tag stringlengths 9 70 | text stringlengths 7 2.07M | title stringlengths 1 263 |
|---|---|---|
fandom.100orangejuice | # Merchant/Unlocks
| Merchant/Unlocks |
fandom.100orangejuice | # Merchant/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Merchant/Voice Lines |
fandom.100orangejuice | # Merchant Pig Costume
__NOEDITSECTION__
Merchant 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)
| Merchant Pig Costume |
fandom.100orangejuice | # Mescal
| Mescal |
fandom.100orangejuice | # Mescal/Cosmetics
| Mescal/Cosmetics |
fandom.100orangejuice | # Mescal/Hyper
Effect.
Mescal's Hyper is Little Magnum.
When used in a battle, it grants the user the following two effects:
Strategy.
Little Magnum is a card that enables the user to turn any damage taken during a battle against the opponent, similarly to 's passive. Mescal's Hyper can be used somewhat freely due to its low cost. The highest bonus possible from this Hyper is using it at Max HP. While using it at low HP is also an option, it is much riskier. The option still remains to use it at low HP, as the +1 ATK boost will always applies.
Arguably, the most beneficial usage of Little Magnum is when being challenged by characters like or . High ATK but low bulk make them the perfect target for a counter-attack -- especially Kae. Even if Mescal only takes one HP of damage, she will still get +2 ATK, when going second. Although this Hyper is strongest on defense, there is always the option of using Little Magnum's +1 ATK challenging other players, treating it like a safer version of Of course, this Hyper is more readily compared to in its application.
Due to requiring the loss of HP in order to activate one of its main effects, this card will often not reach its maximum potential of +4 ATK on Mescal. Losing more than 1 HP in battle requires the opponent attacking roll high enough to lose 2 HP or more. Not only that, taking more damage is risky without healing. Therefore, try to keep in hand which can mitigate damage from usage of . Irrespective of this, Mescal's Hyper is still flexible in the application. On some characters with higher HP pools, like , this card can be a trump battle card while defending. It's possible to defend low rolls to take at least 1 damage, or evade higher rolls (such as a 3,) in order to intentionally take more -- a risky gamble. Against , runs into the issue of not being able to grant the secondary effect without cards that extend the battle, such as ; however, this card is too expensive to see reliable use most of the time.
| Mescal/Hyper |
fandom.100orangejuice | # Mescal/Info
Mescal is one of the playable characters in . She was added to the game in alongside
Overview.
Mescal is a unique character with a passive and Hyper built around punishing those who challenge her. With a slightly below-average health stat, and average ATK stat, Mescal will generally play passively. If Mescal's passive is not on cooldown, there will be a good chance a Pirate Crew Member will defend her. Should Mescal's pirate not be available to help, she can punish opponents attacking her through , in order to secure a counter-KO. This is her main strength. While being a good defender, Mescal is also not without pure offensive options, as provides +1 ATK, which can be used for better chances of KO on low HP opponents, or when desperate.
While having a potent defense, Mescal's offensive capability/board control, compared to characters with similar stats like , leaves her lacking. Mescal can be picked on due to her neutral ATK. She can be the target of high ATK bullies such as and , due in part to her pirate providing 1 win to the challenger when KO'd. Similarly, when landing on panels, Mescal's lower HP means she is likely to take a massive hit, unless using cards like or
. Since she has lower HP than average, and her Hyper is reliant on HP, Mescal is often the target of boost/event cards that lower HP, such as and .
| Mescal/Info |
fandom.100orangejuice | # Mescal/Mode Changes
Co-op
Mescal's stats, passive, and Hyper are unchanged in Co-op mode.
Bounty Hunt
Mescal's passive and Hyper are unchanged in Bounty Hunt mode.
Mescal's base stats give her 36 starting stars and a markup of +10% at shops.
| Mescal/Mode Changes |
fandom.100orangejuice | # Mescal/Strategy
Playstyle.
Mescal should play defensively, opting to avoid most fights and panels, as HP is very precious to her toolkit and statline. Instead, she should prioritize panels, only considering panels to obtain staple cards such as , , and . Generally, she should keep HP high to have a chance to use if needed. She should only start fights to secure an easy KO, a safe panel fight for norma, or when there is no better option. As a last resort, Mescal can use the +1 ATK from for an offensive KO. Mescal's bulk allows her to take panels relatively safely if the other option, such as a panel, would be too detrimental. panels are still a risky endeavor due to Mescal's smaller HP pool.
| Mescal/Strategy |
fandom.100orangejuice | # Mescal/Trivia
| Mescal/Trivia |
fandom.100orangejuice | # Mescal/Unlocks
| Mescal/Unlocks |
fandom.100orangejuice | # Mescal/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Mescal/Voice Lines |
fandom.100orangejuice | # Metallic Monocoque
Metallic Monocoque is a collectible Gift card that can be acquired from the Pudding Pack.
Strategy.
Metallic Monocoque is a helpful card for characters that are very susceptible to damage. Characters with low HP pools like and cannot afford to take much damage outside of combat. Metallic Monocoque helps these characters survive the effects of or cards like that would otherwise be a huge blow to their survivability. and can benefit from Metallic Monocoque solely from it being a gift card that doesn't help opponents that much while triggering their passive abilities. Metallic Monocoque is an invaluable card for . A single point of damage can be the difference between being invincible in battle and being an easy KO for a bully, so any way she can prevent the loss of HP is well worth the star cost. It's also a great card for as this means he won't take any damage for any card that he discards, only that he will lose Lvl x2 stars which actually are not a lot given that the most stars he will lose is 10 stars for 1 damage reduced, and that is a great tradeoff. Metallic Monocoque can also be used to block the damage from effects like or , giving the player increased survivability in exchange for gradual loss of stars.
Due to its very specific niche, there are games where Metallic Monocoque simply doesn't do anything due to the cards and characters in the game being unlikely or unable to deal damage. In games such as these, it can become a wasted draw if the player happens to find it. Metallic Monocoque is also a bit less useful for characters with high EVD stats like , as they are more likely to dodge incoming damage regardless of their current HP. Characters like and who use their hyper cards to deal damage to opponents outside of battle can be at a disadvantage when Metallic Monocoque is in the deck. in particular should never bring this card, as it reduces the effectiveness of many of cards she uses like and and blocks any shots of that happen to target the opponent carrying it.
Metallic Monocoque is widely useful against Co-op bosses, particularly on Hyper difficulty as many level 3 cards exclusively deal non-battle damage. This is most notable for Big the Jonathan with 4 such cards (including Aura of Terror which is fully prevented). It is also useful for Star Devourer (3) and RoPoChi (3), and of small benefit for Big the Haruo (2) and Summer Beast (1).
| Metallic Monocoque |
fandom.100orangejuice | # Midnight = Kemonomimi
Overview.
This is a bonus challenge scenario that is unlocked after completing the QP campaign, featuring the base-game characters from the QP Shooting series. It is found in the "Extra" section in the campaign selection menu.
Gameplay.
There is no character selected by default for this episode. The match is played on the Highway Heist board, with the , , and field events in effect. The opponents for this episode are , , and .
Unlock Info.
This episode is unlocked by completing QP Final Episode on any difficulty.
| Midnight = Kemonomimi |
fandom.100orangejuice | # Mimic
Mimic is a collectible Boost card that can be acquired from the Mixed Booster Pack.
Effect.
When used, the player will be prompted to target another player. Upon doing so, all Hyper cards the player holds will transform into the Hyper that the targeted player naturally owns.
Strategy.
Mimic is an excellent card for characters with less powerful or extremely situational hypers. Mimic works best when the player's hyper card is either weak, not usable until high levels, or simply not useful in most situations. It is best to used by characters like or , whose hyper cards are arguably weak or situational. Some characters with event hypers like and still receive benefits if another character copies their hyper, so they can play this card in their deck safely despite having useful hypers. With the right opponent to copy, Mimic can be catastrophic in the right hands. For instance, can copy to become a deadly +3 ATK character. can use the card to copy for massive attack boost in conjunction with her passive. There are many different and powerful combinations that would not be possible otherwise. and can use Mimic to convert their s or random hyper cards into much more impactful cards, although they will need to draw Mimic after using and respectively to avoid converting it.
Mimic has two key weaknesses: it requires additional hyper cards to be useful and its strength depends heavily on the characters chosen by the opponents. If the player draws Mimic but is unable to draw a hyper card from the deck, the card is completely useless. It can still be played to quickly remove it from the player's hand but will have no effect if the player has no hyper cards. The player will also likely want to get at least two hyper cards from Mimic, and thus will use their entire hand when the card is activated. This can result in the player discarding useful cards earlier in the game. The character reliance is perhaps the most fickle problem for Mimic. Some hyper cards are not very effective and others only really benefit certain characters. If for instance, the player is up against , , and , the player will have little point to using the Mimic at all. , , and are all much more powerful for their original character than the rest of the roster. Consequently, if the character is using a character with an arguably strong hyper such as or , the player should not bring Mimic as it will more than likely benefit the opponents more than the player. Certain hyper cards can actually become stronger when acquired by another character, such as or .
| Mimic |
fandom.100orangejuice | # Mimyuu
| Mimyuu |
fandom.100orangejuice | # Mimyuu's Hammer
Mimyuu's Hammer is a collectible Trap card that can be acquired from the Base Pack.
Effect.
Upon use, this Trap card is set on the player's current panel. When this card is triggered, the affected unit will take 1 damage.
Strategy.
Mimyuu's Hammer can be a real pain for characters with lower HP pools, making it a dangerous card for characters like or . Players weakened by this trap can become easy pickings for offensive characters like and . in particular gets some extra mileage out of this card thanks to their smoke passive, allowing them to more easily catch up to the now injured opponent. can use this card to deal small amounts of damage to opponents in order to get more stars from and .
As with all trap cards, a player must land on it in order for it to be effective. There is always a chance that opponents will be able to avoid the trap, effectively making it a dead card. The damage Mimyuu's Hammer deals is very minor, and can quickly be negated by a panel, , or a number of other cheap healing effects. Characters with large HP pools like or can easily shrug off the damage from this trap. If the victim is KO'd, they only lose time while trying to revive, and the setter of the trap does not receive anything. Passive characters like have more impactful options for traps, preferring control options such as or due to the difficulty they have taking advantage of weakened opponents. Even offensive characters are generally better off putting in their decks, as they can control who gets hit and when it happens.
| Mimyuu's Hammer |
fandom.100orangejuice | # Mimyuu's Hammer (achievement)
Mimyuu's Hammer is a Steam achievement in "100% Orange Juice".
| Mimyuu's Hammer (achievement) |
fandom.100orangejuice | # Minelayer
Minelayer could refer to:
| Minelayer |
fandom.100orangejuice | # Minions of the Master
Overview.
"Mysterious new enemies are rampaging around! Cooperate with others to put an end to the madness by playing the new co-op mode!"
This event did not receive any reruns, and was retired in Version 2.7.3.
Rule Changes.
<tabber>
This event is completely based around the newly introduced permanent Co-op mode. The new co-op mode is different than the one featured in the previous Beach Party event. Each player will work together as a single team to defeat the boss on the map. Players will not be racing for Norma against each other but will instead reach maximum Norma at level 5. The player will then need to defeat the boss to win the game or lose if all players are KO'd at the same time. As the event relies on cooperation, it is quite difficult to complete the event alone, with a CPU player. The complete list of changes are as followed:
Roles are a unique way to play in co-op, with each character being designated to a role and rank. The roles are Attacker, Guardian, Supporter and Avenger, each of which features their own special abilities. Each character will receive a rank of A-E and a set amount of Deck Points depending on their rating. Generally, the stronger the character's stats, the less points provided.
Each of the roles sport new abilities to help players survive and defeat the boss. They can be leveled up by playing their respective role and doing actions related to it. Avenger is locked at the start, but it can be unlocked by reaching Attacker Lvl 10 or if the player had unlocked it previously in the Beach Party event.
A few characters have rather notable changes and passive tweaks that are important for the player to understand when playing in co-op. Certain characters are more or less viable then they usually would be, as a result of these adjustments.
Character Passives With Changed Effects
Hyper Cards With Changed Effects
Cards that cost 0 points
Cards that cost 2 points
Cards that cost 5 points
Cards that can't be used
Big the Haruo
Big the Haruo is the first boss for the Co-op mode. It has 50HP, and has a statline of -1 ATK, +1 DEF and +1 EVD. It also has two passives, the first one granting it -1 ATK, -1 DEF and +1 dice when attacking for every Chicken minion on the field, and the second one letting it spawn a new chicken every 5 Chapters using the Roost card.
Big the Haruo will change when playing in Hyper difficulty, and its passive will change to spawn 2 Chickens every 5 Chapters.<br><br>
Cards used by Haruo
Level 0 Cards
Level 1 Cards
Level 2 Cards
Level 3 Cards
Hypers
M10 Robot
M10 Robot is the second boss for the Co-op mode. It has 50HP, and has a statline of +1 ATK, +1 DEF and -2 EVD. It also has two passives, the first one allowing it to not stop after challenging an enemy and the second one granting it +1 ATK for every player battled that turn. It will also use Protect every 5 chapters, which will protect it from 3 damage and only deal 1 to it. Once the shield is destroyed, it'll get the Scrambled effect, which will weaken it down by -2 DEF, -2 EVD and -1 on movement for 3 chapters.
M10 Robot will change when playing in Hyper difficulty, and the damage done to it will be reflected back at the attacker.<br><br>
Cards used by M10
Level 0 Cards
Level 1 Cards
Level 2 Cards
Level 3 Cards
Hypers
Star Devourer
Star Devourer is the third boss for the Co-op mode. It has 75HP, and a statline of +1 ATK, -1 DEF and -1 EVD. It has several passive abilities:
Star Devourer will also spawn a special Big Poppo, which will deal no damage but will steal 3 stars per damage dealt, similarly to . Once defeated, Big Poppo will award 25 stars and 3 wins to the players, and will have its Recovery stat upped to 10.
Star Devourer will change when playing in Hyper difficulty, and its passive ability won't give stars when taking damage.<br><br>
Cards used by Star Devourer
Level 0 Cards
Level 1 Cards
Level 2 Cards
Level 3 Cards
Hypers
</tabber>
Event Rewards.
<tabber>
This event features three global counters on the main menu of the game. This is the first event where there is more than one global counter. Similar to Beach Party, the global goal involves doing damage to the various bosses to deplete their health bar. Once a certain amount of damage was dealt, new items, bosses, and global counters were unlocked for all players.
Unlike in previous events that featured global counters, the ending cutscene would not trigger until the player played at least one online game in Co-op mode. This set a precedent for future events and reruns that featured global counters, requiring the player to participate in the event mode to receive global counter rewards.
Big the Haruo.
Starting HP: 2,000,000
M10 Robot.
Starting HP: 1,500,000
Star Devourer.
Starting HP: 800,000
All Counters.
Bonus items can be received at random after finishing a game during the event. This event features the below bonus items (shown as x/4 in the event pop-up).
</tabber>
| Minions of the Master |
fandom.100orangejuice | # Minions of the Master/Story
[ Return to Top ]
| Minions of the Master/Story |
fandom.100orangejuice | # Minor Game Modes
Minor game modes are those which alter only a small part of the gameplay, but otherwise remain similar or almost identical to Normal Mode. These modes are reserved for events, and event progress can only be made by playing in that game mode. Player stats, such as number of wins and number of games played, are unaffected when playing in these modes.
Before the Master Anglers event, these minor event-exclusive game modes would simply replace Normal Mode for the duration of the event, with no option to switch between modes. This change applied to both singleplayer and online games, but not campaign episodes. Since then, players have been given the choice to play the event mode by using the game mode switcher implemented permanently in Version 2.0, with the event's game mode being listed as an option alongside the permanent game modes for the duration of the event.
Starting in Version 3.10.3, while a seasonal event is active, a Seasonal Event toggle now appears in the lobby settings when starting a custom singleplayer game or creating an online lobby. This allows players the option to apply event changes to Normal, Co-op, and Bounty Hunt modes, or to play the game without event changes.
Game Modes.
These game modes are identical to Normal Mode, save for a small amount of additions or mechanics. In-depth details about each game mode can be found on the respective event pages.
Other Seasonal Changes.
There are a number of times that the mechanics of Normal Mode have been changed for the duration of an event. While the major game modes Co-op Mode, Xmas Mode, and Bounty Hunt Mode have always been separated from Normal Mode during their events, it wasn't until the Master Anglers event that all event game modes started consistently getting their own dedicated modes, regardless of the scale of the changes which the game modes made. Unless otherwise specified, these changes would apply to all custom Normal Mode games in both singleplayer and online, and would not apply to campaign episodes.
Some of these minor game modes would later be incorporated into the base game as optional Field Events.
| Minor Game Modes |
fandom.100orangejuice | # Mio
| Mio |
fandom.100orangejuice | # Mio's Cake Dice
Mio's Cake Dice is a dice cosmetic that was first introduced during the Clash of Cakes event. The dice is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Mio's Cake Dice |
fandom.100orangejuice | # Mio's Cake Homemark
__NOEDITSECTION__
Mio's Cake Homemark is a homemark cosmetic that was first introduced during the Clash of Cakes event. The homemark is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Mio's Cake Homemark |
fandom.100orangejuice | # Mio's Dark Citadel
Overview.
After defeating Mio's abomination, , Tomomo pursues Mio, the entity that made her a magical girl, to defeat her once and for all.
Gameplay.
There is no character selected by default for this episode. The match is played on the Dark Citadel board, with the , , and field events in effect. The opponents for this episode are , , and .
The Mio in this match has an HP value of 9999, displayed as ?/?. This HP stat is kept track of during the match like any normal HP value, although it cannot be seen. Mio is also immune to any effects that can instantly KO, or set HP to a fixed value.
Unlock Info.
The steps needed to unlock Mio's Dark Citadel involve a process of completing numerous co-op related tasks in a specific order. The full unlock procedure can be found on the Retired Events page.
Mio's Dark Citadel could be unlocked during the Master of the Minions event, after the global counter had reached 0 HP. After the event's end, the campaign became non-seasonal post-release.
Strategy.
This extra episode is rather difficult for quite a few reasons. First and foremost, the player is up against some of the strongest offensive characters in the game, with Star Breaker and Tomomo packing massive potential damage. The player is also up against Mio, who as mentioned before, has 9999 HP and is immune to KO effects, making it practically impossible to stop her from progressing her norma. Cards can still be used to steal from her star supply, but battles will be nearly useless against her. The player's main rival will likely be either Tomomo or Mio, as Tomomo can quickly amass stars and wins from encounter panels, and Mio's wins and stars will grow exponentially.
Besides the characters, the player will also have to deal with the board. Dark Citadel is a somewhat complicated board to maneuver that is both the player's best friend and worst nightmare in this scenario. The board features a nice amount of and panels to support the player. The panels are also all near the center, which can help increase the player's chance of landing on any home panel. However, by that same token, the board also sports panels which can make the player more vulnerable to the opponent's attacks. The addition of field events creates the most difficult in the episode, however. The field event will continuously lower the player's HP, which is problematic, as the player will want to keep their health as high as possible during the match, to avoid certain death from a high opponent roll. It can work in the player's favor, though, as it also lowers the opponent characters' health, enabling the player to KO them and steal their stars and gain wins, especially from Star Breaker. The event can also harm or help the player but provides easy access for the player to acquire potentially strong cards or extra stars to stay ahead. One of the most difficult aspects of this board is the field event. Dark Citadel is already rather complicated, and the backtrack event makes it so that players cannot go to the home panels. Consequently, the player should be aware of whether backtrack is active, to ensure they do not accidentally set themselves up to miss the opportunity to norma after the event has subsided.
| Mio's Dark Citadel |
fandom.100orangejuice | # Mio's False Cake
Mio's False Cake is a seasonal event Boost card that is available during the Clash of Cakes event.
Effect.
When used, the player will receive a prompt to select between two options of what to do with the cake; Eat or Throw.
Selecting Eat will cause the player to receive a random effect:
*Heal: Heal 2 HP (only up to full HP).
*Stars: Receive stars equal to 6 multiplied by your level (up to level 3).
*Win/Fame: Gain 1 Win (if playing Normal/Co-op Mode). Gain 1 Fame (if playing Bounty Hunt Mode).
*Hyper: Receive a random Hyper card (this can be any Hyper card in the game, barring Hypers that can't be held in the hand).
*Dice: For 2 Chapters, roll x2 dice for all your actions.
*Draw: Draw 2 cards from the top of the deck.
*Joker: For 2 Chapters, cards can be played for no cost.
*Reverse: For 2 Chapters, walk in the reverse direction on the board.
*Battle: Battle an panel enemy.
*Bomb: A bomb is set on your current panel.
*Warp: Teleport to any Warp or Warp Move panel.
*Frostwalk: For 2 Chapters, turn panels you walk over (including the panel you stop on) into panels.
*Discard: One random card from your hand is discarded.
*Skip: Skip the next turn.
*Drop: Lose stars equal to 6 multiplied by your level.
*Damage: Take 2 damage.
Selecting Throw causes the player to be prompted to target a non-KO'd opponent. Upon doing so, 1 damage will be dealt to that opponent.
If there are no valid targets for the Throw option, the Eat option is automatically selected.
| Mio's False Cake |
fandom.100orangejuice | # Mio's Flame Dice
__NOEDITSECTION__
Mio's Flame Dice is a dice cosmetic that was first introduced as a reward for completing the Master of the Minions event in 2019. The dice is non-seasonal, meaning it can be unlocked at any time of the year.
| Mio's Flame Dice |
fandom.100orangejuice | # Mio/Cosmetics
| Mio/Cosmetics |
fandom.100orangejuice | # Mio/Hyper
Effect.
Mio's Hyper is Magical Inferno. When used, all opponents in the same uninterrupted column or row of panels as the player will be instantly KO'd. The player steals stars from every unit KO'd by this effect equal to the amount of stars that would have been stolen if the unit had been KO'd in battle. After the card has been used, the player's turn ends.
This effect will not KO units on the same panel as the player. This card cannot be used if there are no valid targets.
Strategy.
Magical Inferno is a brutally powerful Hyper, that can be used as a deterrent, a powerful weapon to take out many players, or a sniping tool, depending on the situation. The Hyper is unique in that it is the only card that can instantly take half of the opponent's stars with an out-of-battle KO as if a battle occurred. Similar to , , and , this Hyper can give a potentially massive star payout depending on the timing of the card. At best, the player can KO every opponent at once, potentially giving them well over 100 stars and easily paying off the price of the card. A well-timed Magical Inferno can greatly set back certain opponents by setting them far behind in the later chapters of the game, especially if they fail their recovery roll multiple times. In the right circumstances, the card can steal victory from the lead opponent, render them unable to fight back, and enable the player to win instead. The card also works as an excellent deterrent once the player reaches Norma 3. Opponents, if they cannot reach Mio, may choose to take disadvantageous paths in order to prevent themselves from standing next to Mio. Overall, with the right timing, and a bit of luck, Magical Inferno can reap massive rewards for the player.
Magical Inferno has some key disadvantages that prevent the card from being too powerful. As previously stated, the card cannot strike over gaps. As a result, the Hyper's performance is inconsistent based upon the board. On boards with long lines of panels such as Highway Heist and Dark Citadel, there are frequent opportunities to land the Hyper effectively.. However, on boards with many turns such as Santa's Workshop, the card's power will be reduced, with the player frequently only being able to strike the opponent on the panel next to them. The player may also just never be lucky enough to have an opponent line up with Magical Inferno, even on boards where it should theoretically be easy to accomplish. Another major disadvantage to the Hyper is its price. While other Hyper cards with variable costs can potentially cost more, Magical Inferno has the most expensive base price of any Hyper at 50 stars. This can make it extremely difficult to make a net profit with the card until very late in the game. The issue can be mitigated with , but doing so will also add an extra pressure on the player to reach Norma 4 before activating the card. One more major disadvantage of the Hyper is that it cannot be used on opponents on the same panel as the player. Consequently, opponents can simply attack the player if given the choice to pass them, in order to stay safe from Magical Inferno. Likewise, if the player is being actively pursued by an opponent, their only hope is that they move further than the opponent on their next turn to get the opponent in range of Magical Inferno.
| Mio/Hyper |
fandom.100orangejuice | # Mio/Info
Mio is one of the playable characters in . She was added to the game during the Master of the Minions event, after the global counter reached 0 HP. Mio was the first newly added base game character since the playable bosses, and was released to celebrate 1,000,000 downloads of "100% Orange Juice!" on Steam.
Passives.
None.
Overview.
The self-proclaimed "mama" of and the one who made her a magical girl, Mio is a smug magical devil, eager to torch opponents just for fun. Mio features a unique stat line, with a high health stat of 6, a slightly below-average defense stat, and a buffed evasion stat. Mio is rather unique in that she is the only character (other than unsoftened ) with more than 5 HP and a positive evasion stat, and thus has the advantage of being able to dodge low opponent rolls more easily than similar units, instead of burning through her health supply. Despite this advantage, Mio is generally not favorable for aggression, given her lack of an attack buff. Consequently, the player should usually focus on panels and star norma to achieve victory, which will also aid the player in feeding Mio's powerful and extremely expensive hyper, . Most advantageous to the player, Mio sports one of the strongest hypers in the game that under the right circumstances can dominate the opponents.
Like all characters, Mio possesses some key flaws. Mio's biggest flaw is that she lacks survivability and can be bullied easily by opponents. Even with her 6 HP pool, her negative defense does little to protect it. Opponent battle rolls of 5-6 will likely take a substantial chunk of her HP in each hit. Likewise, her +1 EVD stat is fickle. The minor evasion buff encourages dodging but is unlikely to protect her from high rolls and may cost the player precious health points if they roll poorly. As a result, Mio's hyper is often more likely to be spent recovering the stars the opponents have beaten out of her. In general, Mio needs her hyper card to make any kind of "power play", as her stats do not enable her to.
+High base HP and above-average EVD
+Extremely powerful hyper card
-Below-average DEF and neutral ATK
-Hyper reliant
-Hyper is extremely expensive
-Hyper does not work well on certain boards
| Mio/Info |
fandom.100orangejuice | # Mio/Mode Changes
Co-op
In Co-op mode, Mio's stats and passive do not change.
Mio's Hyper, Magical Inferno, has a different effect in Co-op. When used, all enemies in the same uninterrupted column or row of panels as the player will instantly receive 5 damage. (In all other aspects, this Hyper functions similarly to its Normal mode counterpart.)
Bounty Hunt
Mio's passive and Hyper are unchanged in Bounty Hunt mode.
Mio's base stats give her 36 starting stars and a markup of +10% at shops.
| Mio/Mode Changes |
fandom.100orangejuice | # Mio/Strategy
Playstyle.
Give in a very large HP pool, buff EVD stat, and a comeback hyper, Mio is most suited to play as a offensive tankbuster, playing to her strengths and if things go wrong she should use hyper on a character, in order to get the lead back.
| Mio/Strategy |
fandom.100orangejuice | # Mio/Trivia
| Mio/Trivia |
fandom.100orangejuice | # Mio/Unlocks
| Mio/Unlocks |
fandom.100orangejuice | # Mio/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Mio/Voice Lines |
fandom.100orangejuice | # Mira
| Mira |
fandom.100orangejuice | # Mira/Cosmetics
| Mira/Cosmetics |
fandom.100orangejuice | # Mira/Hyper
Effect.
Mira has two Hypers, which will transform into each other depending on certain criteria.
| Mira/Hyper |
fandom.100orangejuice | # Mira/Info
Mira is one of the playable characters in . They were added to the game in alongside .
+Above average attack and evade stats and decent HP
+Trap cards apply additional effects to enemies
+Hyper can get you out of scary situations or help you reach norma quickly
-Below average defence stat
-Hyper has little to no offensive use
-Passive can help opponents in some specific situations
| Mira/Info |
fandom.100orangejuice | # Mira/Mode Changes
Co-op
In Co-op mode, Mira's REC stat is increased from 5 to 6, due to their base ATK of +1.
Mira's passive and Hypers do not visibly change; however, the Binding Smoke stock effect granted by the passive and Hyper will only affect enemies and not players.
Bounty Hunt
Mira's passive and Hyper are unchanged in Bounty Hunt mode.
Mira's base stats give them 30 starting stars and a markup of +25% at shops.
| Mira/Mode Changes |
fandom.100orangejuice | # Mira/Strategy
| Mira/Strategy |
fandom.100orangejuice | # Mira/Trivia
| Mira/Trivia |
fandom.100orangejuice | # Mira/Unlocks
| Mira/Unlocks |
fandom.100orangejuice | # Mira/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Mira/Voice Lines |
fandom.100orangejuice | # Mira (Co-op)
| Mira (Co-op) |
fandom.100orangejuice | # Miracle
Miracle could refer to:
| Miracle |
fandom.100orangejuice | # Miracle Red Bean Ice Cream
| Miracle Red Bean Ice Cream |
fandom.100orangejuice | # Miracle Walker
| Miracle Walker |
fandom.100orangejuice | # Mirror Image
Mirror Image is a Steam achievement in It is one of 6 achievements included within DLC 29.
| Mirror Image |
fandom.100orangejuice | # Miser
Miser is a Steam achievement in "100% Orange Juice". It is one of 8 achievements included within DLC 8.
| Miser |
fandom.100orangejuice | # Miusaki
| Miusaki |
fandom.100orangejuice | # Miusaki's Volleyball
Miusaki's Volleyball is an individual character accessory that was first introduced during the Summer Games event in 2019. The accessory is non-seasonal, meaning it can be unlocked at any time of the year.
| Miusaki's Volleyball |
fandom.100orangejuice | # Miusaki/Cosmetics
| Miusaki/Cosmetics |
fandom.100orangejuice | # Miusaki/Hyper
Effect.
Miusaki's Hyper is Solid Witch. When used, the player will not take damage from any damage-dealing effects for 1 chapter.
The player will not become immune to effects that cause HP loss, effects that set HP to a certain value, or effects that cause instant KO.
Strategy.
Solid Witch is a powerful Hyper card that enables the player to avoid taking any damage for 1 chapter. Consequently, the card can be used for a mixture of both defensive and offensive purposes. For instance, the card can be used when the player is low on HP and is either approaching or being chased by a high ATK character such as or . The Hyper's activation will either force the opponent to pass the player or take the risk of attacking the player while invincible to stay behind them. The card can also be used to protect the player from panels in the late game, especially if HP is low. In addition, the Hyper makes a great counter to any opponents' threatening Hypers. Given the protective qualities of Solid Witch, it can also be used offensively. If multiple opponents are on the same panel nearby, the player can activate the Hyper and fight all of the opponents with virtually no risk of being KO'd. Solid Witch can also be used as a vicious combo with or , with the former enabling the player to deal 2 rounds of risk-free damage and the latter ensuring the user will win the fight no matter what.
However, Solid Witch is not an invincible barrier. Arguably one of the Hyper's greatest disadvantages is that unlike most protective Hypers such as and , its duration is extremely short. Subsequently, opponents behind the player can just wait for the effect to end, and if the player is trying to use it offensively, they may fail to roll high enough to reach their target. Thus, if the player fails to time the Hyper well, it can easily go to waste. Another issue with Solid Witch is that it does not protect the player from everything. The Hyper can only block damage dealt in combat or cards that deal damage outside of combat. Cards that instantly KO a player and cards that change the target's HP directly still penetrate through the shield granted by the Hyper.
| Miusaki/Hyper |
fandom.100orangejuice | # Miusaki/Info
Miusaki , also known as Miu, is one of the playable characters in She was added to the game in alongside . She originates from the currently unreleased game "Alicianrone" in which her role is unknown.
Overview.
A tomboy with a loud mouth and lack of grace, Miusaki is a chipper and spirited magical girl who's ready to play. Miusaki features a very unusual stat line with an average 4 HP, a buffed ATK stat, a heavily debuffed DEF stat, and a standard REC and EVD stat. As to be expected, the extra +1 to ATK can be extremely useful in combat, and her neutral EVD stat can help her dodge low rolls from wild units on panels. However, the true hallmark of Miusaki that stands out above the rest of her stat line is her passive. Similar to , Miusaki is constructed around a passive that can make her extremely difficult to KO. When defending, she will only take a maximum of 2 damage. Given that she has 4 HP, it will always take at least 2 battles to KO her without the help of effects that damage her outside of battle. Unsurprisingly, this can be extremely useful, Miusaki is immune to Hypers that usually cause almost certain KO's like and if she has at least 3 HP going into the battle. This also makes Miusaki a strong player in the late game, as she can survive the powerful attacks of bosses and opponents will be unable to KO the player on a home panel to get stars and win the game if Miusaki has more than 2 HP. Better yet, even if the player's HP is reduced to 2, they can easily put the HP barrier back up through simple means such as landing on a panel, using a cheap healing card like , landing on a panel, or recovering from a board effect like . The ability to survive, compounded with Miusaki's Hyper that prevents her from taking damage, makes her a great, if not an unusual tank.
Despite her ability to survive where many characters would not, Miusaki is far from unbeatable. One of the key disadvantages of Miusaki is her DEF stat, which actively counterbalances her passive. Miusaki has the lowest DEF stat in the game at -2, which means she is basically guaranteed to take 2 damage whenever an opponent attacks her with a strong roll. As a result, a steady stream of powerful abuse from bullies can take her down quickly under the right circumstances. HP is a very big deal for Miusaki, so simple effects like and become much more influential if the player is already damaged. Miusaki is also not quite as resilient as NoName, as neither her passive nor Hyper protect her from KO effects.
Playstyle.
Miusaki should more often than not try to aim for star norma and play passively unless the opportunity to attack a weak opponent presents itself. In the early game, the player should focus on and panels as the better the player's hand, the more prepared they will be for the later game. The player will want to have healing cards on hand at all times.
+Powerful passive - guaranteed to survive when defending with 3 or 4 HP
+Strong Hyper that can be used for both protective and assault purposes
-Terrible DEF stat and mediocre HP and EVD stats. High chance of KO at 1 or 2 HP
-Hyper does not block instant-KO effects or effects that set HP to a certain value
| Miusaki/Info |
fandom.100orangejuice | # Miusaki/Mode Changes
Co-op
In Co-op mode, Miusaki's REC stat is increased from 5 to 6, due to her base ATK of +1. Miusaki's Hyper does not change.
Her passive, does change. The passive is now changed to "When using Defend in battle, never take more than half your max HP in damage at once (rounded up)."
Bounty Hunt
Miusaki's passive and Hyper are unchanged in Bounty Hunt mode.
Miusaki's base stats give her 42 starting stars and a discount of -5% at shops.
| Miusaki/Mode Changes |
fandom.100orangejuice | # Miusaki/Strategy
| Miusaki/Strategy |
fandom.100orangejuice | # Miusaki/Trivia
| Miusaki/Trivia |
fandom.100orangejuice | # Miusaki/Unlocks
| Miusaki/Unlocks |
fandom.100orangejuice | # Miusaki/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Miusaki/Voice Lines |
fandom.100orangejuice | # Miusaki (Co-op)
| Miusaki (Co-op) |
fandom.100orangejuice | # Mix Phenomenon
Mix Phenomenon is a collectible Event card that can be acquired from the Mixed Booster Pack.
Effect.
Upon use, all panels on the board except for panels will be transformed into random panels. The panels will stay transformed for three chapters.
Strategy.
Mix Phenomenon is a card designed to counter the effects of panels that would otherwise be dangerous for the player to land on. The most common way to utilize it is to effectively disable a or event for a few turns, making the board much safer for all characters. It can also be used to deny certain panels from other players, such as disabling warp panels to prevent someone who is low on health from getting away.
Unfortunately, Mix Phenomenon is a card that many characters don't particularly need in their decks. Although Mix Phenomenon is great for defensive characters, offensive characters don't stand to benefit from it nearly as much outside of disabling the boss. Many characters have much more helpful cards they can add to the deck that will help them achieve victory.
| Mix Phenomenon |
fandom.100orangejuice | # Mixed Booster Pack
Mixed Booster Pack is the third card pack available in 100% Orange Juice. The pack is the third DLC in the game and was the first DLC card pack released for the game. It was released March 9, 2015. The Mixed Booster Pack is the third most expensive pack out of all the packs in the game. The mixed booster set itself contains the second smallest amount of cards ahead of the Community Pack with 11 collectible cards: 3 rares, 4 uncommons, and 4 commons. In total the pack adds, 2 battle cards, 5 boost cards, 2 event cards, and 2 trap cards. The cards feature designs by Junpyon and Hono and the pack adds 7 new achievements to the game.
| Mixed Booster Pack |
fandom.100orangejuice | # Mixed Pack
| Mixed Pack |
fandom.100orangejuice | # Mixed Poppo
| Mixed Poppo |
fandom.100orangejuice | # Mixers
Mixers are a unique feature exclusive to Co-op Mode, added in Version 2.7. They are essentially the co-op version of field events, functioning similarly to them in many ways. The main difference is that mixers are not fully customizable, only able to be enabled or disabled by the player. In addition, there are many mixers that have a continuous effect which applies to the whole match, rather than intermittent effects which happen every few chapters.
Every day (at 00:00 PST or 01:00 PDT), two to three mixers are randomly selected, and this set of mixers is available in all Co-op Mode games for the following 24 hours. The random selection is based on the Steam server time, meaning that the set of mixers will be the same for everyone.
Mixers are only refreshed when the player begins creating an online lobby or singleplayer match, or when returning to the lobby screen after a game has finished. This makes it possible to play with a set of mixers after they have expired, but only once per lobby (since the end of the match causes the lobby's mixers to refresh).
Mixer Difficulties and Reward Modifiers.
Playing with mixers enabled will allow the player to receive additional rewards. Each mixer has a difficulty assigned, which will apply a reward modifier depending on the difficulty. This enables the player to receive more co-op role XP at the end of a Co-op match, as well as more if it was an online game. There are three mixer difficulties, each with its own reward modifier value.
These modifiers are applied together with the other modifiers in the reward modifier equation to affect the final total of rewards received from a match. The theoretical maximum bonus from mixers would be three negative mixers making a total modifier of +75%, while the minimum amount is +0% if mixers are disabled, or with only positive mixers. Due to the way the equation works, the player can earn the same amount of rewards playing on Casual difficulty with three negative mixers as they can by playing on Hyper difficulty with mixers disabled.
| Mixers |
fandom.100orangejuice | # Modding Manual
2020 Aug 06 : more recent instructions for modding were posted to Steam Community forums: https://steamcommunity.com/sharedfiles/filedetails/?id=2189405817
The "Legacy" mod method is described below.
Upon starting the game with the new update, a new “mods” folder will appear at the location of 100% Orange Juice’s executable. You can find it by going in your Steam Library > Right clicking 100% Orange Juice > Properties > Local Files > Browse Local Files.
The new mods folder will be where you will store all your mods.
Make up your first mod..
To make your first mod, you need to create a new folder in “mods”, which will be your mod’s name.
Inside this folder, you will need a mod definition file, called mod.txt. The content should follow this format:
This syntax is the same as a localization define file.<br>Make sure the encoding of this file is UTF-8.
Once the file is created, the structure of your mod should be (following the previous example):
Legal Notice.
"Game resources described in these instructions may only be extracted and used outside of the game itself for the exclusive purpose of generating custom graphic mods for the game 100% Orange Juice. They cannot be used for any other purpose, or in any way that demeans the game or the characters, or hurts the rights of the copyright holder. It is the responsibility of all mod creators to obey local laws and respect trademarks."
"Fruitbat Factory, Ltd. may announce further restrictions to the way these game resources may be used, or revoke the right to use these resources to create mods at will by posting an announcement about it on Twitter, Discord, Steam or other public venue and encrypting the listed graphic archives."
"Before making any mod public, it is the responsibility of the creator to refer to the latest version of this document to make sure their mod is compatible with the current mod guidelines and use limitations."
References.
100% Orange Juice - Modding documentation
| Modding Manual |
fandom.100orangejuice | # Money Makes the World Go 'Round
| Money Makes the World Go 'Round |
fandom.100orangejuice | # Money Talks
| Money Talks |
fandom.100orangejuice | # Monster Bird?
Monster Bird? is a Steam achievement in
Strategy.
Not sure if this achievement can be done by yourself intentionally getting killed by the chicken? If it does/doesn't then please mention it, thanks :)
| Monster Bird? |
fandom.100orangejuice | # Monsters
| Monsters |
fandom.100orangejuice | # Moonwalk
| Moonwalk |
fandom.100orangejuice | # Moss Golem
| Moss Golem |
fandom.100orangejuice | # Moss Golem/Info
Moss Golem is one of the bosses on boards in . It is a special Boss that always replaces the usual Boss when playing Bounty Hunt Mode. However, it appears in Normal Mode as well. It was added to the game alongside the introduction of Bounty Hunt Mode.
Boss Overview.
Moss Golem is by far the most powerful Boss in the game, possessing the highest HP of all Bosses, as well as a whopping +3 ATK leaving it tied with for the highest ATK of all Bosses. This, combined with its decent DEF, makes it a powerful force that is extremely challenging to KO.
Moss Golem is always the Boss when playing in Bounty Hunt Mode, replacing the standard Boss. In this mode, the player can acquire many tools from the various shops to help deal with it, whether through increasing stats or protecting from damage. However, Moss Golem is also able to appear as a standard Boss in Normal Mode on select boards. In Normal Mode, Moss Golem is very dangerous to contend with, able to use its high health stat to act as a damage sponge while retaliating with its high ATK stat. As such, players should do best to avoid Moss Golem unless they have made a plan beforehand.
Boards Present.
Moss Golem appears on the following boards:
| Moss Golem/Info |
fandom.100orangejuice | # Moss Golem/Poses
| Moss Golem/Poses |
fandom.100orangejuice | # Moss Golem/Trivia
| Moss Golem/Trivia |
fandom.100orangejuice | # Moss Golem (Boss)
| Moss Golem (Boss) |
fandom.100orangejuice | # Motivate
| Motivate |
fandom.100orangejuice | # Mousse
| Mousse |
fandom.100orangejuice | # Mousse/Info
Mousse is one of the twelve non-playable monster units featured in Bounty Hunt Mode. It was originally added to the game alongside Bounty Hunt Mode itself during the Bounty Hunters event. It was reintroduced when the mode became a permanent addition to the game during the Bounty Hungers event.
Mousse also appears in both the Wanderers campaign and Chaos Mode.
NPC Overview.
Bounty Hunt Mode.
Mousse appears in Bounty Hunt Mode as a monster that can be fought in Bounty Battles. Mousse is classified as an easy bounty, granting 2 fame upon KO.
Other.
Mousse also appears as an opposing enemy unit on the field in both Wanderers Final Episode, and as an easy invader in the Knight and Faeries mutator of Chaos Mode.
It has the same stats and passive as in Bounty Hunt Mode, as well as a REC of 4, and does not possess a Hyper.
| Mousse/Info |
fandom.100orangejuice | # Mousse/Poses
| Mousse/Poses |
fandom.100orangejuice | # Mousse/Trivia
| Mousse/Trivia |
fandom.100orangejuice | # Mousse/Voice Lines
Voice Lines.
Note: Voice lines cannot be listened to in the in-game Gallery.
| Mousse/Voice Lines |
fandom.100orangejuice | # Mousse Poppo Costume
| Mousse Poppo Costume |
fandom.100orangejuice | # Movement Boost
| Movement Boost |
fandom.100orangejuice | # Moving Castle in the Sky
Moving Castle in the Sky is a Steam achievement in . It is one of the four achievements for defeating boss characters, alongside Banned for Life, Full Metal Brother, and Big, Bigger, Po.
| Moving Castle in the Sky |
fandom.100orangejuice | # Moving the Goalpost
| Moving the Goalpost |
fandom.100orangejuice | # Multiplayer
Multiplayer enables multiple players to play together over the Steam network. Multiplayer is accessed from the Free Play menu. One of the players in the game must create a lobby and act as the server. The rest of the players can join that lobby as clients.
| Multiplayer |
fandom.100orangejuice | # Mushroom
<choose uncached=""></choose>
Mushroom cards are an assortment of special mushroom-themed cards spawned exclusively by the field event and Spores mixer. The effect of each Mushroom card is randomly determined at the start of the game.
These cards consist of , , , , , , , , , and . The differences between each Mushroom card are purely visual and only serve to differentiate between their randomly selected effects, as any type of Mushroom card may be assigned any kind of effect.
Mushroom cards can be either Boost or Battle cards, making 20 total variations of cards (10 colors and 2 types).
Effect.
Random Generation.
Before the game starts, each of the 10 colors of Mushroom card is randomly assigned a type, either Boost or Battle. They are then each randomly assigned a card effect, out of a list of 13 possible Boost effects and 11 possible Battle effects. Finally, all effects with more than one possible value will be randomly assigned a value. For the duration of the game, any given color of Mushroom card will consistently have the same card type and effect that was randomly assigned to it at the start of the game.
Usage.
Although each Mushroom card's effect is determined at the start of the game, these effects are initially hidden to the player. All Mushroom cards, when first obtained, will have their effect description listed as "Smells funky.", obfuscating their actual effect. Once a Mushroom card is used once, the description of that color of Mushroom card will be changed to reveal its true effect, with all new Mushroom cards of that same color now bearing the revised description. In Normal Mode, the description is only changed for the player who used it, while in Co-op Mode, the description is changed for all players.
There are 24 possible base Mushroom card effects, with 13 being Boost cards and 11 being Battle cards. Many of these effects can additionally have 3 or 5 possible values, bringing the total amount of effects to 60.
Strategy.
Although a 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 opponent's stats, total health, dice rolls, and the sound effects produced by the card.
Battle Mushrooms count as battle cards for and can be played at norma 1, allowing her to quickly build or rebuild her stacks.
| Mushroom |
fandom.100orangejuice | # Mushroom Accessories
Mushroom Accessories are a set of unique character accessories that were first introduced during the Shroom Zoom event. The accessories are seasonal as they have only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Mushroom Accessories |
fandom.100orangejuice | # Mushroom Homemark
__NOEDITSECTION__
Mushroom Homemark is a homemark that was first introduced during the Shroom Zoom event in 2020. The homemark is seasonal, as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Mushroom Homemark |
fandom.100orangejuice | # My Bodyguard May Be Clumsy But They Are Secretly the Strongest
My Bodyguard May Be Clumsy But They Are Secretly the Strongest is a Steam achievement in
| My Bodyguard May Be Clumsy But They Are Secretly the Strongest |
fandom.100orangejuice | # Mysterious Space Odyssey
Overview.
This is a bonus challenge scenario that is unlocked after completing the Kai campaign, featuring base-game characters introduced in 100% Orange Juice. It is found in the "Extra" section in the campaign selection menu.
Gameplay.
There is no character selected by default for this episode. The match is played on the Space Wanderer board, with the , , , and field events in effect. The opponents for this episode are , , and .
Unlock Info.
This episode is unlocked by completing Kai Final Episode on any difficulty.
Strategy.
As a result of the rather large size of the board, the existence of the Random Warp and Regeneration events, and the considerable number of Panels, it is exceptionally difficult to engage in combat to try and win the game through Win Norma. The enemy characters will often get out of reach or warp away, making constant attacks nonviable. The two Marie Poppos also may simply use their Hyper to not only create distance but steal stars and get a large star boost while Kai's hyper allows him to deny counterattack.
| Mysterious Space Odyssey |
fandom.100orangejuice | # Mystery
| Mystery |
fandom.100orangejuice | # Mystery Bag
Mystery Bag is a special type of crate filled with many cosmetics, including seasonal cosmetics. By spending 30 , the player can receive a crate-exclusive cosmetic, or a seasonal cosmetic from a previous event, without needing to wait for a future event for a chance to receive the item. However, the player has a high chance of just receiving 15 Oranges instead of a cosmetic, essentially wasting 15 Oranges.
The Mystery Bag has a limited range of contents, as certain unique and noncosmetic items are not added to it. For instance, the bag does not contain boards, costumes, or any unlocks that can be earned from a campaign. If the player has unlocked all items (except Oranges) in the Mystery Bag's reward pool, the bag will no longer be purchasable. However, if new items are added to the bag at a later date, it will become available for purchase again.
The Mystery Bag only contains a small selection of the game's seasonal cosmetics. Since the end of the original Scramble!! for an Xmas Miracle! event, no new cosmetics have been added to the Mystery Bag, other than and the (which have been consistently added to the Mystery Bag for new characters). For most seasonal unlocks since then, the Mystery Bag has been succeeded by other systems of returning unlocks, namely and retired events.
Odds.
If all items in a category have already been unlocked, the odds will carry over to the category above it (for example, if all Sunglasses are unlocked, Christmas Outfits have a 10% chance of being unlocked), with Oranges counting as being above Rad Poppo.
On average, if you already have Rad Poppo but still need items from every other category, you will pay ~54.5 Oranges per item.
Mystery Bag-Exclusive Event Collectibles.
While no cosmetics have ever been exclusive to the Mystery Bag, some event cosmetics have not been made available in events for a significant period of time. As such, they are unlikely to be obtainable in future events, making the Mystery Bag the only source for these items.
| Mystery Bag |
fandom.100orangejuice | # Nacchan
Nacchan is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 18.
| Nacchan |
fandom.100orangejuice | # Nanako
| Nanako |
fandom.100orangejuice | # Nanako/Cosmetics
| Nanako/Cosmetics |
fandom.100orangejuice | # Nanako/Hyper
Effect.
Nanako's Hyper is Deploy Bits. When used in a battle, the player gains a total of +7 points distributed at random to their ATK, DEF, and/or EVD stats.
Strategy.
Deploy Bits gives Nanako surprise potential as her low HP and average ATK make her a character who isn't as suited to fighting as to defending. The gains from her Hyper can alter the current battle depending on her fortune with the +7 overall stat distribution.
Quantifying this Hyper leads to the conclusion that the average gain to each stat would be +2.33, leaving Nanako with a statline of +2/+4/+3 (with one added point given to a single of the three). Not only does this guarantee that she avoids anything below a 4, but it also allows her to survive an ATK roll as high as 12, which can be achieved under certain circumstances like extreme stacks of 's passive, or . While +2 ATK is also nothing to scoff at (and it can potentially go higher with some redistribution), it, in a similar vein to , is not enough to make reliable offensive plays unless an enemy is at low HP or the player is desperate, at least when layered atop Nanako's neutral offences. This leads to its best use case being as a surprise tool when an enemy tries to pick her off or otherwise rob her, as it can quickly lead to the tables turning.
Be careful with using this Hyper at 1 HP, as any stat boost applied to DEF is effectively wasted. It is best to use this card while at 2 or 3 HP in an attempt to defend against strong attacks.
| Nanako/Hyper |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.