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fandom.100orangejuice | # Heliseed/Poses
| Heliseed/Poses |
fandom.100orangejuice | # Heliseed/Trivia
| Heliseed/Trivia |
fandom.100orangejuice | # Hen Pecked
| Hen Pecked |
fandom.100orangejuice | # Here and There
Here and There is a collectible Event card that can be acquired from the Base Pack.
Effect.
When used, warps each unit to a random panel on the map.
Strategy.
Here and There is re-positioning card that is usually used to separate the player from their opponents in dangerous situations. It can also be used as a last ditch effort to keep an opponent from reaching their base if the player doesn't mind being randomly warped themselves. Characters who are weak in combat like or benefit the most from this card due to its low cost and potentially life-saving effect, but any character that can play cards can make use of it for the same reasons. Tanks such as or also benefit from distancing themselves from other players, as they often lack the tools to deal with persistent opponents chipping away at their health. in particular needs this card for the same reason, as it has very few options to deal with attackers outside of and panels. is the one of the best users of Here and There, as it triggers her passive in addition to separating her from attackers.
Due to the unpredictable nature of the warp effect, the user may occasionally end up in a worse situation than before they played the card. It is entirely possible for the player to end up close to opponents, surrounded by dangerous panels, or far away from wherever they were trying to go. Since this card is used mostly to separate players, characters who want to stay close to their opponents such as or should avoid putting this card into their decks, as will benefit them much more. The should consider other event cards for their deck over Here and There, due to the high chance it has of countering their hyper by scattering their audience.
| Here and There |
fandom.100orangejuice | # Hidden Potential
| Hidden Potential |
fandom.100orangejuice | # Hide And Seek
| Hide And Seek |
fandom.100orangejuice | # Highway Heist
Highway Heist is the first playable field in 100% Orange Juice. The field is inspired from the fourth stage of "QP Shooting". Highway Heist is a wide map with long straight lines of panels and multiple field events.
It is featured in the campaigns during Girl Power Episode 9 and Midnight = Kemonomimi.
Strategy.
Highway Heist is large board with long straight lines of panels. This means it's easy to run away, however with low dice rolls, it also means it can be difficult to escape a pursuing player.
+Bully Characters such as , , and will benefit greatly on the board as the plentiful supply of panels and Battlefield event, provide a supply of combats for Wins Norma. The Charity event also supplies the player with cards for battle.
+Bullied Characters such as will be at a natural disadvantage from panels. Aru in particular will suffer from the Charity event which will make her Hyper, weaker.
Inspiration.
The Highway Heist field is based directly on the fourth stage of "QP Shooting". The background design of the field is almost directly copied from the stage in the game, featuring the highway background. Obviously, the name of the field itself is also an allusion to the course as well.
| Highway Heist |
fandom.100orangejuice | # Highway Heist CO
Highway Heist CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Highway Heist field, but with adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with ).
| Highway Heist CO |
fandom.100orangejuice | # Highway Robbery
| Highway Robbery |
fandom.100orangejuice | # Hime
| Hime |
fandom.100orangejuice | # Hime/Cosmetics
<tabber>
</tabber>
| Hime/Cosmetics |
fandom.100orangejuice | # Hime/Hyper
Effect.
Hime's Hyper is Binding Chains. When used, all units other than the player will skip their next turn. In addition, the affected units will gain -2 EVD and -1 MOV for 2 chapters, indicated by the Bound stock effect.
If Binding Chains is used when other units are already Bound, the effect itself will not stack, but the duration of Bound will be refreshed.
Strategy.
Binding Chains is a unique Hyper that can be used for offensive and utility purposes. Binding Chains ensures that the player who activates it will be the only one to move during the chapter, acting as a 3 way against opponents. Thanks to its low cost, a player can potentially string more than one Binding Chains consecutively, barring other players from moving for more than one turn. In addition, opponents will lose a substantial amount of EVD and MOV for the following chapters, forcing them to rely on their DEF for survival and limiting their ability to flee.
There are numerous applications for Binding Chains. It can be used immediately before the or event to deny everyone but the player the benefits of those events. The player should pay attention to the chapter count, however, since any players before the activation will still be able to move on the chapter when you using the Hyper. It can also help increase distance between oneself and a chasing player, close the gap between oneself and a target, delay the level up of opponents, or setup for an event such as a explosion. It can be used to stall out effects like or by skipping one of the opponent's precious buffed chapters.
The main disadvantage of the Binding Chains is that it doesn't bother most tank characters with high health and defense. While it does lower the opponents evasion stat for the time it is active, these characters do not use their evasion stat very often, usually relying on their high DEF to reduce damage. In the event that they do need to try and dodge, the evasion debuff is usually overkill due to the poor EVD these characters tend to have. The Hyper can also be essentially wasted if the player does not roll well during the chapter that it is activated.
| Hime/Hyper |
fandom.100orangejuice | # Hime/Info
Hime is one of the unlockable characters in .
Passives.
None.
Overview.
Similar to and , Hime is a relatively balanced character that can adapt her playstyle to both the Win and Star Norma equally. More similar to the latter, Hime features a stat distribution that generally favors combat. While her negative defense stat makes her somewhat more fragile, her increased evade stat and higher health gives her better survivability overall against most opponents.
The main disadvantage of Hime is that her stats are rather awkwardly balanced. With her below average defense stat, her health is all she has to survive against extremely high rolls. As a result, while Hime does fairly well against random encounters, combat against heavily offensive opponents can be fatal.
+Higher HP than her counterparts
+Disruptive hyper can delay opponent victory
+Very low Hyper card costs
-Hyper has a high level requirement
-Doesn't particularly excel in anything
| Hime/Info |
fandom.100orangejuice | # Hime/Mode Changes
Co-op
In Co-op mode, Hime's REC stat is increased from 5 to 6, due to her base ATK of +1. Hime's passive does not change.
Hime's Hyper, Binding Chains, has a slightly different effect in Co-op. The Hyper will only affect enemies and not players, but otherwise functions the same as in Normal mode.
Bounty Hunt
Hime's passive and Hyper are unchanged in Bounty Hunt mode.
Hime's base stats give her 30 starting stars and a markup of +25% at shops.
| Hime/Mode Changes |
fandom.100orangejuice | # Hime/Strategy
| Hime/Strategy |
fandom.100orangejuice | # Hime/Trivia
| Hime/Trivia |
fandom.100orangejuice | # Hime/Unlocks
| Hime/Unlocks |
fandom.100orangejuice | # Hime/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Hime/Voice Lines |
fandom.100orangejuice | # Hime (Co-op)
| Hime (Co-op) |
fandom.100orangejuice | # Hime (Moonlight)
| Hime (Moonlight) |
fandom.100orangejuice | # Hime (Moonlight)/Cosmetics
| Hime (Moonlight)/Cosmetics |
fandom.100orangejuice | # Hime (Moonlight)/Hyper
Effect.
Hime (Moonlight)'s Hyper is Dance in the Moonlit Night.
When used in a battle, this card has varying effects depending on the character that uses it and the chapter it is used on.
This damage takes place separately from the player's attack roll. If the enemy is KO'd from this effect, this counts as a regular battle KO.
Upon usage of Dance in the Moonlit Night, the background of the battle will change to that of a cloudy night sky. If the card is used on a chapter that is a multiple of 5, a full moon will also be present.
Strategy.
Because of the Hyper's effect being reliant on the opponent's attack roll being able to be evaded, as well as your position on the board relative to your opponents, this card can be tricky to utilize. To make evading easier, you can use cards or effects that boost your EVD stat for a prolonged period of time. comes to mind as one of the more reliable cards to combo into the Hyper, while the Amplify field event, if it gives you an EVD boost, can also help.
If the opponent is at full HP, you can use to force a battle with them, regardless of their position on the board. If the opponent is just out of reach, you can try to chase them down with a movement-boosting card like or . The Trap card combined with to force them to stop on the trap may also work, but this is unreliable at best.
Finally, try to keep in mind the ATK of the opponent as well as their HP. It might be too hard to evade an opponent's attack if their ATK is increased, and you may be able to KO them with your regular attack if their HP is low. (The exception to the latter advice is with high EVD characters: so long as their ATK isn't elevated, it may be worth using the Hyper as a backup just in case your standard attack isn't high enough to hit them.)
| Hime (Moonlight)/Hyper |
fandom.100orangejuice | # Hime (Moonlight)/Info
Hime (Moonlight) is one of the playable characters in . She was added to the game in alongside .
Overview.
Fully embracing the grace of the moon, Hime (Moonlight) is a more combat-oriented version of . She has an above average HP of 5, an excellent +2 EVD (tied for second highest in the game) and a respectable +1 ATK. Similar to , she relies on her EVD to survive battles, which is effective versus characters with 0 or less ATK. The way her stats are aligned make it so that she can swap between Star Normas and Win Normas depending on the flow of the game, or willingly take on units on panels. In addition, Hime (Moonlight) possesses a unique ability that affects her playstyle. Every 5 Chapters, Hime gains a new stat line of -1 ATK, -1 DEF, and +3 EVD for one chapter, indicated by a Full Moon icon that appears behind her. While she will not be able to ably damage opponents by attacking in this state, she gains exceptional survivability, and can be used in conjunction with other evade-boosting effects such as and to push her evasive abilities to stellar heights.
However, against characters with a positive ATK stat such as or any unit encountered on a panel, Hime's playstyle becomes exponentially riskier due to her -2 DEF. On a Defend roll, her low DEF can quickly and dangerously tack on damage from rolls that are hard to evade, or even outright KO her if she doesn't roll high enough. And her Hyper, while very powerful if used correctly, is situational. She needs to dodge an opponent's attack in order to deal damage back to them, making it only really useful against lower ATK opponents. Due to it being her only real way of damaging opponents with Full Moon stats without a high roll or an ATK-boosting effect, its true power can only be unleashed every 5 chapters, making the wielder pay attention to the chapter number and plan several turns ahead.
+ Great battle stats featuring the second highest EVD in the game
+ Hyper can be deadly when used correctly
- Bad DEF makes her evasion reliant
- Hyper can be situational
| Hime (Moonlight)/Info |
fandom.100orangejuice | # Hime (Moonlight)/Mode Changes
Co-op
In Co-op mode, Hime (Moonlight)'s REC stat is increased from 5 to 6, due to her base ATK of +1. Hime (Moonlight)'s passive and Hyper do not change.
Bounty Hunt
Hime (Moonlight)'s passive and Hyper are unchanged in Bounty Hunt mode.
Hime (Moonlight)'s base stats give her 30 starting stars and a markup of +25% at shops.
| Hime (Moonlight)/Mode Changes |
fandom.100orangejuice | # Hime (Moonlight)/Strategy
| Hime (Moonlight)/Strategy |
fandom.100orangejuice | # Hime (Moonlight)/Trivia
| Hime (Moonlight)/Trivia |
fandom.100orangejuice | # Hime (Moonlight)/Unlocks
| Hime (Moonlight)/Unlocks |
fandom.100orangejuice | # Hime (Moonlight)/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Hime (Moonlight)/Voice Lines |
fandom.100orangejuice | # Hime (Moonlight) (Co-op)
| Hime (Moonlight) (Co-op) |
fandom.100orangejuice | # Hime Summer Costume
| Hime Summer Costume |
fandom.100orangejuice | # Hime Winter Costume
| Hime Winter Costume |
fandom.100orangejuice | # Holy Night
Holy Night is a collectible Event card that can be obtained from the Base Pack.
Effect.
When used, adds 1 additional star to the start-of-chapter bonus.
Strategy.
Holy Night is a zero-cost event card, with a uniquely permanent star increase effect. While Holy Night's effect might seem very small on paper, an additional star each chapter can make a huge distance in a short amount of time, especially in the late game where a single star can be the difference between achieving norma, or being a single star short. Almost every character on the roster can benefit from the card, as it can be used either toward norma or for bullies to afford expensive battle cards for combat. In particular tank characters such as and and bullied characters like who rely on collecting stars, rather than combat, to win the game, stand to gain the most from the card. Overall, the card can be used in almost any deck, if the player desires, as gaining more stars is more or less never a detriment.
The only real drawback of Holy Night is that it provides stars to all players, including the user's opponents. As a result, certain characters who might prefer wins norma more, such as , or who like prolonging the game, such as , may be unadvised to bring deck it. Consequently, is perhaps the only character that should never pack this card, as her passive prevents her from collecting star normas. While the stars can help Star Breaker use more expensive battle cards like it is not advisable for her to use Holy Night, as it will only put her further behind the other players.
| Holy Night |
fandom.100orangejuice | # Holy Water
Holy Water is a card exclusive to Bounty Hunt Mode.
It may be purchased from the Innkeeper for a base cost of 80 stars. See here for price adjustments.
Effect.
The user gains +1 ATK, DEF, EVD, and 5 HP for the duration of the battle. The HP can cause the player to overheal and have HP above their current maximum value. If this happens, the HP value is tinted blue, in the same vein as the illustration on the card.
Strategy.
An excellent card for use against bounties, it gives the player a temporary boost in power that they may use to defeat their enemy more easily. In particular, this card is extremely useful for as she not only benefits from the card effects, but gains a stack of active extension from it due to her passive.
| Holy Water |
fandom.100orangejuice | # Home Crasher
Home Crasher is a Steam achievement in
Strategy.
This achievement is easily achievable especially on Co-op mode because you can choose to land on home panel even if it's not your home panel.
| Home Crasher |
fandom.100orangejuice | # Home Improvement
Home Improvement is a collectible Event card that can be acquired from the Community Pack 3.
Effect.
Upon use, the player gains the "Home Improver" stock effect, which activates the Home Improvement effect at the start of the player's next turn, where each panel is shuffled. After homes are swapped, the first player to land on each panel draws a card. This happens once for each home panel.
Strategy.
Home Improvement is a cheap card that can potentially change the flow of a game. Contrary to its name, Home Improvement is primarily used as a disruption card, to deny norma level up of a player in the lead, through swapping their panel away from them.
Players who meet norma requirement can use Home Improvement to swap their home closer by, making it faster to achieve norma and secure a lead, while also potentially slowing opponents who were approaching home. If a player is low on HP, they can also use it to stop on their and heal 1 HP sooner.
For some characters, Home Improvement can be of more use in a deck. Bully characters such as and going for wins norma tend to skip stopping at home for their norma at norma level 3, to keep panels from turning into panels, or when targeting an opponent for a KO. Thus, this card can be a great way to reclaim norma whenever it is skipped.
In certain circumstances, Home Improvement can also be used as an emergency method of drawing more cards, or forcing such on others. The most effective candidate for this sort of strategy is , who already benefits through landing on the home panels of other players thanks to him generating a card whenever he does so, making him harder to catch, overall more secure, and more potent with his hyper in hand. Moreover, as a unit who can hold a maximum of 4 cards, but with the terrible plight of 6 REC, Merchant will "always" appreciate even a single additional card option. In certain scenarios, it can act as a terrible inconvenience, however; may intend on dumping her hand with a or set on a home panel, only to not gain thanks to her drawing a card immediately afterward. is hit the hardest by the secondary effect, as he generally wants to avoid card draws in the first place, and having a hand that is constantly full will lead to him being forced to chip away at his own health pool.
| Home Improvement |
fandom.100orangejuice | # Home Roulette
| Home Roulette |
fandom.100orangejuice | # Home Sweeper
Hyper.
Home Sweeper is a hyper unique to the bosses of Co-Op mode.
This card is always played by the boss during its turn on Chapter 39 or later in Co-Op. It will permanently remove all home markers on the field, preventing players from being able to choose to stop on their homes. It also replaces existing panels on the field with panels (which then become panels due to ). If this card is skipped, the boss will attempt to play it on the following Chapter until successful.
| Home Sweeper |
fandom.100orangejuice | # Homemarks
Homemarks, also known as home markers or homestops, are optional cosmetic items that appear on the player's panel during a match. With this option, the player can change the appearance of the icon. The player can change their homemark's appearance by either select their homemark before a match or setting their default homemark on their player avatar screen.
Upon file creation, the player will automatically receive the default homemark and Presents homemark. All other homemarks must be unlocked either through an event, a specific unlock method, or crates. Many homemarks introduced in events have been added to the mystery bag, while some have remained locked to their original event. It is very common for at least one homemark to be added to the game each event.
| Homemarks |
fandom.100orangejuice | # Hoshi no Kakera
Hoshi No Kakera (ホシノカケラ) was composed by DEKU and consists of 13 original tracks making up the soundtrack for Acceleration of SUGURI.
It was released as a CD album and as a digital format in Japan on September 22nd, 2006. On June 30th, 2009, Rockin' Android bundled the CD album alongside Trancenation of Suguri, Suguri, and "Acceleration of SUGURI X-Edition" in "SUGURI Perfect Edition" and released it in western countries as "Stellar Fragment". Eventually, the album saw a release through western outlets though the iTunes Store and Amazon on December 21st, 2016 and on Steam, coinciding with the Acceleration of SUGURI 2 version 1.8 update, on June 23rd, 2021.
PSN release.
"Hoshi no Kakera" was also briefly released by Rockin' Android on PlayStation Network as singles for free, to celebrate the release of "Acceleration of SUGURI X-Edition HD". These could only be downloaded using a PS3 or Sony's Media Go media player. Once downloaded, they are identical to the versions packed with "SUGURI Perfect Collection". The singles were available until AoSX HD was delisted from PSN.
Additional Bonus.
It was announced on June 23rd, 2021 that anyone who purchased "Hoshi no Kakera" would have additional BGM options to select in their battles in "Acceleration of SUGURI 2". Owners of the soundtrack will be able to choose the following tracks before matches:
| Hoshi no Kakera |
fandom.100orangejuice | # Hoshino Reika
| Hoshino Reika |
fandom.100orangejuice | # Hoshino Reika/Cosmetics
| Hoshino Reika/Cosmetics |
fandom.100orangejuice | # Hoshino Reika/Hyper
Effect.
Hoshino Reika's Hyper is Star Collector. When used, if any other unit gains stars from a panel or through achieving a battle KO, they will receive (Player Lvl) fewer stars from that instance of star gain, and the player will gain stars equal to their level. This effect lasts for 3 chapters, or until the player is KO'd.
| Hoshino Reika/Hyper |
fandom.100orangejuice | # Hoshino Reika/Info
Hoshino Reika , also referred as just Reika, is one of the playable characters in . She was added to the game in alongside .
| Hoshino Reika/Info |
fandom.100orangejuice | # Hoshino Reika/Mode Changes
Co-op
In Co-op mode, Hoshino Reika's REC stat is increased from 5 to 7, due to her base ATK of +2. Her passive also does not change, but interacts uniquely with the changes to Norma progression in Co-op:
Hoshino Reika's Hyper, Star Collector, is changed into an Event type card and has a slightly different effect in Co-op. The Hyper will affect all players, no longer causes players to lose stars, and does not end upon a player being KO'd. Otherwise, it functions similarly to its Normal mode counterpart.
Bounty Hunt
In Bounty Hunt mode, Hoshino Reika's passive does not visibly change. However, her passive does not function due to changes to Norma progression in Bounty Hunt. As a result, Reika can complete Fame Norma objectives like any other character.
Reika's base stats give her 28 starting stars and a markup of +30% at shops.
| Hoshino Reika/Mode Changes |
fandom.100orangejuice | # Hoshino Reika/Strategy
Playstyle.
Reika's playstyle can best be described as an opportunistic assassin. Where Reika's 2 ATK shines best is against weaker (or considerably weakened) opponents who may not be able to strike back as hard. At the same time, Reika's +2 ATK is also a defensive stat - opponents will be cautious to challenge Reika, for fear of a strong counterattack. Tanks with -ATK and squishy stats, such as , are the preferred target for bullying (Still, it is risky to fight high HP tanks multiple times in succession, due to Reika's low HP). Since Reika's defensive stats are weaker, she can function as an 'assassin,' mainly challenging opponents who are
already on low HP, or easy KOs, to avoid any counterattack from them. Regardless, the player should be wary of her 3 HP at all times, opting to avoid characters who have an edge against her in . Thus, Reika should preferably avoid being in front of anyone who may want to challenge her - even if it means challenging them first, in order to stop on their panel - avoiding going in front of them. Reika will have an edge against other players in terms of star-gain, thanks to her passive and Hyper. Should Reika need to use her 2 ATK to catch up in the late game, she can challenge players who are ahead.
Tips.
Reika is very fragile. She has 2 fewer HP than Star Breaker, so the player has to be conservative with her HP. The player generally wants to avoid challenging opponents or stepping onto a panel; panels can prove fruitful (Such as in the event of a wild unit carrying many stars) with Reika's +2 ATK, but also carry some risk due to Reika's low 3 HP. While she is very good on offense, she is generally weak when defending. For this reason, she may desire packing a card that boosts her DEF and/or EVD. Reika cannot take advantage of wins norma, so any cards that may benefit wins norma - especially at the cost of stars - should be avoided. Some examples of this include and .
While it may be very tempting for the player to bully her, they should keep in mind that, even against characters with +2 ATK, Reika is more likely than not going to survive one challenge at full HP; her bulk at full HP is "just" enough to make randomly fighting into her without any Battle cards not very worthwhile, since her counterattacks are so damaging. Even though strong combat characters such as and can come out on top when they get the first strike, this often comes at the cost of half of their HP or more - and the threat of a stray 8 on her counterattack must always be respected. Instead, it is better to swoop in when she has already suffered a point or two of chip damage, as her most important defensive asset (her counterattack) is nullified if she gets KO'ed instantly. If the opportunity presents itself, the player should not hesitate to finish off a weakened Reika if she has even a moderate star stockpile.
| Hoshino Reika/Strategy |
fandom.100orangejuice | # Hoshino Reika/Trivia
| Hoshino Reika/Trivia |
fandom.100orangejuice | # Hoshino Reika/Unlocks
| Hoshino Reika/Unlocks |
fandom.100orangejuice | # Hoshino Reika/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Hoshino Reika/Voice Lines |
fandom.100orangejuice | # Hotrodder
| Hotrodder |
fandom.100orangejuice | # How to Become a Max Level Bounty Hunter in the Starting Village
How to Become a Max Level Bounty Hunter in the Starting Village is a Steam achievement in
| How to Become a Max Level Bounty Hunter in the Starting Village |
fandom.100orangejuice | # Hunt
| Hunt |
fandom.100orangejuice | # Hustle
| Hustle |
fandom.100orangejuice | # Hype It Up
| Hype It Up |
fandom.100orangejuice | # Hype Mode
| Hype Mode |
fandom.100orangejuice | # Hyper
Hyper could refer to:
| Hyper |
fandom.100orangejuice | # Hyper (achievement)
Hyper is a Steam achievement in "100% Orange Juice". It is one of the six achievements for campaign completion.
Related Campaign Achievements.
A Little Aviator ● Hyper ● Penny Pincher ● Poppo? ● Pudding Chaser ● Superstar
| Hyper (achievement) |
fandom.100orangejuice | # Hyper Mode
| Hyper Mode |
fandom.100orangejuice | # Hyper Mode!
| Hyper Mode! |
fandom.100orangejuice | # Hyper Space Computing
Hyper Space Computing is a Steam achievement in It is one of 7 achievements included within DLC 25.
| Hyper Space Computing |
fandom.100orangejuice | # I'm on Fire!
I'm on Fire! is a collectible Battle card that can be acquired from the Base Pack.
Effect.
When used in a battle, the player gains +1 ATK and -1 DEF.
Strategy.
I'm on Fire! is a cheap, low norma battle card that enables the player to receive a small attack boost in combat for a small trade-off. With a gain of ATK by 1 and a decrease in DEF by 1, the card offers a relatively low-risk way for the player to boost their offensive abilities. Even with its simplistic nature, the card is not without a variety of uses. Possible uses for the card can vary depending on the player's situation and character.
At its most basic, I'm on Fire can be used to ensure a KO on a low-health opponent by providing an extra push to the player's attack roll. The card can also prove useful to bully characters such as and , who already have an edge in combat from their stats. The addition of one more point of ATK will make them roll a 4 at lowest and a 9 at the highest, ideally KOing the opponent before they can take advantage of the decrease in defense. In particular, and can use I'm on Fire! to excellent effect, as it combines well with their passive effects. receives a massive +2 ATK boost for a low cost and can use it to start stacking active extension early in the game. Even lower attack characters and tanks, such as or , can take advantage of the card for a small attack boost, as the character's large amount of health will help make up for the loss in defense. This should be done sparingly as a tactic to finish off an opponent or boss with 1 HP, as it is unlikely that these characters will KO a unit while their health is high, even with the ATK boost.
While a common card in most beginner decks, the player should evaluate the usefulness of I'm on Fire before adding it to their deck. The card itself is often ignored for its stronger relative . The additional point of ATK it grants for a single point of health and 15 additional stars is a benefit that outweighs its cost to many players, though its norma 3 requirement does make it useless in the early game. In addition, I'm on Fire is difficult to make use of when the player is attacked, as the opponent will get to strike the player's reduced defenses before they have a chance to use the offensive boost. Characters with a high evade stat like can play around this downside, but also put themselves at risk by including this card in their deck. The attack boost I'm on Fire provides can make it harder to dodge their opponent's attacks if they get a hold of it.
| I'm on Fire! |
fandom.100orangejuice | # I Wanna See You
I Wanna See You 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, warps the player who set the card to the same panel as the affected unit. It is then added to the hand of whoever triggered it, making it usable again by its victim.
Strategy.
I Wanna See You is a tactical trap with a variety of potential uses for all play types. Firstly, as one of the only traps capable of transporting players, it is helpful to get bullies like within striking range of her targets. Once activated, it makes for a good combo with for attackers seeking battle, or with for passive or defensive builds seeking cards or opposing Hypers. Across the board, it can be tentatively placed near home panels as an auxiliary form of , in an attempt at securing norma level more quickly.
Naturally, it sees the most usefulness in the hands of trap-layer builds, particularly , , and . Its early availability gives it placeholder value while the trap-setter seeks out higher value Trap cards like or . Since it transports the user, trap-layers can then place another trap on the panel later in the match, when they have access to higher norma traps. especially appreciates this for the increased volume of wins gained through her passive. Her Hyper , is conductive for drawing and/or placing I Wanna See You at random.
Since the card's strength lies in its tenacity through infinite recycling, its best counter is for an opponent to simply discard it. can mess up the strategic placement of the trap and will destroy it until the deck is reshuffled. Players who want to remain as far away from their opponents as possible should avoid adding this card to the deck.
| I Wanna See You |
fandom.100orangejuice | # Ice Dice
__NOEDITSECTION__
Ice Dice is a dice cosmetic that was first introduced during the Santa Scramble event. The dice is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Ice Dice |
fandom.100orangejuice | # Icy Hideout
Icy Hideout is a playable field in
It is featured in the special event campaign Waruda Christmas Party.
| Icy Hideout |
fandom.100orangejuice | # Icy Hideout CO
Icy Hideout CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Icy Hideout field, but with adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with ).
| Icy Hideout CO |
fandom.100orangejuice | # Ideal World
| Ideal World |
fandom.100orangejuice | # Ideal World (Co-op)
| Ideal World (Co-op) |
fandom.100orangejuice | # Identity Crisis
| Identity Crisis |
fandom.100orangejuice | # Idol Poppo
Idol Poppo is a character accessory that were first introduced during the Poppo Event (2021). The accessory is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Idol Poppo |
fandom.100orangejuice | # Illustrator List
This is a list of every illustrator credited in for drawing art.
<tabber>
Contest Winners.
[ Return to Top ]
Unit Cards.
[ Return to Top ]
Co-op Boss Cards.
[ Return to Top ]
Gallery Art.
[ Return to Top ]
Plate Background Contest Winners.
[ Return to Top ]
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| Illustrator List |
fandom.100orangejuice | # Images
| Images |
fandom.100orangejuice | # Imaginary Numbers
| Imaginary Numbers |
fandom.100orangejuice | # Imaginary Numbers (achievement)
Imaginary Numbers is a Steam achievement in
| Imaginary Numbers (achievement) |
fandom.100orangejuice | # Immovable Object
| Immovable Object |
fandom.100orangejuice | # Immovable Object (M10)
| Immovable Object (M10) |
fandom.100orangejuice | # In a Burst of Light
In a Burst of Light is a Steam achievement in "100% Orange Juice". It is one of 8 achievements included within DLC 8.
| In a Burst of Light |
fandom.100orangejuice | # Indiscriminate Fire Support
Indiscriminate Fire Support is a collectible Event card that can be obtained from the Pudding Pack.
Effect.
When used, deals 1 damage to a random unit. The effect repeats at the start of the player's turn until a unit is KO'd.
Strategy.
Indiscriminate Fire Support is a great card for characters who want themselves or others to not be at full HP. For only 10 stars with a low level requirement, it is an effective tool for spreading damage throughout the match. Offensive characters with decent HP pools like or can capitalize on players that have been injured by this card by taking them out in combat. Characters that gain advantages from low HP opponents can use this card to whittle down each player without having to fight them. For example, 's healing passive and hyper can provide many more stars when all of her opponents are low on HP. 's high HP pool gives her an advantage against her opponents while Indiscriminate Fire Support is active. If she is lucky, it can also prepare multiple people to be KO'd with her hyper . She can even use it to KO herself in a pinch rather than using her hyper.
Alternatively, Indiscriminate Fire Support should be avoided by players looking to keep their HP as high as possible. Characters with very low HP pools, like or will quickly find their HP depleted if another player is not KO'd soon. Tanks like and also need to be careful with this card, as it can pose a threat to their powerful survivability. fits into both categories, making this card particularly dangerous for her.
| Indiscriminate Fire Support |
fandom.100orangejuice | # Indiscriminate Fire Support (Co-op)
| Indiscriminate Fire Support (Co-op) |
fandom.100orangejuice | # Information Control
Information Control is a Steam achievement in It is one of 6 achievements included within DLC 28.
| Information Control |
fandom.100orangejuice | # Intelligence Officer
| Intelligence Officer |
fandom.100orangejuice | # Introduction
Welcome to This is a virtual board game for up to four players, featuring a crossover of characters from various games made by the developer Orange_Juice and translated/run by Fruitbat Factory. This short guide is designed to serve as a "guide before the guide" for new players who want some starting advice from more experienced players.
"100% Orange Juice!" or "OJ", as many players call it, is a Random Number Generator (RNG) based board game with panels, field events, cards, and various characters to add elements of challenge and strategy. As a result, the decisions you make will have a large effect on the game's outcome; however, RNG will more often than not decide who will be victorious. As luck in and of itself is fickle, the player should expect both fun and hardship while playing the game. "100% Orange Juice!" can be very addicting and relatively easy to pick up after a few hours, but takes many hours to master. Even with mastery, however, you may not triumph over your RNG.
Knowing what each character is good at is necessary to play well. Any experienced player knows that you won't pack attack cards for a tank character or health cards for a character that can't heal. Read the character pages if you need extra help and experiment to come to your own conclusions.
To put it bluntly, know what your cards do. Always read their description completely and read the Card Mechanics page for more info on what specific things on the card mean. When faced with a card they have never seen before, many new players will play the card expecting it do something without understanding its actual effect. Many cards have side effects that may work against the player. The player also needs to know how much each card costs to decide whether using the card is worth it.
Use your cards wisely and play smart. How can you combo cards? How can you take advantage of your character's stats? Which board direction takes you into the least danger? Should you use a card? Is it worth spending the stars? Are you in any kind of danger? What will your opponent likely do next turn? These are all questions you need to ask yourself while playing OJ. Try to build yourself a strong hand of cards and interpret your opponent's next move. At the end of the day, you can't control what the dice are going to do — in fact, your plans might fall flat on their face — but developing a plan will up your chances of winning. Don't "Just do things".
Perhaps the worst thing many new players do is not acting at all. There have been times in multiplayer matches where the first player simply waltzes to victory. No one attacked them, no one tried to stop them in any way — they collected their stars, went , and simply used traps and what not to keep everyone else behind. It's okay to be afraid of how the other player will retaliate, but a lack of action is more harmful to your game than anything else. More often than not, the winner of a game is the person who either had the most luck or the most skill. The only way to beat an opponent is to bite the bullet and take risks, but this is why you develop a plan with the cards in your hand.
Hold the salt. It is often easiest to take an apathetic approach to OJ. It's alright to focus on winning, but you need to understand that you will probably lose a lot. Thus it's best to take a kind of "foolish optimism" approach. The journey is the destination, that's why the game is addicting — you just don't know what will happen. If you lose, so what? You did your best, didn't you? Is there anything you can do about it now? As stated previously, the winner is almost always the person with the most luck or the most skill. It's a party game, but it can be a pity party at times. Whether you're at level 10 or level 300, it makes no difference. Your experience will make you a better player, but it won't guarantee you will win, so relax and just have fun. Play the game because you want to, not because you "have to win" in your mind. If you win, awesome, if you don't, well you tried your best and you either got outplayed or got bad RNG. Maybe next game.
One of the simplest concepts that many people forget about while playing "100% Orange Juice". Play for fun or don't play it, if you aren't having fun. It is generally best practice to play 3 games at a time, and if they are going well enough, keep going, maybe play 5 or 6 games and so on. However, if after 3 games you already feel the heat in your head and anger in your eyes, stop playing. Don't keep going just yet. Give yourself a breather, have a glass of water, watch some YouTube videos or TV, take out the garbage, etc, and try again. Give yourself some time to cool down; it's important for your mental health while playing, and you'll have more fun if you do.
There is no question about it. We all will experience a game or games that feel utterly unfair. The deck seems devoid of hyper cards, the opponents seem to have the best luck, and your dice seemingly won't roll over 3. This is perfectly normal and there virtually isn't a single player who hasn't felt this way before. Everyone has a particularly awful game that lingers with them that becomes their "memorable bad story". This is why you need to take breaks from time to time. In particular, bully characters can trigger rage, if the player consistently rolls poorly, so the player should also switch up their character periodically.
It happens to everyone. The campaign can be a challenge, particularly with split boards like Lagoon Flight, Extreme difficulty opponents, and of course Tomomo Hell. Like anything else, keep trying and take breaks. Tomomo Hell will likely be the greatest challenge you ever face, especially on Extreme, so it is very important that you stay cool. As stated by the previous post, you will fail to keep calm, but again, this is why breaks are so important. Try to figure out what you did wrong or could have done differently, and reconstruct your deck if you feel the need to. It is also important to remember that the Campaign does not match the online experience, so failing to do well in Campaign does not mean online will be the same. Given that CPUs lack intelligence, they rely on rigged dice as opposed to card strategy, unlike actual players, and thus typical strategy often will not work against them.
The learning curve can be a bit steep in "100% Orange Juice!" and that's why the wiki exists. Like most things, the only way to get better is to fail. You may not get your first win in multiplayer until level 10 or beyond! It happens. Try to learn as much as you can from other players online, and experiment with your deck builds.
Don't be this person. People online come in all colors and varieties, and most of them are good. However, you will find those select few who decide to be unnecessarily mean for no reason. If you should encounter such a player, it is advised you mute the person in the chat or leave the game. To mute a player, press the key in the top left of the chatbox and select the person's name. If the player is also particularly unpleased with what was said, they can press the "X" which will erase the entire chat log up to that point. Be kind, ask questions, and have fun in multiplayer. You can find the most fun online if you let it happen.
Cheaters Never Win.
Cheaters, ye be warned. While "100% Orange Juice!" is a small indie type title, the Valve Anti-Cheat system, known as "VAC", is built into the game's framework. Using any program or tool with the intent to modify the player's luck, affect game mechanics, or unlock cards or cosmetics will result in a VAC ban. If you own these tools for other games, do not have them open while playing either, as even if you are not using them, they may trigger the ban system. The most common way for players to get banned is by using the popular program Cheat Engine, which almost always results in a ban. While third-party modifications exist for the game, such things are generally restricted to visual changes and custom languages which will not result in a ban; however, the developer is not responsible for any that do. In short, for your own safety, the safety of your friends, and your wallet, please do not try to cheat or promote cheating. Collecting is a big part of playing "100% Orange Juice!" and trying to skip the process with outside programs will more than likely get you banned for life, as Steam is not known for repealing VAC bans once given, even if the player attempts an appeal. VAC-banned games cannot be shared between accounts, so once your game and DLCs are gone, they're gone. Fruitbat Factory also cannot undo your VAC ban, so again, please do not attempt to cheat, as the consequences for being caught doing so will be severe.
Conclusion.
Congratulations! You have finished the Intro guide. Hopefully, this will give you a better understanding of what is to come as you go forward. Now to get to the actual game! Go ahead and press any of the topics in the box below or press "Game Mechanics" at the top of the box to return to the previous screen and get started on learning the game inside and out. On behalf of the 100% OJ Wiki, we wish you the best of luck, and we hope you keep juicing with us!
<br><br>And BEWARE of Marie Poppo!
| Introduction |
fandom.100orangejuice | # Invasion
Invasion is a 1-star trap card that causes the victim to fight a random NPC. The exchange is similar to an encounter panel, but the enemy gets the first attack.
Strategic Info.
Invasion acts as a less consistent, but potentially more deadly alternative to the guaranteed 1 damage of . The effectiveness of this trap depends on the enemy that shows up as well as the character who lands on it. has a much higher chance to deal damage or KO the victim than or , but the other two are harder to KO and are less likely to give the opponent a win. Characters that like to play traps like can use this card as a part of their kit. In addition, characters who prey on weakened opponents like or can also use this card effectively.
Characters susceptible to taking a lot of damage in combat can be put at risk by playing this card. Even characters like who benefit from having their opponents take damage can find the tables turned if she lands on Invasion. Characters like or should avoid putting this card in the deck, as it can be very detrimental to them if they land on it and they don't benefit much from weakening their opponents.
| Invasion |
fandom.100orangejuice | # Invisible Bomb
| Invisible Bomb |
fandom.100orangejuice | # Invisible Bomb (Co-op)
| Invisible Bomb (Co-op) |
fandom.100orangejuice | # Invisible Bomb (RPC)
| Invisible Bomb (RPC) |
fandom.100orangejuice | # Iron Defense
| Iron Defense |
fandom.100orangejuice | # Iru
| Iru |
fandom.100orangejuice | # Iru/Cosmetics
| Iru/Cosmetics |
fandom.100orangejuice | # Iru/Hyper
Effect.
Iru's Hyper is Extended Photon Rifle. When used, 1 point of damage will be dealt to a random non-KO'd unit except the player. This effect is performed a number of times equal to the player's level. The player gains 1 Win for every unit KO'd by this effect.
Strategy.
Extended Photon Rifle is a Hyper that gets more powerful the longer the game persists, although its cost also grows along with it. Even so, due to the Hyper's random nature, KOs from full HP are all but impossible against a large portion of the cast, meaning it is best used for KOs only when most opponents are at low HP.
Because of its scaling cost, playing this card when going for Stars Norma becomes less rewarding as the game progressed. However, it can still beneficial in the right scenarios. If an opponent is in front of you, you can play the Hyper to shave their HP down, to potentially have an easier time KOing them in direct combat. Iru's passive can greatly help with this strategy. In addition, the Hyper can be used to discourage opponents from attacking by lowering their HP before they even reach you. However, even these potential ways that the Hyper can benefit the player can be difficult to achieve due to the random targeting, and as such it is an overall fairly unreliable Hyper.
| Iru/Hyper |
fandom.100orangejuice | # Iru/Info
Iru , is one of the playable characters in . She was added to the game in alongside . Iru originates from the game SUGURI, in which she is one of the bosses.
Overview.
Armed with a powerful photon rifle and tomboy-ish personality, Iru is a character built for bullying other characters by consistently dealing the first strike in combat. While lacking stat power, Iru's most notable and powerful trait is her passive ability that, similar to , provides Iru with a rare "guaranteed damage" effect. When instigating a battle with another player, Iru automatically deals a single point of damage at the battle's start, before any dice are rolled or cards are played, and then gets to attack first. As one might expect, the primary advantages of this passive is twofold. When facing 1 HP opponents, Iru can essentially "snipe" them with the passive's guaranteed point of damage and receive the rewards of a usual battle victory with zero risk or effort. Likewise, when facing any opponent, the effect is still extremely beneficial as it grants a guaranteed extra point of damage which, in the case of low HP opponents, can be the difference between a KO or not. The passive is also particularly potent against tanks such as and , as relentless attacks can quickly chip away at their large HP pool at double the speed. Consequently, the effect is also more or less a hard counter to , as her inability to evade Iru's second attack means a KO is guaranteed in 2 battles if not at full HP. On the other side of the spectrum, the passive is also useful on targets with inherently small supplies of HP such as and which can be any easy source of wins if the player can keep entering combat with them and survive the counter attack. Boards with the effect can also be very useful in providing a constant flow of low HP opponents for Iru, assuming the air raid damage does not finish the opponent before Iru's passive can.
Despite the power of her passive, Iru has two key disadvantages; the first being that she is "too good" at one particular thing, at the detriment of having no other notable strengths. While Iru is excellent at sniping opponents at 1 HP, her key source of free victories is one that is often sought after, and hotly pursued, by other opponents. Playing against other characters that are good at securing KO's against low HP opponents can make it difficult for Iru to capitalize on the effect. The second and more obvious weakness is a more general unreliability with the rest of her kit. With neutral stats across the board and a random, often unreliable Hyper, Iru is a bit match-up dependent. Against tanks and characters with +1 or lower ATK, Iru should have a decent chance of success, but against +2 ATK opponents, her strike first strategy becomes somewhat of a game of rocket tag, as she is somewhat likely to take big damage in return. Lastly, given that Iru's passive does not work against and panels, the player may need unconventional strategies in order to safely approach neutral enemies, as Iru's offensive capabilities when isolated from her talent are just average at best.
| Iru/Info |
fandom.100orangejuice | # Iru/Mode Changes
Co-op
In Co-op mode, Iru's stats and passive do not change.
Iru's Hyper, Extended Photon Rifle, has a slightly different effect in Co-op. The Hyper will only deal damage to enemies and not players, but otherwise functions the same as in Normal mode.
Bounty Hunt
Iru's passive and Hyper are unchanged in Bounty Hunt mode.
Iru's base stats give her 40 starting stars and a price adjustment of 0% at shops.
| Iru/Mode Changes |
fandom.100orangejuice | # Iru/Strategy
Playstyle.
Iru can be seen primarily as a tankbuster, utilizing her passive as a way to dish out additional damage to characters with high DEF and/or low EVD like . Few characters can stifle tanks through repeated combat like Iru can, often damaging them for at least 2 HP each challenge. Her passive can be useful in many applications, however. She is great at sniping characters at 1 HP, guaranteeing KOs if she is able to challenge them on the field, while also being able to 'snipe' characters with 2 HP, albeit with more risk - especially if their EVD is high. Iru can use her Hyper to further weaken her opponents - making them easier to KO with her passive. With neutral ATK, Iru should focus more on star normas. This doesn't mean she is completely inept at pursuing wins, however - quite far from it, as she can easily defeat weaker attackers by constantly putting pressure on them with her passive and rake in even more wins by using her Hyper.
| Iru/Strategy |
fandom.100orangejuice | # Iru/Trivia
| Iru/Trivia |
fandom.100orangejuice | # Iru/Unlocks
| Iru/Unlocks |
fandom.100orangejuice | # Iru/Voice Lines
Voice Lines.
<tabber>
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| Iru/Voice Lines |
fandom.100orangejuice | # Islay
| Islay |
fandom.100orangejuice | # Islay/Cosmetics
<tabber>
</tabber>
| Islay/Cosmetics |
fandom.100orangejuice | # Islay/Hyper
Effect.
Islay's Hyper is Rival. When used, the player will be prompted to target a non-KO'd opponent. Upon doing so, the player will initiate a battle with them. The player will be on the attacking side, and will gain +1 ATK for the duration of the battle.
Despite the Hyper's animation, the player does not leave their panel at any point when using it.
Strategy.
Rival is an incredibly powerful Hyper that often makes up for Islay's negative passive - if she's able to draw it. Unlike passing by a player and choosing to fight, Rival gives Islay a lot more control over the game, allowing her to fight any non-KO'd player, regardless of their position on the board. Rival gives Islay the ability to wait until an opportune moment: primarily when the opponent is at low HP. Rival is fairly costly - whiffing it could be disastrous. Because of this, it's advised to mainly use Rival if the player would gain significant progress towards a win by, for example, gaining a large amount of stars off the KO (enough to offset the cost of Rival, and enough star profit to justify using).
Rival's only use case isn't just to get ahead, however. When the player is well in the lead, Rival can be used defensively, targeting and KO'ing (or weakening) a player attempting to stop them. Rival pairs nicely with Battle cards that further augment the +1 ATK, such as ; is another (albeit expensive) powerful option. Both Rival and Final Battle/Big Magnum can be reduced to 0 cost through use of .
Though potent, Rival has some weakness. For one, it is telegraphed - opponents know when it is coming, unlike battle card Hypers, which can be a surprise in a battle. This gives players some leeway in shutting it down. can end the battle entirely, and players can prepare for a big hit by usage of any defensive card. Rival is also very expensive at 30 stars, only offering +1 ATK for the cost. This may not be enough if the player using Rival needs to KO a 2 HP or higher opponent, who may roll high for defense, effectively wasting the card.
| Islay/Hyper |
fandom.100orangejuice | # Islay/Info
Islay is one of the playable characters in . She was added to the game in , alongside .
+Has an extremely strong hyper.
+Very strong base stats.
-Cannot attack players unless with cards
-Expensive Hyper
-Inability to fight for specific panels
| Islay/Info |
fandom.100orangejuice | # Islay/Mode Changes
Co-op
In Co-op mode, Islay's REC stat is increased from 5 to 6, due to her base ATK of +1. Islay's passive does not change.
Islay's Hyper, Rival, has a slightly different effect in Co-op. The Hyper can only target enemies and not players, but otherwise functions the same as in Normal mode.
Bounty Hunt
Islay's passive and Hyper are unchanged in Bounty Hunt mode.
Islay's base stats give her 22 starting stars and a markup of +45% at shops.
| Islay/Mode Changes |
fandom.100orangejuice | # Islay/Strategy
Playstyle.
Islay is blessed with an incredible statline which enable her to employ one of the most powerful strategies in the game: walking around the board and choosing panels. Her statline makes her very hard to take fights with, meaning if Islay gets the star lead, she will more than likely keep it. Unlike her counterpart, , she is unlikely to take very much damage from panels due to Islay going first in combat, allowing her to KO the NPC before it is able to hit Islay in return. Failing to get the star lead naturally, Islay is able to utilize cards to attempt to gain the lead; especially her hyper, . Despite many pros, she has a few flaws. If Islay does not have the lead, she either needs to hope the other players get unlucky such as dying to , or drawing cards that allow her to gain the lead. The most obvious flaw is her inability to start fights, which makes her sometimes have to rely on cards and doesn't allow her to pick up easy KOs or fight for panels. And finally, cards can sometimes whiff and some cards can take away her fewer opportunities to fight such as . Despite not being perfect, a godsend of a statline along with a hyper that enables her to fight anyone, anywhere, and time it to her liking is enough to solidify Islay as a very strong threat.
| Islay/Strategy |
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