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fandom.100orangejuice | # Dice
Dice are optional cosmetic items for the player's dice. With this option, the player can change the appearance of their dice in-game. The player can change the appearance of the dice by either selecting their dice before a match or setting their default dice on their player avatar screen.
Upon file creation, the player will automatically receive the default dice and will have the option to purchase any of the starting character dice in the shop.
A wide assortment of dice are available for the player to unlock from crates, while some others have specific unlock conditions for the player to fulfill. Many dice have also been introduced during events, with some becoming available in the mystery bag, while others have remained locked to the specific event. It is very common for at least one dice to be added to the game each event.
| Dice |
fandom.100orangejuice | # Difficulty
| Difficulty |
fandom.100orangejuice | # Dinner
Dinner is a 3-star event card that heals every player for 3 HP.
Strategic Info.
Although this card helps opponents as well as the user, the real strength of Dinner comes from the fact that the player will be healed no matter which player uses it. Characters who need healing but are not concerned with the fact that the heal is symmetrical will benefit most from this card. Passive characters with high health pools like , tanks like , or combat characters with high one-shot potential like will all make good use of Dinner and should consider using it in their decks. can play Dinner as an additional healing card to trigger her passive, although too many Dinner cards will make it difficult for her to use her hyper effectively. As for other characters, using Dinner becomes a lot more situational. The player should wait for an opportunity when the heal will benefit them more than it will their opponents, such as when the other players are close to full health or KOed. Dinner can even be used to help deny opponents from KOing each other in a pinch.
On the other hand, characters who want want their opponents to be injured so they are easier to pick off like should avoid playing this card unless they are desperate for a heal. Characters who want to retain damage themselves like or need to be careful of this card as well. Dinner doesn't benefit character who are at a high risk of being one-shot due to their low health. benefits more from evasion boosting cards like over Dinner and usually forgoes defensive cards entirely due to its frailty, low REC, and passive. Lastly, characters like or whose hypers rely on their opponents being damaged should avoid putting this card in the deck in the first place.
| Dinner |
fandom.100orangejuice | # Dinner (Co-op)
| Dinner (Co-op) |
fandom.100orangejuice | # Dirty Business
Dirty Business is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 24.
| Dirty Business |
fandom.100orangejuice | # Discord
| Discord |
fandom.100orangejuice | # Dive
| Dive |
fandom.100orangejuice | # Do Pirates Fly in the Sky?
| Do Pirates Fly in the Sky? |
fandom.100orangejuice | # Do Pirates Fly in the Sky? (Co-op)
| Do Pirates Fly in the Sky? (Co-op) |
fandom.100orangejuice | # Dog Ears
Dog Ears is a Steam achievement in It is one of 6 achievements included within DLC 29.
| Dog Ears |
fandom.100orangejuice | # Double Drop Event
The Double Drop Event is one of the four that may run at any time of year. For the duration of the event, the chance to unlock rewards such as unit colors, hair colors, and accessories from online games is doubled. The main menu also features a unique banner when the event is active.
Overview.
Several cosmetics have a random chance to be received after finishing an online game in any mode. During the Double Drop event, these cosmetics have double the chance to be received.
The random drop chance is determined independently for each cosmetic type, meaning it is possible to receive multiple random drops from a single game. The table below lists all cosmetics with a random drop chance that have been available during the Double Drop event.
Previous Event Dates.
"Wiki note: The dates listed below are gathered directly from Steam's Web API, which reports dates in UTC. No adjustments have been made except for the omission of false positives."
| Double Drop Event |
fandom.100orangejuice | # Double Rush
| Double Rush |
fandom.100orangejuice | # Double XP Event
The Double XP Event is one of the four that may run at any time of year. For the duration of the event, any online level experience points gained at the end of a multiplayer match are doubled. Since Version 2.0, this event also doubles any co-op role experience points gained at the end of a match. The main menu also features a unique banner when the event is active.
Overview.
Online Experience.
After finishing an online match, the player earns bonus as in any match, and also earns online experience points (XP). Normally, the amount of XP earned is 1.2 times the amount of bonus stars earned, plus an indeterminate amount when playing with higher-level players. However, during the Double XP Event, this amount is doubled further, to 2.4 times the amount of bonus stars earned. All earned XP is accumulated in a running total in the player's Steam stats.
The player's online level starts at 1, increasing as XP is accumulated. The total amount of XP needed to reach online level "L" is calculated by formula_1. For example, reaching online level 4 requires 700 + 800 + 900 = 2400 XP. The online level is displayed toward the upper-left corner of the player plate in lobbies, and also on screens where it is relevant (such as the Shop).
Co-op Role Experience.
After finishing a match in Co-op mode, the player earns Co-op experience points (XP) for the role that was played. Co-op XP can only be earned for one role at a time, and is independent of online XP. The amount of XP earned is detailed on the Co-op Reward Modifier page.
The player has separate levels for each of the 5 Co-op roles (Attacker, Guardian, Support, Avenger, and Dealer). Each role's level starts at 1, increasing as XP is accumulated. The total amount of XP needed to reach level "L" is calculated by formula_2. For example, reaching Attacker level 4 requires 100 + 130 + 160 = 390 XP. The player's Co-op levels are displayed when hovering over the icon in lobbies, and also on screens where it is relevant (such as the Deck Builder).
Previous Event Dates.
"Wiki note: The dates listed below (up to May 2020) are gathered directly from Steam's Web API, which reports dates in UTC. No adjustments have been made except for the omission of false positives."
| Double XP Event |
fandom.100orangejuice | # Downloadable Content
The following is a list of official downloadable content or "DLC" available for , including bonus characters earned by owning other Orange_Juice games. Since the release of "100% Orange Juice!" on Steam, a total of 37 DLC packs and 6 bonus characters have been released. DLC can be purchased on Steam or on Fruitbat Factory's website.
Originally, numbers were assigned to each DLC by Fruitbat Factory, as shown in numerous achievement descriptions. Although they have ceased this practice after the "Iru & Mira Character Pack", the wiki continues to assign numbers to new DLC for consistency's sake.
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| Downloadable Content |
fandom.100orangejuice | # Doze
| Doze |
fandom.100orangejuice | # Drink Table Homemark
__NOEDITSECTION__
Drink Table Homemark is a homemark cosmetic that was first introduced during the Summer Games event. The homemark is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Drink Table Homemark |
fandom.100orangejuice | # Dropped the Bomb
Dropped The Bomb is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 2.
| Dropped the Bomb |
fandom.100orangejuice | # Duelist
Duelist is a Steam achievement in "100% Orange Juice".
| Duelist |
fandom.100orangejuice | # EMP
| EMP |
fandom.100orangejuice | # Earmuffs
Earmuffs are a set of unique character accessories that were introduced during the Bounty Hungers event and became unlockable in Version 3.5.1. Unlike most character cosmetics, Earmuffs have a unique two-step unlock method, requiring the player to complete both steps in sequence. The accessory is seasonal since part of its unlock method has only been made available during events.
Unlock Method.
This accessory has a two-step unlock method. Both steps must be completed in sequence to unlock the accessory.
For players who have not completed the Bounty Hungers event, there is currently no means to unlock the accessory.
| Earmuffs |
fandom.100orangejuice | # Easily Aggravated
Easily Aggravated is a Steam achievement in It is one of 6 achievements included within DLC 28.
| Easily Aggravated |
fandom.100orangejuice | # Efficiency Theory
Efficiency Theory is a Steam achievement in
| Efficiency Theory |
fandom.100orangejuice | # Eggs
Eggs is a Steam achievement in It is one of 7 achievements included within DLC 26.
| Eggs |
fandom.100orangejuice | # Ellie
| Ellie |
fandom.100orangejuice | # Ellie's Miracle
| Ellie's Miracle |
fandom.100orangejuice | # Ellie's Miracle (Bounty Hunt)
| Ellie's Miracle (Bounty Hunt) |
fandom.100orangejuice | # Ellie's Wings
The Ellie's Wings color is a Extra Unit Color cosmetic that was first introduced in Version 2.9.2. The color is non-seasonal, meaning it can be unlocked at any time of the year.
| Ellie's Wings |
fandom.100orangejuice | # Ellie/Cosmetics
<tabber>
</tabber>
| Ellie/Cosmetics |
fandom.100orangejuice | # Ellie/Hyper
Effect.
Ellie's Hyper is Ellie's Miracle. Upon use, the player will gain ATK equal to the total amount of Norma completed, DEF equal to the total amount of Wins Norma completed, and EVD equal to the total amount of Stars Norma completed. This effect lasts for 2 chapters.
Strategy.
Ellie's Miracle is a powerful Hyper that can give the player a burst of power. For two chapters, the player will gain ATK, DEF, and EVD based on their previously completed Normas. This effect becomes greatest at level 5, giving the player +4 ATK and up to a +4 boost distributed across DEF and/or EVD. The ATK boost can allow the player to easily KO opponents in battle, or potentially KO the boss while it has a decent amount of HP remaining. Additionally, this Hyper provides flexible defensive options, as the player can choose to invest in Wins Normas (to gain DEF), Stars Normas (to gain EVD), or a mix of the two. Due to its increased duration over other stat-boosting Hypers (such as ), Ellie's Miracle can be combined with a variety of cards to increase the player's chances of getting a valuable KO. For instance, can be used to keep within attacking range of an opponent, and can be effective due to the Hyper's defensive boost allowing the player to sustain multiple rounds of combat. In Co-op mode, this Hyper has increased utility since both Norma checks are enabled. If the player fulfills both the Stars and Wins requirements on a given Norma check, this counts as both types of Norma being completed, and results in the player gaining a boost in all three stats when using this Hyper.
Despite its potential, Ellie's Miracle has several drawbacks that limit its usefulness. First of all, the card's scaling cost can make plays with it very expensive, particularly in the late game. At level 2, the Hyper costs 20 stars for a meager +2 total boost to the player's stats; at level 5, the Hyper costs a massive 50 stars to play. The high cost can be compounded further with cards used to combo off the Hyper, such as or . The player can use to help offset this card's cost, but only after reaching level 4. The second issue with Ellie's Miracle is that the stat boost it gives is highly dependent on how the player chooses to progress through their Normas. The more beneficial DEF boost is limited to players going for Wins Normas, which are generally more difficult to complete compared to Stars Normas. Finally, the player must rely on their dice rolls and position on the board to get the most out of Ellie's Miracle. A poor attack roll can allow an opponent to survive, whereas a poor movement roll can prevent the player from being able to enter battle at all during the Hyper's effect.
| Ellie/Hyper |
fandom.100orangejuice | # Ellie/Info
Ellie is one of the playable characters in . She was added to the game in , alongside .
Passives.
None.
+Really good statline
+Hyper can give her a massive ATK buff that makes getting a KO in the late game extremely likely
+Doesn't have to rely on her hyper or other cards to win
-Hyper is expensive
-Hyper can end up doing nothing if the target is able to roll high enough to escape
-Can give someone else a win if they get her hyper through or
| Ellie/Info |
fandom.100orangejuice | # Ellie/Mode Changes
Co-op
In Co-op mode, Ellie's REC stat is increased from 5 to 6, due to her base ATK of +1. Ellie's passive and Hyper do not change.
Bounty Hunt
In Bounty Hunt mode, Ellie's passive does not change.
Ellie's Hyper, Ellie's Miracle, has a different effect in Bounty Hunt. Upon use, the player will gain ATK equal to the total amount of Norma completed, DEF equal to 1/5 the amount of earned Fame, and EVD equal to 1/50 the amount of held Stars. This effect lasts for 2 chapters.
Ellie's base stats give her 30 starting stars and a markup of +25% at shops.
| Ellie/Mode Changes |
fandom.100orangejuice | # Ellie/Strategy
| Ellie/Strategy |
fandom.100orangejuice | # Ellie/Trivia
| Ellie/Trivia |
fandom.100orangejuice | # Ellie/Unlocks
| Ellie/Unlocks |
fandom.100orangejuice | # Ellie/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Ellie/Voice Lines |
fandom.100orangejuice | # Ellie (Co-op)
| Ellie (Co-op) |
fandom.100orangejuice | # Ellie Summer Costume
| Ellie Summer Costume |
fandom.100orangejuice | # Elusive
| Elusive |
fandom.100orangejuice | # Emerangler
| Emerangler |
fandom.100orangejuice | # Emerangler/Info
Emerangler is one of the twelve non-playable monster units featured in Bounty Hunt Mode. It was added to the game alongside the permanent addition of Bounty Hunt Mode during the Bounty Hungers event.
Emerangler also appears in Chaos Mode.
NPC Overview.
Bounty Hunt Mode.
Emerangler appears in Bounty Hunt Mode as a monster that can be fought in Bounty Battles. Emerangler is classified as an medium bounty, granting 3 fame upon KO.
Other.
Emerangler also appears as an opposing enemy unit on the field as a medium invader in the Knight and Faeries mutator of Chaos Mode.
It has the same stats and passive as in Bounty Hunt Mode, as well as a REC of 5, and does not possess a Hyper.
| Emerangler/Info |
fandom.100orangejuice | # Emerangler/Poses
| Emerangler/Poses |
fandom.100orangejuice | # Emerangler/Trivia
| Emerangler/Trivia |
fandom.100orangejuice | # Emotes
Emotes are special cosmetic items that can be used in the in-game chat. When unlocked they can be viewed and used in the chat of an online lobby by clicking on the icon to the right of the text field. Each emote also has a name that can be manually typed into the chat window as well.
There are a vast collection of emotes to obtain and use, most of which depict the various characters of . The majority of emotes are simply adaptations of poses already in the game, but there are a number of emotes adapted from card art, as well as some emotes made from brand new art.
There are currently 753 emotes in the game, with players being given 20 to start with. More can be unlocked by buying them in the Shop or winning them from the Emote Gachapon in the Arcade.
Unlocking Emotes.
The 20 default emotes are automatically given to all players. For all other emotes, they must be bought in the Emotes tab of the Shop, or won from the Emote Gachapon in the Arcade. All emotes cost 45 to purchase from the Shop, except the Special Emotes, which cost 75 . Using the Emote Gachapon costs 30 per try, and it will give out a random unowned emote each time (similar to crates).
List of Emotes.
[ Return to Top ]
| Emotes |
fandom.100orangejuice | # Encore
Encore is a collectible Trap card that can be acquired from the Pudding Pack.
Effect.
Upon use, this Trap card is set on the player's current panel. When triggered, causes the effects of , , , , and panels it is placed on to trigger twice. This effect extends to x2 variants of these panels.
Strategy.
The best panels to play Encore on depends on the playstyle of the player. Playing this card on a panel or a panel can be risky, but also rewarding. Doing so could trick other players into avoiding that panel in fear of landing on a detrimental trap, which would allow the player to get a double helping of stars or cards the next time around the board. Of course, if someone else lands on the space, they get the benefit of the trap. For win-focused players, Encore should instead be primarily placed on panels. This gives the player more chances to obtain wins as well as forces anyone else who lands on it to to do battle twice. This can be especially effective during a , as many characters have trouble surviving a battle against the boss, let alone two of them. Playing Encore on a drop space can also be a good idea, as it will force anyone who lands on it to roll twice for star loss.
Playing Encore on any other type of panel is a waste, since it will have no effect. Because of this, can cripple this card by moving it to a less desirable, or even useless, space. Standard trap counters like and will also negate the effects of this card.
| Encore |
fandom.100orangejuice | # Encourage
| Encourage |
fandom.100orangejuice | # End of Pudding
End of Pudding is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 1.
| End of Pudding |
fandom.100orangejuice | # Engage
| Engage |
fandom.100orangejuice | # Entry Fee
| Entry Fee |
fandom.100orangejuice | # Et tu, Watty
| Et tu, Watty |
fandom.100orangejuice | # Evasion Boost
| Evasion Boost |
fandom.100orangejuice | # Evasion Down
| Evasion Down |
fandom.100orangejuice | # Evasive Heroes
| Evasive Heroes |
fandom.100orangejuice | # Event
Event could refer to:
| Event |
fandom.100orangejuice | # Events
<tabber>
</tabber>
| Events |
fandom.100orangejuice | # Evil Mastermind
| Evil Mastermind |
fandom.100orangejuice | # Evil Spy Work - Execution
| Evil Spy Work - Execution |
fandom.100orangejuice | # Evil Spy Work - Execution (Co-op)
| Evil Spy Work - Execution (Co-op) |
fandom.100orangejuice | # Evil Spy Work - Preparation
| Evil Spy Work - Preparation |
fandom.100orangejuice | # Evil Spy Work ― Execution
| Evil Spy Work ― Execution |
fandom.100orangejuice | # Evil Spy Work ― Execution (Co-op)
| Evil Spy Work ― Execution (Co-op) |
fandom.100orangejuice | # Evil Spy Work ― Preparation
| Evil Spy Work ― Preparation |
fandom.100orangejuice | # Exchange
Exchange is a 2-star trap card that causes the setter and the victim to swap stars, hands, and board positions. Wins and normas are unaffected.
Strategic Info.
Exchange is a trap that has the potential to change the outcome of a game in an instant. Exchange is best used to swap stars with a player with a higher star total than you. When used correctly, it can easily steal its user enough stars to win while denying an opponent. In order to control who lands on this card, it is best placed on the home panel of the intended target. Alternatively, being one of the few trap cards that are harmless when the setter triggers it, the player can set it on their own home base as a bait or to deny someone from using it to achieve norma. Combat type characters who don't depend on cards like can benefit greatly from this card, as it does not affects wins nor normas.
Although powerful, there are many ways that Exchange can cause problems for the player who set it. If the player is ahead, Exchange becomes very unfavorable to play due to the risk of handing their lead to another player. Being a trap card, it does nothing until it is triggered. If the the trap goes for too long without being triggered, there is a chance the player can catch up or even get ahead, causing them to lose advantage once it is finally triggered. Star collectors like or are at particular risk of this happening, and should not put Exchange in their decks.
| Exchange |
fandom.100orangejuice | # Exchange Coupons
__NOEDITSECTION__
Exchange Coupons are a steam inventory currency used to gain for the pet catchers in the arcade.
They are converted into 3 arcade tokens upon completion of any online game (This includes online games with only one human player. It will not be displayed on the match's ending screen, however, the player's coupon will be converted into tokens).
Collectibles Requiring.
None.
| Exchange Coupons |
fandom.100orangejuice | # Exchange Tokens
__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)
| Exchange Tokens |
fandom.100orangejuice | # Exhaustion
| Exhaustion |
fandom.100orangejuice | # Expansion Pack
Expansion Pack is the second card pack available in 100% Orange Juice. The pack requires no DLC and was released with the game at launch. The Expansion Pack is the second cheapest card pack behind the Base Pack. The expansion set itself contains more cards then any other pack with 22 collectible cards: 6 rares, 10 uncommons, and 6 commons. In total the pack adds, 3 battle cards, 4 boost cards, 7 event cards, and 8 trap cards. Similar to the Base Pack, the cards feature a wide range of designs by multiple illustrators.
While this pack is part of the base game, 15 games must be played before it can be purchased from the shop. After playing 10 games, it will become visible in the shop, marked as "Coming Soon", after which 5 more games must be played to make it available for purchase.
| Expansion Pack |
fandom.100orangejuice | # Extend
Extend is a collectible Boost card that can be acquired from the Expansion Pack.
Effect.
Upon use, the player gains the Extend stock effect, which will be consumed the next time the player would make a recovery roll. Upon doing so, the recovery roll will not take place and the player will instead revive automatically.
Strategy.
Extend is a great boost card that can benefit nearly every character on the roster, and its remarkable cheapness relative to its powerful effect makes it a popular choice to many players. The card is often a staple in the decks of high recovery stat characters, as the card is best put to use on characters with a high recovery stat such as and among others. Without Extend, the average amount of recovery attempts for characters with a recovery stat of 6 is roughly 3 chapters, which can put the player back quite a bit, especially if they are seeking wins. Extend substantially benefits the player, causing them to only lose one turn, and enables them to pursue the opponent that just KO'd them before they get too far. Likewise, the knowledge that the player will recover on the next chapter can act as a deterrent to an opponent with low health intending to KO the player. The card can also synergize well with characters like who expect to be KO'd multiple times a game by their own hyper card in order to use their passive ability. Extend is also surprisingly effective on despite his instant recovery, as it will heal him to full HP as opposed to 1.
Extend is not without its faults, however. The card can easily backfire. If there are multiple pursuing units still behind the player, the player will be open for attack again on the very next chapter without the chance of the opponents passing by while the player recovers. Opponents can then exploit the loop effect similar to 's passive and bring the player down again, leaving them with even fewer stars and a recovery roll to deal with. The card also is not for every character on the roster. Extend has very little gain for characters with low recovery stats such as , and , who already possess an over 50% chance of recovering on the first turn.
| Extend |
fandom.100orangejuice | # Extended Photon Rifle
| Extended Photon Rifle |
fandom.100orangejuice | # Extended Photon Rifle (Co-op)
| Extended Photon Rifle (Co-op) |
fandom.100orangejuice | # Extension
Extension is a 4-star battle card with a potentially high reward relative to its high-risk. Upon activation, any battle card, including hyper cards will be selected at random for the player to use.
Strategic Info.
Extension is a high-risk yet cheap battle card that randomly activates any battle card including hyper cards. As a result, the card has the potential to be game-changing, if the right battle card is chosen for the given scenario. The card itself has many uses but is ideally activated when the user is out of options, much like . If the player needs to KO an opponent or protect themselves from a powerful attack, Extension may provide the necessary battle card to accomplish the task. In the best-case scenario, if a character is playing offensively, they may draw a powerful battle card such as or a potentially deadly hyper card like , , or . Or, if the character is playing defensively, they may draw an excellent counter card such as , , or . The card doesn't just need to be used for emergencies, however. A secondary application for the card can be found with characters with less powerful hypers and characters with limited use hyper cards. Characters such as , , and , can benefit from the chance of finding a better offensive card for combat and other characters with limited opportunity hypers like and can also benefit from Extension as they may play another hyper while waiting to use their actual hyper card. It may be more effective for a player to skip the risk of Extensions altogether and use , if they desire another player's hyper card, though.
As one might expect, the main downside to Extension is that its performance is incredibly unpredictable and not necessarily beneficial to the player. If the wrong card is activated, Extension can result in disastrous consequences for the player. At its absolute worst, the player may draw a card worse than nothing. Often, the worst-case scenario for Extension, is playing an unwanted with low health, guaranteeing the defeat of the character who played the card. Usually, the second-worst scenario is drawing a poorly timed while on the offensive. More often than not, the player will already have a buffed attack when using the card offensively, and the card will effectively reduce the player's attack to nothing. As a result of the risk, it is generally best to use the card as a last-ditch gamble if the character is faced with certain KO no matter what, or if the results don't matter either way, and the player does not have any better cards to use. While not as catastrophic, the player may also not be so lucky and draw basic battle cards like or which will likely yield disappointing results, since Extensions is often played with the hopes of a surprise power play.
| Extension |
fandom.100orangejuice | # Extortion
Extortion is a Steam achievement in "100% Orange Juice".
| Extortion |
fandom.100orangejuice | # Extra Motivated
Extra Motivated is a Steam achievement in It is one of 6 achievements included within DLC 27.
| Extra Motivated |
fandom.100orangejuice | # Extraordinary Specs
| Extraordinary Specs |
fandom.100orangejuice | # Eyeglasses
Eyeglasses are a set of glasses that were first introduced in Version 1.19 in 2017. The glasses are non-seasonal, meaning it can be unlocked at any time of the year.
Update History.
Update history for this accessory does not include each time Eyeglasses were added for new characters, as they are added the moment a new character is released. The exception is Marc (Pilot), who didn't have eyeglasses until Version 3.2, despite being introduced in Version 2.9.6.
| Eyeglasses |
fandom.100orangejuice | # FAQ and Support
A: Please see the Bugs/Troubleshooting FAQ for the solutions, as listed by the developers.
A: On the deck builder screen before the match starts, look under your character's image for "Change Character" and "Change Cosmetics" buttons. You may select a new character or change cosmetics from here. The same applies in multiplayer.
A: Yes. Simply click Player Info on the main menu, and then click on the pencil icon next to your name. You will be able to change your name for the cost of 5000 stars.
A: You will only be asked if you want to stop at the home panel with your color marker on it (The one you started on. Its color matches the color around your information). You will not be asked at another player's home panel; you will need an exact roll to do so.
A: The deck is composed of 48 Cards: 10 from each player + 8 hyper cards. Thus you might draw a card from any other player's deck and they might draw from yours. Thus it is important to strategize your deck.
A: There is no clear-cut answer to that question. Certain characters are more aggressive while others are more passive. Experiment with different characters and find which one suits your game style. We do advise the character pages for character strategies to find a character that suits your preferred playstyle. However, if the player is playing in single-player, 's unsoftened form is technically the strongest, stat-wise.
A: No. The DLCs are completely optional. However, the DLC card packs could be considered advantageous. (Note that you can still use cards from the DLC packs in multiplayer if another play has them in their deck)
A: This is because of Field Events. For more details on what each event does see the Field Events page or see the Boards List page for which effects are active on each map.
A: If the chest is blue, it contains cards. If it is red, it contains stars. This is a field event called .
A: Press "enter" on the keyboard to make the text box appear. Then type normally and press "enter" to send.
A: Multiplayer mode has a timer on each player's move to prevent excessive waiting for other players. If the player does not perform their move, a CPU will automatically complete the turn. If the player enters CPU 3 times, they are removed from the match and switched to a spectator.
A: No, once a character cosmetic is unlocked, it is unlocked for good with no chance of being "unlocked" again. The only exception to this rule is Pets earned from the Arcade.
A: For a red crown, beat all base game campaigns on Normal or higher. For a purple crown, beat all base game campaigns on Extreme. (This includes the Extra episodes. See the Campaigns page for more details on the episodes.) More info on cosmetics can be found on the Accessories page.
A: The following tasks must be completed:
*Clear every Breaker Pack campaign level on Extreme, including Chaos of the Sweet Gods.
*Use to beat Chaos of the Sweet Gods again on any Difficulty.
More info on dice can be found on the Dice page.
| FAQ and Support |
fandom.100orangejuice | # Fair Trade
Fair Trade is a Steam achievement in "100% Orange Juice".
| Fair Trade |
fandom.100orangejuice | # False Hope
| False Hope |
fandom.100orangejuice | # Fame
| Fame |
fandom.100orangejuice | # Farm
Farm is a playable field in
It is featured in the campaigns during Star Breaker Episode 4.
| Farm |
fandom.100orangejuice | # Farm CO
Farm CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Farm field, but with adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with ).
| Farm CO |
fandom.100orangejuice | # Fast Cut
Fast Cut is a Steam achievement in It is one of 6 achievements included within DLC 27.
Strategy.
Party Time should be used during or after Alicianrone's turn, since you don't want her to go in front of Big the Haruo and gets killed by huge number of rolls. It is also important to not to use Party Time when Big the Haruo would be using a card that deals damage within him.
If the mixers don't include Joker, the deck should include to reduce the star cost of her hyper.
However, this strategy doesn't guarantee the achievement because either Big the Haruo and/or its minions would land on warp panels or Alicianrone would roll low numbers while using her hyper, which will require to setup again. Since he spawns 2 minions per 5 chapters, you can still attempt again even if the minions are killed unintentionally, or Alicianrone fails to hit 5 units.
Alicianrone should use the role Dealer (preferably at level 5 or higher to enable use of ) over any other role. Being able to hold more cards would greatly increase a chance to retry this strategy if it fails.
| Fast Cut |
fandom.100orangejuice | # Feeling Blue
Feeling Blue is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 13.
Requirements.
Play 10 games as .
| Feeling Blue |
fandom.100orangejuice | # Fernet
| Fernet |
fandom.100orangejuice | # Fernet/Cosmetics
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| Fernet/Cosmetics |
fandom.100orangejuice | # Fernet/Hyper
Effect.
Fernet's Hyper is Air Strike. When used, a random amount of damage ranging from 1-3 will be dealt to all non-KO'd units other than the player. The player gains 15 stars for every unit KO'd by this effect.
Strategy.
Air Strike is a relatively lackluster Hyper, that is almost impossible to use effectively. If the player is lucky, it can KO a damaged opponent or opponents that are trying to KO the player. It can also be used to put opponents in a risky situation. Given the importance of the hp stat in surviving heavy damage, losing hp can be especially dangerous when panels are present on the board, or on a board with the event. Given the high star cost, the player will ideally want to be far in the lead with regard to stars before attempting such a play, however. Rather unfortunately, it is very difficult to make a star profit with the card. Thus, the player will want to either pair the card with or hope that all opponents are at low enough hp that the effect KO's all of them in order to generate a profit, however, small.
Air Strike's main disadvantage is that its effect simply doesn't reward the player well for their effort. At a price of 30 stars, the Hyper is costly considering its very limited benefits. The card damages at random, resulting in extremely mixed performance that may or may not KO the intended player. Likewise, without a star cost reduction, the returns are minimal. KOing one unit will result in a net star loss of 15 stars, KOing two units will result in a net gain of zero, and KOing all three opponent units will result in a paltry gain of 15 stars. As a result, Air Strike only performs well in very rare occasions where all of Fernet's opponents are near KO, and even with its price reduced, the player will barely make a profit. The card also doesn't give wins either. As a result, the card provides no real advantage for KOing an opponent. The player will almost always take a loss on the card. Consequently, the player may want to bring 1-2 copies of with them to receive a broader-use Hyper. Opponents are unlikely to copy Air Strike, and Mimic can provide the player with a Hyper that is substantially less restrictive and better protects the player.
| Fernet/Hyper |
fandom.100orangejuice | # Fernet/Info
Fernet is one of the unlockable characters in . She originates from the game "Flying Red Barrel" where she was a minor supporting character.
Passives.
None.
Overview.
Like her passive and bossy persona, Fernet is a tank character centered around a colossal health stat of 6 and a greatly buffed defense stat. Of the positive stats she possesses, Fernet boasts a defense stat only matched by those of and (and only surpassed by ), but has the added bonus of having more HP than any of them. As a result, Fernet can shrug off most combat damage with relative ease, handling a maximum of 5 combats before getting KO'd, assuming her defense rolls were high. Bully characters such as will suffer the most against Fernet, as even the strongest of attacks will usually fail to KO her. Fernet will always roll at least a 3 for defense, enabling her to tank Hypers like and much more reliably than other characters. Fernet can also enjoy reduced fear when approaching panels in the late game, as bosses will most likely not be able to KO her, too.
Like most tanks, Fernet suffers from a few key weaknesses that prevent her from becoming unbeatable. With a debuffed ATK stat, and a heavily reduced EVD stat, being a defensive damage sponge is nearly all Fernet can do against an opponent. Fernet frequently struggles to hit evading targets, cannot deal much retaliatory damage, and often fails to finish off opponents with 1 HP left. Furthermore, with low evasion, she will almost assuredly be KO'd after 5 combats without healing cards. She is also at risk from panels, which can quickly chip away at her large pool of health. As a result, Fernet in particular suffers from the and field events. Even a measly attack roll of 1 can often slip through Fernet's -2 EVD stat, as she only has a 50% chance of dodging it. However, these odds are still better than 's, a similar tank who cannot evade. Also, since Fernet lacks a very good Hyper card to help her in the late game, healing cards and panel healing are her only true aid once opponents start dealing more damage.
| Fernet/Info |
fandom.100orangejuice | # Fernet/Mode Changes
Co-op
In Co-op mode, Fernet's stats and passive do not change.
Fernet's Hyper, Air Strike, has a slightly different effect in Co-op. The Hyper will only affect enemies and not players, and only deals 1 to 2 damage.
Bounty Hunt
Fernet's passive and Hyper are unchanged in Bounty Hunt mode.
Fernet's base stats give her 46 starting stars and a discount of -15% at shops.
| Fernet/Mode Changes |
fandom.100orangejuice | # Fernet/Strategy
Tips.
Unsurprisingly, Fernet should always go for star norma unless she manages to attain many wins through bizarre circumstances. While it is not impossible, it is highly unlikely for players to get wins with her. Generally, Fernet breezes through collecting and protecting her stars thanks to her stats. Consequently, opponents often ignore her in the early game and wait until the late game to try to KO her. Fernet should focus on and panels to both ensure more stars for norma, and maintain an appropriate supply of cards to heal and protect her in the late game.
| Fernet/Strategy |
fandom.100orangejuice | # Fernet/Trivia
| Fernet/Trivia |
fandom.100orangejuice | # Fernet/Unlocks
| Fernet/Unlocks |
fandom.100orangejuice | # Fernet/Voice Lines
Voice Lines.
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| Fernet/Voice Lines |
fandom.100orangejuice | # Fernet (Noble)
| Fernet (Noble) |
fandom.100orangejuice | # Fernet (Noble)/Cosmetics
| Fernet (Noble)/Cosmetics |
fandom.100orangejuice | # Fernet (Noble)/Hyper
Effect.
Fernet (Noble) has two Hypers, which will transform into each other depending on certain criteria.
Strategy.
New Nobility is a decent option in a lot of situations, as it is free and does not affect Fernet herself, only harming her opponents. However, there is a 1/3 chance for the card to have no effect on any given opponent because the penalty went to the defensive stat the affected player wasn't going to use anyway. New Nobility is especially good in Bounty Hunt mode, where the stat penalty can affect an opponent for the entirety of a fight against a monster.
Affluence is a mid risk, very high reward card. It costs: 100 stars; one copy of New Nobility; and 3HP assuming Fernet takes 1 damage for each battle, which is fairly likely given her poor EVD. can be used to reduce the star cost to 70 while also making any battle cards played during the fights free. If you can pay the price, Affluence has the potential to steal 150 stars, (50 from each opponent if they're all at level 5) which will almost certainly lead to victory.
However, there are three risks to playing Affluence:
If you suspect someone is bringing or some other form of card control, you almost certainly want to use New Nobility.
| Fernet (Noble)/Hyper |
fandom.100orangejuice | # Fernet (Noble)/Info
Fernet (Noble) is one of the playable characters in . She was added to the game in alongside .
Overview.
Trading 1 less DEF for a star-sealing passive and Hyper, Fernet (Noble) is a more eloquent version of , whose sole goal is to
accumulate stars by 'taxing' her opponents. Her passive lets her walk away with extra stars after being challenged. Additionally, her potent star gain is further complimented through the use of a fully upgraded . Upgrading Affluence can also be seen as a way to 'bank' her stars, allowing her to lose less stars on KO in the future. In order to keep her extra stars, she'll rely more on cards. Due to not having as much DEF as her base , Fernet (Noble) may way want to include defensive battle cards such as – especially for the Boss.
While tanks are good at absorbing damage, they are not good at dealing it back. Due to this, Fernet (Noble) will often be targeted by bullies such as . She will also have trouble gaining a lead without her Hyper. Because her star-stealing requires her to do battle (possibly multiple times in succession,) it is quite risky to use it at lower HP. Furthermore, because she cannot attack during her Hyper, she will be more vulnerable to cards the opponent can use – the most notable example being . Her Hyper requires multiple turns to upgrade, so it's very telegraphed; is one card that can ruin plans with her Hyper. She is also, as previously stated, considerably weaker than base defensively, making her more likely to take extra damage against and, more importantly, panels. Fields which feature versus panel pathing may require more careful consideration, for this reason.
| Fernet (Noble)/Info |
fandom.100orangejuice | # Fernet (Noble)/Mode Changes
Co-op
In Co-op mode, Fernet (Noble)'s stats do not change. Her passive changes to conform with the mode:
Fernet (Noble)'s main Hyper, New Nobility, does not visibly change in Co-op.
Fernet (Noble)'s secondary Hyper, Affluence (X), has a lower cost and a different effect in Co-op. This Hyper is treated as four separate cards which will transform into each other depending on certain criteria: , , , and .
<tabber>
Affluence (X)'s first form is Affluence (1). This card has varying effects depending on how it is used.
If this card is held by any character other than Fernet (Noble) or Fernet, this card will transform into New Nobility.
Affluence (X)'s second form is Affluence (2). This card has varying effects depending on how it is used.
If this card is held by any character other than Fernet (Noble) or Fernet, this card will transform into New Nobility.
Affluence (X)'s third form is Affluence (3). This card has varying effects depending on how it is used.
If this card is held by any character other than Fernet (Noble) or Fernet, this card will transform into New Nobility.
Affluence (X)'s fourth and final form is Affluence (4). When used, the player will fight the boss. In this battle, the opponent will gain -4 ATK. After the battle, if the player has not been KO'd, they will steal 80 stars from the opposing unit.
If this card is held by any character other than Fernet (Noble) or Fernet, this card will transform into New Nobility.
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Bounty Hunt
Fernet (Noble)'s passive and Hyper are unchanged in Bounty Hunt mode.
Fernet (Noble)'s base stats give her 46 starting stars and a discount of -15% at shops.
| Fernet (Noble)/Mode Changes |
fandom.100orangejuice | # Fernet (Noble)/Strategy
Playstyle.
Fernet (Noble) (Often called "Fernoble" for short,) is a tank first and foremost. She should opt to avoid most fights, focusing chiefly on survival through replenishing her high HP pool. Fernoble can use her bulk to challenge players on panels, should she either: need a Norma check, or see it as a way of dealing chip damage to them. Due to her high HP bulk, she will be more inclined to bring the "Pudding" series of cards: , and, additionally, . She can more safely take panels if needed. While not suited for combat, her passive and Hyper make her excellent at siphoning stars from other players. Her main strength is through the use of a fully upgraded , stealing up to potentially 150 stars from her opponents. Ergo, she should build her deck around this card -- adding safety nets that will maintain her status.
| Fernet (Noble)/Strategy |
fandom.100orangejuice | # Fernet (Noble)/Trivia
| Fernet (Noble)/Trivia |
fandom.100orangejuice | # Fernet (Noble)/Unlocks
| Fernet (Noble)/Unlocks |
fandom.100orangejuice | # Fernet (Noble)/Voice Lines
Voice Lines.
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| Fernet (Noble)/Voice Lines |
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