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fandom.100orangejuice | # Leap Through Space (Marking)
| Leap Through Space (Marking) |
fandom.100orangejuice | # Legendary Mushroom
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Legendary Mushroom cards are an assortment of special mushroom-themed Gift cards spawned exclusively by the field event and Spores mixer during the Shroom Zoom event. Unlike regular mushrooms, legendary mushrooms would only spawn after a player has reached Norma 4, and only if there was no Legendary Mushroom card already being held by a player. In addition, picking up any legendary mushroom would instantly cause all other legendary mushrooms on the board to despawn. The effect of each Legendary Mushroom card is randomly determined at the start of the game.
These cards consist of and . The differences between each Legendary Mushroom card are purely visual and only serve to differentiate between their randomly selected effects, as any type of Legendary Mushroom card may be assigned any kind of effect.
Legendary Mushroom cards are always Gift cards, making 2 total variations of cards (2 colors and 1 type).
Effect.
Random Generation.
Before the game starts, each of the 2 colors of Legendary Mushroom card is randomly assigned a card effect, out of a list of 2 possible effects. For the duration of the game, any given color of Legendary Mushroom card will consistently have the same effect that was randomly assigned to it at the start of the game.
Usage.
Although each Legendary Mushroom card's effect is determined at the start of the game, these effects are initially hidden to the player. All Legendary Mushroom cards will initially have their effect description listed as "Smells notoriously funky." (if the card is Legendary Red Mushroom) or "Smells eerily funky." (if the card is Phantom Blue Mushroom), obfuscating their actual effect. When a Legendary Mushroom card is first obtained, the description of that color of Legendary Mushroom card will be changed to reveal its true effect, with all new Legendary Mushroom cards of that same color now bearing the revised description. In Normal Mode, the description is only changed for the player who obtained it, while in Co-op Mode, the description is changed for all players.
There are 2 possible Legendary Mushroom card effects.
When holding this card, a or icon will hover around the player.
Strategy.
Although a Legendary Mushroom card's description is only revealed to the player who used it, observant players are still able to determine the effects by paying attention to the amount of stars and wins earned by the opponent.
| Legendary Mushroom |
fandom.100orangejuice | # Legendary Red Mushroom
| Legendary Red Mushroom |
fandom.100orangejuice | # Leisure Time
Leisure Time is a Steam achievement in . It is one of 6 achievements included within DLC 15.
| Leisure Time |
fandom.100orangejuice | # Leo Kigurumis
Leo Kigurumis, sometimes called Leo Onesies by the community, are a pack of character accessories that were first introduced during the Trick and Treat event in 2018. The accessory is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
Update History.
Update history for this accessory does not include each time Leo Kigurumis were added for new characters, as they are added the moment a new character is released.
| Leo Kigurumis |
fandom.100orangejuice | # Level
Level could refer to:
| Level |
fandom.100orangejuice | # Liberated
Liberated is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 2.
| Liberated |
fandom.100orangejuice | # Lifeguard on the White Beach
Lifeguard on the White Beach is a unique co-op only hyper card available for the guardian role. Once the player reaches level 5 with the guardian roll, the player can use the role selector menu to substitute their character's original hyper for this hyper. When activated, all allies receive a protective stock that will shield them from 2 damage in their next battle. (This effect stacks with the shield guardians can normally grant).
Strategy.
Lifeguard on the White Beach is a solid late-game defensive option that can be used to aid the players in surviving potentially fatal battles. Given the strength of most boss' stats and rolls toward chapter 30 and after, the 2 damage protection added by Lifeguard on the White Beach can provide players with just enough strength to prevent KO's. Arguably, the two best aspects of the hyper card are that it is one of the cheapest role hypers and gives a stock to every player, which will not go away until their next battle. Consequently, it can be particularly useful on characters like who need to sustain their HP or even the guardian who activated the hyper (high HP characters are often used for the guardian role like and thus -2 damage will make it even harder for the boss to KO the player). The card is also useful for characters whose hyper card does not fit the guardian role or isn't well suited for co-op mode. FOr example, the hyper can be quite useful for characters like , as is not a particularly helpful card in co-op, since it cannot remove panels, and can hinder the team's ability to collect wins.
The two downsides of using this hyper card are that it's not as powerful as the traditional guardian shield and it will replace a character's existing hyper card. While the stock effect does have the bonus of affecting all players, unlike the normal shield ability, it does not protect the players from out of combat. As a result, cards like and will remain deadly. If the player is particularly unlucky, they may end up wasting the stock battling a minion (if the boss has one) instead of the boss. The card might not also be as useful for certain characters that already have comparably strong hyper cards or other desirable effects, such as Natsumi's or Krilalaris's . Overall, the viability of the card is heavily dependent on what the player is hoping to accomplish with their character of choice and what boss they are battling against.
| Lifeguard on the White Beach |
fandom.100orangejuice | # Lifeguard on the White Beach (Original)
| Lifeguard on the White Beach (Original) |
fandom.100orangejuice | # Lingering Effects
Lingering Effects is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 11.
| Lingering Effects |
fandom.100orangejuice | # Little Magnum
| Little Magnum |
fandom.100orangejuice | # Little War
Little War is a collectible Event card that can be acquired from the Base Pack.
Effect.
When used, for 3 chapters, 2 rounds of combat will take place in every battle.
Strategy.
At its higher price, the card is generally best used with or to lower the price. Lowering the price is also very useful to make use of the fact that the card is an event, enabling the player to combo it with battle cards for maximum effect.
The best uses for Little War are generally with battle cards that put the opponent at a huge disadvantage. For instance, cards such , , and , among others, put the opponent at a steep disadvantage for two rounds of combat. Other non-battle cards, such as , and can also become much more influential while Little War is active. The card can also be useful for general use by bullies like and , since their +2 ATK stats already put them at a combat advantage.
The main disadvantage of Little War is its price and level. With its high Norma level requirement and star cost, the card simply does not get played often, and opponents are generally unlikely to activate it. The card is also risky in the sense that the dual combat may backfire for the player, and cause them to get KO'd if the opponent is well equipped. The card also does not guarantee combat like , and although the player will have the added edge of battle card support, they may not be able to reach the opponent to attack in the 3 turns provided.
| Little War |
fandom.100orangejuice | # Little Wars
Little Wars is a Steam achievement in "100% Orange Juice".
| Little Wars |
fandom.100orangejuice | # Living Atlas
| Living Atlas |
fandom.100orangejuice | # Locations
| Locations |
fandom.100orangejuice | # Lone Rider
| Lone Rider |
fandom.100orangejuice | # Lone Rider/Cosmetics
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| Lone Rider/Cosmetics |
fandom.100orangejuice | # Lone Rider/Hyper
Effect.
Lone Rider's Hyper is Upshift. When used, the player will instantly gain 2 stacks of Upshift. This grants +1 MOV for every stack. This stock effect is depleted by one stack if the player ends their turn without fully carrying out their final movement roll of that turn.
If Upshift is used while it is already in effect, the effect will stack. This effect can only reach a maximum of 6 stacks.
| Lone Rider/Hyper |
fandom.100orangejuice | # Lone Rider/Info
Lone Rider is one of the playable characters in . He was added to the game in , alongside .
+Hyper allows him to activate his passive more often
+Some cards that boost movement are easy to find
-Low EVD, making it difficult to dodge attacks
-Susceptible to Reverse Attribute Field and Serious Battle
-Hyper is 30+ stars with 2+ stacks
| Lone Rider/Info |
fandom.100orangejuice | # Lone Rider/Mode Changes
Co-op
Lone Rider's stats, passive, and Hyper are unchanged in Co-op mode.
Bounty Hunt
Lone Rider's passive and Hyper are unchanged in Bounty Hunt mode.
Lone Rider's base stats give him 44 starting stars and a discount of -10% at shops.
| Lone Rider/Mode Changes |
fandom.100orangejuice | # Lone Rider/Strategy
| Lone Rider/Strategy |
fandom.100orangejuice | # Lone Rider/Trivia
| Lone Rider/Trivia |
fandom.100orangejuice | # Lone Rider/Unlocks
| Lone Rider/Unlocks |
fandom.100orangejuice | # Lone Rider/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Lone Rider/Voice Lines |
fandom.100orangejuice | # Lone Rider Pig Costume
__NOEDITSECTION__
Lone Rider Pig Costume is a costume cosmetic for the character that was first introduced during the Beware Pigformation (2021 Rerun) event, alongside the . The costume is seasonal as there is no means to unlock it outside of an event.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Lone Rider Pig Costume |
fandom.100orangejuice | # Lonely Chariot
Lonely Chariot is a 3-star boost card that causes the user to roll 5's for all movement rolls for as long as the effect is active. At the end of each turn, the player will take 1 damage. If KO'd by this damage, the player will lose 5x their level in stars. Any KO will cancel these two effects, but KOs from other sources, such as battles or cards like will not cause the user to lose the extra stars.
Strategic Info.
Lonely Chariot is an unusual boost card. Although it may appear as a worse version of on first glance with its high price and punishing effect, the card actually has a wide variety of uses.
One potential use of Lonely Chariot is to deny wins or stars to an opponent. If the user is low on health and an opponent is pursing, the card can be used to run away and self-KO to prevent the opponent from taking the player's stars. This is not a very efficient use of this card, however, as the total star loss will be at least 45 stars (activation fee + base activation level) and 25 with . As a result, this method as not advised (unless the player is far ahead in stars) as they can use other better cards such as, , , and healing cards such as or to survive. The player can work around this however, if they line themselves up with board effects such as or to prevent the secondary star loss.
One of the more effective and reliable way of using this card to activate it while playing as high-attack character such as or while aiming for Wins Norma. When using this method, it is best to attack the target once normally and then use Lonely Chariot on the next turn to minimize the HP loss. The effects of this card means that unless they roll a six every single turn or get teleported away, they will never escape from the player. Using the card in this way makes it essentially function as an alternative card, having some advantages and disadvantages over it. When you using Final Battle, the player denies themselves the use of other battle cards, while allowing the opponent to use battle cards of their own. In the worse case scenario, the player may have to face off against powerful hypers such as and for an extended period of time. With Lonely Chariot, however, the player can play battle cards normally for one sequence of combat. Lonely Chariot also has a lower norma level requirement and three of them are allowed in a deck. The disadvantage of using the card in this way is that the player takes damage after every turn, so if they fail to KO the opponent within two turns it can be fairly risky, meaning it is most effectively used against characters who are easy to kill and/or have poor offensive stats such as or .
The third and most unique strategy is to pair it with certain hypers that require or do better with low HP. By using the card this way, the player uses the disadvantage of the card, health loss, as an advantage. For instance, the card can be used with to reduce her health to make more powerful. It can also be used to great effect with to lower 's health so she can KO herself, or similarly with 's to guarantee death. The tactics also counter the secondary star loss effect, which makes Lonely Chariot much more viable.
The fourth and final usage for the card is to guarantee a specific roll or end a game. If the player has 230 or more stars and are relatively close to their panel, it can used to get there faster and win or land on an opponents home exactly. Or if the boss has one HP left, the panel is 5 spaces away, and the player wants to KO it, it can be used to roll exactly.
| Lonely Chariot |
fandom.100orangejuice | # Lonely Railway
Lonely Railway is a playable field in It was added in Version 3.7 alongside .
Lonely Railway has its own unique music theme. At the start of a match in any mode, the game plays "Field Intro: Lonely Railway" <sm2>Desert Wind.ogg</sm2>. The music lasts until it is changed by another action (usually a player achieving Norma).
| Lonely Railway |
fandom.100orangejuice | # Long-Distance Shot
Long-Distance Shot is a collectible Boost card that can be acquired from the Expansion Pack.
Effect.
When used, the player will be prompted to target a non-KO'd opponent. Upon doing so, 1 damage will be dealt to that opponent.
Strategy.
Long-Distance Shot gives the player the ability to deal a single point of damage from anywhere on the board. While simple in nature, this effect can be extremely useful in the right scenario. One damage can mean the difference between an opponent surviving and suffering KO, particularly for characters with high DEF and low EVD stats.
It is generally best to use the card to whittle down an opponent's HP, to bring them closer into range of being KO'd in battle. A common mistake is to use Long-Distance Shot to KO an opponent who is at 1 HP just for the sake of it. In such cases, the opponent loses nothing other than the amount of turns it takes to recover, and will even restore to full HP upon recovery. Generally, the player should have a specific reason to KO a 1 HP opponent with the card, such as denying other players if they are chasing someone at low HP, or stalling the opponent before they reach a panel to norma.
Long-Distance Shot is very useful for , as it lets her assassinate any unit in her attack range as long as they are at 2 HP. Meanwhile, characters that depend on having low HP will be at a sizable disadvantage if Long-Distance Shot is available in the deck. , , and will have more trouble using their respective Hypers at the right time, due to the increased risk of units at 1 HP being suddenly KO'd.
| Long-Distance Shot |
fandom.100orangejuice | # Lost And Found
Lost And Found is a Steam achievement in "100% Orange Juice". It is one of 8 achievements included within DLC 8.
| Lost And Found |
fandom.100orangejuice | # Lost Child
Lost Child is a unique gift card that while not very powerful, can aid the player in a multitude of ways. When held, the card causes the player to move in reverse for all movement actions. It also prevents the player from receiving norma on panels, as long as the card is held and will be automatically discarded when the player is KO'd.
Strategic Info.
Lost Child is a very unusual gift in that it has no explicit purpose, however, it is clear that the card is only meant to be used temporarily. As its use is not specific, the card can work in a variety of cases. Bully characters like can potentially use it to catch up to far away opponents on any size board and likewise star collecting units like can use it to elude bullies. The card can also enable the user to take shortcuts on certain boards by accessing panels they normally couldn't like some of the panels on Sweet Heaven and the center area of Shipyard. A more common use for the card is a somewhat specific scenario. If a player has the stars/wins necessary for the next norma, has just left their panel and moved onto a panel in which they draw Lost Child, they can simply walk back past their home, drop the card, and norma again when they move forward back onto their home. This enables the player to norma twice without circling the entire board, which can be beneficial on very large boards. This can be very impactful to the game result if this tactic is used for the player's final norma. In terms of synergy, Lost Child only pairs extremely well in a few cases. The first is, of course, who can use the card to trigger her passive ability. Ideally, the player can then use the reverse movement to pursue the incoming players. The second pairing is a very unusual scenario that is possible but unlikely to occur. If an opponent lands on a home panel with enough wins or stars to norma and has marked it with , if the opponent draws Lost Child it will render the opponent unable to norma that chapter. This can be extremely effective if it denies the opponent the final norma to win, but it is a rather unreliable strategy.
Like most gift cards, Lost Child's main weakness is that the card is generally not particularly impactful to the game result except in a few cases. Further, the fact that it prevents norma and drops on KO makes it impossible to keep for a long period of time. The card may also delay the player by forcing them to walk past their desired panel and drop the card then walk back toward the desired panel. The player will likely just use it for a couple of chapters until they grow bored of it or need to norma and then discard the card.
| Lost Child |
fandom.100orangejuice | # Lost and Found
| Lost and Found |
fandom.100orangejuice | # Loved by Fans
Loved by Fans is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 24.
Strategy.
Playing as Suguri (Ver.2) could be helpful for this achievement, as it can increase the amount of or panels on the field. If card draws are giving you trouble, Aru's hyper could prove helpful in drawing itself. The fields Clover, Farm, Starship, Shipyard, Witch Forest, Over the Sea, Dark Citadel, Beginner Town and Beginner Town (Winter) all have x2 panels naturally, but picking the Miracle field effect can heavily increase the chances of landing on these spaces.
As for the cards that you can bring, can ensure you stop on itself. can help you draw the card as well.
| Loved by Fans |
fandom.100orangejuice | # Lucky Break
| Lucky Break |
fandom.100orangejuice | # Lucky Charm
Lucky Charm is a collectible Gift card that can be acquired from the Pudding Pack.
Effect.
When this Gift card is held, it applies the Lucky Charm stock effect to the player. While active, the player will gain a few effects. They are:
Upon use, this card will be discarded.
Strategy.
Lucky Charm is great card for players looking to complete star normas. It supplies its holder with stars at a faster rate than their opponents for as long as they can hang on to it. Despite the penalty on combat KO, it's generally not that punishing to die with it because you very quickly will regain lost stars. The effect even applies when recovering as a safe way to regain stars. However, if the extra stars from KO will put someone too far ahead, or you need to use cards, it may be wise to discard it. If the player wants to gain the maximum reward from Lucky Charm, they should make it a priority to avoid unnecessary combat.
On the flip side, holding this card also makes the player more of a target for other units. If defeated in battle, opponents will gain an even greater star advantage than usual, especially if the player's norma level is high. Characters susceptible to being KO'd many times like or should drop this card if other players are around. In addition, for as long as the player holds this card, they cannot play any other cards. This can make this card very risky for characters that rely on defensive battle cards like or , as they will not be able to defend themselves if an opponent suddenly initiates combat against them. Lucky Charm is one of the few gift cards that may not want to bring to the game, as it allows her opponents to keep up with her enhanced star collection.
| Lucky Charm |
fandom.100orangejuice | # Lucky Draw
Lucky Draw is a Steam achievement in "100% Orange Juice".
Strategy.
This achievement requires getting at least a rare reward from the Arcade. This may take quite a bit of time and luck, as the chance of getting a rare or better reward is only 8%.
| Lucky Draw |
fandom.100orangejuice | # Lucky Sevens
Lucky Sevens is a collectible Gift card that can be acquired from the Community Pack 3.
Effect.
When this Gift card is held, it applies the Lucky Sevens stock effect to the player. While active, each of the player's natural dice rolls will range from 0 to 7, as opposed to the usual values of 1 to 6.
In addition, a number of additional effects will apply only when the player rolls a natural 0 on any die:
Upon use, this card will be discarded.
When holding this card, a icon will hover around the player. The player's selected dice cosmetic will also be changed to a unique eight-sided die, themed after the Lucky Sevens artwork.
Strategy.
Lucky Sevens is a card with a simple effect that subtly influences multiple things at once. This can be beneficial in a number of ways.
However, this card does have numerous drawbacks.
With its effect on the result of natural die rolls, Lucky Sevens essentially increases the chances of unlikely events (less than 50% chance of occurring), while decreasing the chances of likely events (greater than 50% chance of occurring).
In general, the card's effects on combat and recovery rolls make it good for aggressive characters and/or characters with high REC, and bad for more passive characters and/or characters with low REC. However, it is always important to consider the possible benefits and drawbacks of holding onto the card depending on the player's current situation.
| Lucky Sevens |
fandom.100orangejuice | # Lucky Streak
Lucky Streak is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 24.
| Lucky Streak |
fandom.100orangejuice | # Lulu
| Lulu |
fandom.100orangejuice | # Lulu's Lucky Egg
| Lulu's Lucky Egg |
fandom.100orangejuice | # Lulu's Ribbon
The Lulu's Ribbon color is a Extra Unit Color cosmetic that was first introduced during the Bounty Hunters event. The color is seasonal as there is no means to unlock it outside of an event.
Unlock Method.
No current unlock method. (Seasonal Unlock)
| Lulu's Ribbon |
fandom.100orangejuice | # Lulu/Cosmetics
<tabber>
</tabber>
| Lulu/Cosmetics |
fandom.100orangejuice | # Lulu/Hyper
Effect.
Lulu’s Hyper is Lulu’s Lucky Egg. This card has varying effects decided at random. When used, one of these effects will be randomly selected to be performed.
This card can only be used if the player's current HP is 2 or less.
Strategy.
Lulu’s Lucky Egg is an unusual low-level Hyper that gives the player 1 of 3 randomized effects. This provides the player with 3 potentially useful bonuses in the form of either stars, cards, or a full heal and permanent stat buff. Although the randomness of the effect renders the Hyper unreliable by nature, much like , the player can almost always benefit from the result. If the player receives the star 20x effect, the player will profit on a roll of 3 or greater or break even on a roll of 2. This means the player has an 83% chance of not losing stars and a 67% chance of making a profit of at least 20 stars. If the player is lucky and rolls a 5-6, the star boost can give the player a massive lead over the rest of the board. If the player instead gets the card draw effect, the 5 cards drawn can either fill an empty hand or provide the player with quick access to more options, and perhaps even a second Hyper card to try again for another effect. Lastly, the third and final effect is arguably the most beneficial. When received, the player will be healed to full HP and they will receive a permanent +1 in all stats. Although it can only be triggered a single time, this effect is incredible as it will provide the player with a deadly stat line unrivaled by most other characters. In the case of , the card gives her a powerful base statline of +1 ATK, +2 DEF, and 0 EVD that enables her to both attack and defend with ease. Likewise, the full HP recovery essentially gives the player the effect of , and enables the player to immediately take advantage of the stat buffs.
However, like all Hyper cards, Lulu’s Lucky Egg has its own complicated issues. Firstly, while the Hyper is low-level at a Level 2 requirement, it is very expensive at its 40 star price. It can also be challenging to activate since Lulu’s Lucky Egg additionally requires that the player is at 2 HP. Given the potential difficulty of fulfilling the Hyper’s activation criteria, the card is risky given that 2 out of 3 of the effects may backfire. If the player receives the gain stars effect and rolls low, they will not receive a net gain of stars, essentially wasting the Hyper. In addition, even if the player does profit from the Hyper, they may be in danger of losing it to an opponent soon after due to the low-HP requirement. Similarly, although drawing 5 cards is a good effect, it may not even yield good cards depending on what other players have packed, and therefore may not be able to offset the Hyper's expensive cost. While the risk involved with the card can technically be minimized with , the Level 4 requirement for that card will result in the player needing to wait much longer before activating Lulu’s Lucky Egg.
| Lulu/Hyper |
fandom.100orangejuice | # Lulu/Info
Lulu is one of the playable characters in . She was added to the game in , alongside .
Passives.
None.
Overview.
A kind-hearted girl with no knowledge of her origin, Lulu is a nervous girl with a love of food and play. Lulu features a rather sturdy stat line, with a health stat of 5, a slightly buffed defense stat, a below-average evasion stat, and a neutral attack and recovery stat. Based upon these stats, Lulu is not particularly effective at offensive play, but her positive defense stat and high HP provide her with notable durability, which serves as one of her greatest strengths. Lulu can generally survive and panels as her defense will be able to protect her from high rolls, and her evasion stat, although reduced, is still relatively useful for protecting her from low rolls as well. The player can also capitalize on LuLu’s durability by using cheap cards such as and which can keep the player alive for longer. While Lulu’s doesn’t have any attack stat modifiers, she still has the can deal marginal damage in combat, which can make opponents wary of a potentially powerful counter-attack. Lulu’s other strength comes from hyper which can provide the player with a host of ways to gain a large edge against opponents, with one even providing Lulu with incredible late-game stats.
Lulu is not invincible, however. As one might expect, Lulu’s +1 defense may provide extremely exciting results or barely help at all depending on the player's luck. A reduced evasion stat also harms Lulu’s ability to survive, despite her high health pool, as the player is often better off defending against lower rolls like 3. Lastly, Lulu can be bullied and likely will be, as her stats generally encourage passiveness. While this technically assists her hyper, it may backfire on the player. Lulu’s stat line is that of a pseudo-tank, and while she doesn’t have the disadvantage of a reduced attack stat, her counter attack rolls are likely to be inconsistent, which can put the player into trouble quickly if being pursued by a powerful opponent like .
Playstyle.
As previously stated, Lulu will likely be played passively more often than not and focus on star norma. The player may be able to change their approach, however, depending on how well the combats go, and what results the player gets from . The player will want to focus on and panels and bring cards that take advantage of Lulu’s innate defensive strengths. Generally, the player will want to find/use 1-2 copies of Lulu’s hyper per game, if possible, and pack a defensive battle card or healing card toward the late game.
+Above average survivability
+Hyper can yield incredible results
Low-level hyper
-HP restricted and expensive hyper
-Hyper may give a poor result
| Lulu/Info |
fandom.100orangejuice | # Lulu/Mode Changes
Co-op
Lulu's stats, passive, and Hyper are unchanged in Co-op mode.
Bounty Hunt
Lulu's passive and Hyper are unchanged in Bounty Hunt mode.
Lulu's base stats give her 40 starting stars and a price adjustment of 0% at shops.
| Lulu/Mode Changes |
fandom.100orangejuice | # Lulu/Strategy
| Lulu/Strategy |
fandom.100orangejuice | # Lulu/Trivia
| Lulu/Trivia |
fandom.100orangejuice | # Lulu/Unlocks
| Lulu/Unlocks |
fandom.100orangejuice | # Lulu/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Lulu/Voice Lines |
fandom.100orangejuice | # Lulu Summer Costume
| Lulu Summer Costume |
fandom.100orangejuice | # Lunar New Year Cosmetics
Lunar New Year Cosmetics are a pack of character accessories that were first introduced during the Chocolate for the Sweet Gods event in 2018. The accessories are seasonal as they have only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Lunar New Year Cosmetics |
fandom.100orangejuice | # Lunar New Year Homemark
Lunar New Year Homemark is a homemark that was first introduced during the Chocolate for the Sweet Gods in 2018. The homemark is seasonal, as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Lunar New Year Homemark |
fandom.100orangejuice | # Lunatic Princess
| Lunatic Princess |
fandom.100orangejuice | # Lure
Lure is a card exclusive to Bounty Hunt Mode.
It may be purchased from the Alchemist for a base cost of 75 stars. See here for price adjustments.
Effect.
The user will be given a bird's eye view of the area and will have to select a tile to throw the lure towards. Once selected, the affected tiles will turn into Encounter panels, or Boss Encounter panels if a Boss is active.
Strategy.
This card may be useful to use in order to attempt to force another player to engage in an Encounter, specifically a Boss Encounter so as to KO them against the Boss, have them lose half their stars, and roll to revive.
| Lure |
fandom.100orangejuice | # M10 Robot
| M10 Robot |
fandom.100orangejuice | # M10 Robot/Boards
<br>Extreme Difficulty<br>
<br><br>Hyper Difficulty<br>
| M10 Robot/Boards |
fandom.100orangejuice | # M10 Robot/Cards
M10 Robot's Playable Cards.
Level 0 Cards
Level 1 Cards
Level 2 Cards
Level 3 Cards
Hypers
Supplemental Cards
Retired Cards
| M10 Robot/Cards |
fandom.100orangejuice | # M10 Robot/Info
M10 Robot is a special super-powered boss only found in Co-op mode. It was originally introduced during the Minions of the Master event in 2019 which also introduced the mode as a permanent game mode.
Overview.
"M10 Robot" fights mainly revolve around its Hyper, . When used, it will negate any stack of 3 damage down to 1, making any significant damage dealt in battle minor. Furthermore, its passive allows itself to build up attack quickly on small boards or boards with a lot of and . This can be especially dangerous if paired with or . M10 Robot has plenty of debuff cards that are detrimental to the players in many different ways. With these cards M10 can debuff the team's base stats and buff itself in the progress, reduce the players' max HP, disable the ability to play cards, or amplify either the player's or its own dice. As such, finding the perfect opportunity to strike is much more important to a team's victory than other bosses.
Strategy.
The main difficulty of fighting M10 Robot is its shield and the sheer number of debuffs it causes. It is recommended to try to keep its Protect stack at 1, then discuss with the whole team to find the perfect opportunity to bring down the shield, and assault it. Cards that do damage outside combat such as or, more randomly, are highly recommended to break down the shield. Players will find characters with quicker recovery time such as more valuable to the team, as they break down the boss's shield rapidly, allowing other teammates to launch a devastating strike on it. They also suffer from nearly no harm from . Have the whole team timing and discussing when to launch the strike is also important, for example, breaking down its shield while there is an coming is generally not recommended. After its shield is down, Scrambled will take place for 3 chapters, lowering its stats and renders its ability to negate incoming damage. Should the team make the most out of this event, they can easily achieve victory.
| M10 Robot/Info |
fandom.100orangejuice | # M10 Robot/Minions
| M10 Robot/Minions |
fandom.100orangejuice | # M10 Robot/Poses
| M10 Robot/Poses |
fandom.100orangejuice | # M10 Robot/Trivia
| M10 Robot/Trivia |
fandom.100orangejuice | # M10 Robot Dice
__NOEDITSECTION__
M10 Robot Dice is a dice cosmetic that was first introduced during the Minions of the Master event with the permanent addition of Co-op mode in 2019. The dice is non-seasonal, meaning it can be unlocked at any time of the year.
| M10 Robot Dice |
fandom.100orangejuice | # Mad Dash
Mad Dash is a Steam achievement in "100% Orange Juice".
| Mad Dash |
fandom.100orangejuice | # Magical Inferno
| Magical Inferno |
fandom.100orangejuice | # Magical Inferno (Co-op)
| Magical Inferno (Co-op) |
fandom.100orangejuice | # Magical Massacre
| Magical Massacre |
fandom.100orangejuice | # Magical Massacre (Co-op)
| Magical Massacre (Co-op) |
fandom.100orangejuice | # Magical Miracle!
Magical Miracle! is a Steam achievement in . It is one of 6 achievements included within DLC 15.
| Magical Miracle! |
fandom.100orangejuice | # Magical Revenge
| Magical Revenge |
fandom.100orangejuice | # Magical Revenge (Co-op)
| Magical Revenge (Co-op) |
fandom.100orangejuice | # Main Menu
| Main Menu |
fandom.100orangejuice | # Main Page
| Main Page |
fandom.100orangejuice | # Malfunction
| Malfunction |
fandom.100orangejuice | # Malfunction (achievement)
Malfunction is a Steam achievement in
| Malfunction (achievement) |
fandom.100orangejuice | # Malt
| Malt |
fandom.100orangejuice | # Malt/Cosmetics
| Malt/Cosmetics |
fandom.100orangejuice | # Malt/Hyper
Effect.
Malt's Hyper is Twilight-Colored Dream. Malt's Hyper has 2 effects.
Twilight-Colored Dream has a unique graphic effect when used by Malt: Orange clouds will glide across the screen, enveloping it, before cutting away to reveal the changed panels of the field.
Strategy.
Twilight-Colored Dream is a Hyper card which can be used to alter the board state, being one of the few Hypers able to do so.
If playing , Twilight-Colored Dream can be used to force opponents to trigger Battle Traps - the effect is similar to , which can be useful to ensnare an opponent in a deadly . Twilight-Colored Dream can also be used to modify the board to be more hazardous, flooding the board with panels to damage opponents in the lead. The encounter-creating effect can also be of great benefit to characters looking for wins norma such as and . can lay any Trap down and bluff it as a Battle Trap, potentially discouraging opponents from pathing that way when Twilight-Colored Dream is used.
While impacting the board state is not a feat many cards possess, the high cost and non-directly beneficial effect cause this Hyper to be at odds with a lot of the cast. For one, relies on his opponents rolling high enough to cross paths with his Battle Traps. On split fields, Battle Traps may be avoided by an opponent choosing a separate path. Players using Twilight-Colored Dream in general also endanger themselves to some degree, as a bad roll on an Encounter panel could spell bad news.
| Malt/Hyper |
fandom.100orangejuice | # Malt/Info
Malt , also known as Guildmaster or Guild Master, is one of the playable characters in . He was added to the game in alongside .
| Malt/Info |
fandom.100orangejuice | # Malt/Mode Changes
Co-op
In Co-op mode, Malt's REC stat is increased from 5 to 6, due to his base ATK of +1. Malt's passive does not visibly change; however, battle cards set as traps will not affect players, and will not apply the card's effect to enemies.
Malt's Hyper, Twilight-Colored Dream, has a different effect in Co-op. When used, all allies will gain +1 ATK when standing on a Boss panel for the duration. In addition, only enemies and not allies will be made to stop on panels with a Battle card you set as a Trap, and this effect applies to all panels instead of just Encounter panels.
Bounty Hunt
Malt's passive and Hyper are unchanged in Bounty Hunt mode.
Malt's base stats give him 22 starting stars and a markup of +45% at shops.
| Malt/Mode Changes |
fandom.100orangejuice | # Malt/Strategy
| Malt/Strategy |
fandom.100orangejuice | # Malt/Trivia
| Malt/Trivia |
fandom.100orangejuice | # Malt/Unlocks
| Malt/Unlocks |
fandom.100orangejuice | # Malt/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Malt/Voice Lines |
fandom.100orangejuice | # Malt (Co-op)
| Malt (Co-op) |
fandom.100orangejuice | # Mama's Girl
Mama's Girl is a Steam achievement in It is one of 7 achievements included within DLC 26.
| Mama's Girl |
fandom.100orangejuice | # Mama Knows Best
Mama Knows Best is a Steam achievement in
| Mama Knows Best |
fandom.100orangejuice | # Man's Best Friend
Man's Best Friend is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 11.
| Man's Best Friend |
fandom.100orangejuice | # Manageeeeeer!
Manageeeeeer! is a Steam achievement in It is one of 6 achievements included within DLC 29.
| Manageeeeeer! |
fandom.100orangejuice | # Manager, I Could Use Some Help!
| Manager, I Could Use Some Help! |
fandom.100orangejuice | # Maps
| Maps |
fandom.100orangejuice | # Marc
| Marc |
fandom.100orangejuice | # Marc's Flight Training
| Marc's Flight Training |
fandom.100orangejuice | # Marc/Co-Op
__NOEDITSECTION__
In Co-op mode, Marc doesn't change much as her hyper remains the same, however, her recovery stat rises.
Role Information.
Attacker.
Marc's defensive durability and already boosted attack stat make attacker her best role. At the max level, she will have an attack stat of +3 and her defense will aid in keeping her alive. Further her hyper will help the player deal substantial damage to the boss. Unfortunately, the debuff to her recovery stat makes her less viable as does her low HP, thus it may be beneficial to play with a guardian or supporter ally to help keep Marc in good combat-ready condition.
Guardian.
Given Marc's slightly boosted defense stat, guardian can be a viable choice
Avenger.
While Avenger might seem like a poor choice for Marc on paper, she can use the role to become a more balanced character that can provide additional deck points thanks to her low rank and hold the team's defensive line. With all the Avenger buffs, she can reach 6 HP, which although not high for an Avenger, when coupled with her +1 Defense, allows her to tank most unboosted hits and then strike back with a +2 or higher attack. Her +1 Attack also gives her added consistency on panels, allowing her to farm wins even as an Avenger when going for normal. With the additional deck points, the player can provide useful cards to teammates for consistency, such as putting for teammates in Attacker role such as , or adding an for a or to complete the combo. Or more simply pack 3 cards for the team can assist the team in surviving longer. Her main weakness as an Avenger is a lack of reliable recovery, so the player will want to stick close to a Support teammate if they're not preoccupied with healing the Attacker(s).
| Marc/Co-Op |
fandom.100orangejuice | # Marc/Cosmetics
<tabber>
</tabber>
| Marc/Cosmetics |
fandom.100orangejuice | # Marc/Hyper
Effect.
Marc's Hyper is x16 Big Rocket. When used, the player will be prompted to target a non-KO'd opponent. Upon doing so, damage will be dealt to that opponent equal to the norma level of the player. The player gains 2 Wins if the opponent is KO'd by this effect.
Strategy.
x16 Big Rocket is an extremely powerful Hyper, in that it allows Marc to not only deal damage, but also score 2 wins off of opponents without having Marc enter combat. It also possesses numerous advantages, such as being an aimable level 1 card that essentially grows with the player, becoming stronger but more expensive as the player progresses. The early level aspect makes Marc already dangerous from the beginning of the game, enabling her to steal KO's from other opponents if they leave an opponent with 1 HP remaining. Likewise, the growth of the effect continues to keep Marc strong moving forward and can make her deadly in the late game, as only characters with the highest HP in the game, such as , , or , will be able to survive the Hyper if they have full health. As a result of this, the Hyper is a natural counter to tank characters that rely on health, as while Marc cannot take their stars, she can take their HP with the Hyper and then KO them or delay them with a KO and still get the wins she needs. x16 Big Rocket is also particularly brutal against characters with especially low HP, such as or , who will be immediately KO'd from her Hyper by the time Marc reaches Norma Lv 3, and enable her to rake in wins at a low level. In addition, the Hyper also enables Marc to prey on most playable NPCs. Since the effect states that the KO will give 2 Wins to the player, the Hyper overrides the effects of , , , and , who in normal circumstances give only 1 Win when KO'd. This also gives x16 Big Rocket a pronounced advantage over Hypers that grant wins on scoring a KO as though the victim was defeated in battle, such as 's or 's /, since those Hypers only grant 1 Win on KO'ing the aforementioned characters.
While a very strong Hyper, the main drawback of x16 Big Rocket is by far its hefty price. The later in the game the Hyper is activated, the more expensive it will be for the player. As a result, is extremely useful for Marc to lower the costs, as the card becomes substantially more difficult to use around norma 4 and 5. The second issue with the Hyper is the dilemma it can create for the player. The Hyper can make the player overconfident in their ability to gain wins and cause them to choose wins norma unwisely. This can be particularly troublesome for the final norma, as the player may have 9 wins and will need to decide between wins or star norma to complete the game. For example, on one hand, the player may have another x16 Big Rocket and feel confident that they can get the last 3 wins needed, but on the other, KOing another player manually may give them the 200 stars they need to win. KOing another player manually will give more wins toward the opposite norma, which may have been the better choice if the player has their stars stolen. Ideally, the player can have their cake and eat it too by choosing the final wins norma, KOing another player, and then using the Hyper to KO another. As a result of this dilemma, the player should concentrate closely on their current situation before deciding which final norma to take, especially if they do not have any Hypers. A secondary drawback is that since x16 Big Rocket explicitly grants 2 Wins on scoring a KO, it does not get any additional benefit from KO'ing a character under the effect of , whereas the aforementioned "score Wins as though KO'd in battle" Hypers can benefit from Wanted.
| Marc/Hyper |
fandom.100orangejuice | # Marc/Info
Marc is one of the four starting characters in that the player can select when creating a new save file. She originates from the game "Flying Red Barrel", in which she was the main character.
Passives.
None.
Overview.
A young pilot experienced in combat, Marc is an extremely versatile character, built upon an unusual stat build and powerful hyper. With an average health stat of 4, an above-average attack, a buffed defense stat to compensate for a reduced evasion stat, and a neutral recovery, Marc is able to more freely take fights. As opposed to relying on evasion like the similarly built , Marc relies on defense to provide less risk and increase her odds of lasting at least 3 chapters before being KO'd on the next. As a result, Marc generally does not have any difficulty defeating and surviving panels, as her attack will either be enough to defeat the opponent or her defense will be able to protect her from high rolls, and while not perfect, her reduced evasion stat is still decent at protecting her from low rolls as well. Marc's stats enable her to fulfill either norma, as she can fight well or collect stars in peace, and her hyper boasts one of the strongest effects in the game for this purpose. Her hyper is a tool to either gain wins directly, or weaken an opponent to low health so that they can be easily picked off upon fighting them. It should be noted that Wins Norma is only advisable if the player does well in combat and finds the hyper, though.
Marc has two key disadvantages, the first of which stems from her health and evasion. Since Marc's evasion is reduced, it is often better to roll for defense if the opponent rolls higher than 1 for attack. Likewise, since Marc's stat boosts are only +1s, they may prove to give extremely exciting results or barely help at all depending on the player's luck. Secondly, the player will need to remain cautious when selecting their norma route. If the player decides to go the route of wins norma or switches between wins and star norma, they may face issues as they may become hyper-reliant late in the game and may also have issues affording the hyper. If the player only has 11 wins and has run out of hypers, the player may have accidentally put themselves into an impossible situation if the opponents are too difficult for the player to defeat.
Playstyle.
As previously mentioned, Marc is unique in that she can play for either wins or stars dependent on how well the player rolls and what they draw. The player should most often go for stars, but with the right luck along with her hyper, wins can become a viable option.
+Good combat stats
+Can KO most of the cast with her hyper in late game
+Hyper can earn Wins indirectly
-Relatively low HP for aggressive play
-Hyper becomes more expensive with each Level
| Marc/Info |
fandom.100orangejuice | # Marc/Mode Changes
Co-op
In Co-op mode, Marc's REC stat is increased from 5 to 6, due to her base ATK of +1. Marc's passive does not change.
Marc's Hyper, x16 Big Rocket, does not visibly change in Co-op, but has a slightly different effect. The Hyper can only target enemies and not players, but otherwise functions the same as in Normal mode.
Bounty Hunt
Marc's passive and Hyper are unchanged in Bounty Hunt mode.
Marc's base stats give her 34 starting stars and a markup of +15% at shops.
| Marc/Mode Changes |
fandom.100orangejuice | # Marc/StartingCards
Starting Cards
When the player begins a new game and selects their starting unit, they will receive 15 standard cards that can be used immediately to build a player deck. If the player selects Marc, the 15 cards listed below will be received.
In concurrence with Marc's stats, Marc's starting deck is relatively combat based, with it containing mostly stat adjustment cards to aid Marc and weaken her opponents.
| Marc/StartingCards |
fandom.100orangejuice | # Marc/Strategy
Playstyle.
While it may be tempting to go for wins due to her hyper, this is actually a very inconsistent way to win the game. The star cost often means that you would have won faster by not using it and instead keeping your stars to win by 200 stars. Even if you deck you rely heavily on a specific combination of cards to gain at most 2 wins. Which still means you need a good amount of KOs through combat to still get to 14. Instead, Marc should play relatively safe and abuse her stats which are better than most of the OJ cast and reduce the effect of cards with card control. Marc should only take safe fights or fights she absolutely needs to to have a chance to win and keep her HP up.
| Marc/Strategy |
fandom.100orangejuice | # Marc/Trivia
| Marc/Trivia |
fandom.100orangejuice | # Marc/Unlocks
| Marc/Unlocks |
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