up. This means that the amount of XP needed to get to the next level can be determined using the formula codice_1. Below is an example table showing the XP amounts needed to reach the first 30 co-op role levels. It should be noted that, much like online XP, there is no cap to role XP, allowing each role to be leveled up indefinitely.
Co-op Roles
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# Coaching
Coaching
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# Collectibles Collectibles are an essential part of the "100% Orange Juice!", often serving as the goals of events and the player's key reason for playing the game, other than the gameplay itself. There are a wide variety of collectibles that players can attain, either through purchasing them in the Shop with various currency, beating campaign episodes, unlocking them during various events, purchasing DLC, or completing other tasks. Collectibles can often be thought of as 2 separate groups: cosmetics (which act as a way for players to customize the appearance of their characters in-game during the deck selection screen as well as their avatar in the main menu) and others (which include collectibles such as those that are gameplay-related, or those tied to the in-game Card Binder and Gallery). There are a number of various shops within the main Shop that each have their own mechanics related to obtaining collectibles, whether it be through a more specific unlock process or through random chance. While there are many collectibles which are exclusive to limited-time events, Fruitbat Factory has confirmed that they will never make any collectible permanently missable. Any event collectible which is currently unavailable will always eventually be made available again, through the associated event either being or .
Collectibles
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# Collector Collector is a Steam achievement in "100% Orange Juice". It is one of the five achievements for binder completion and one of the seven binder related achievements. Other Binder Achievements. Booster Pack ● Collector ● Card Shark ● Card Sage ● People Watching● Not Playing with a Full Deck of Cards ● Nice Present
Collector
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# Color Packs Color Packs, also known as unit colors or skins, are optional cosmetic items for the player's character. With this option, the player can change the color of their character's normal outfit. All characters, upon purchase from the shop, have the basic primary color pack available in the shop for purchase with . All other color packs must be unlocked either through an event, a specific unlock method, random drop, or the mystery bag. Some color packs are also character specific, meaning that only one or a few characters have the pack available to them. There also are some event color packs, such as Poppo event colors and the school colors, which are event specific and easily confused for accessories. There is one additional category of color pack, known as extra color packs. Extra color packs function identically to standard color packs, with the key difference being that you can equip them alongside standard colors. While some colors can only be equipped as extra colors, there are also some characters that can equip standard color packs as an extra color. In this case, the color only needs to be unlocked once to be usable as either a standard color or an extra color. Only a small number of characters may equip extra colors. Standard color packs are represented in the cosmetics menu with a icon. Extra color packs are represented in the cosmetics menu with a icon.
Color Packs
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# Colors
Colors
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# Combat
Combat