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fandom.100orangejuice | # Nanako/Info
Nanako is one of the playable characters in . She was added to the game in alongside .
Passives.
None.
Overview.
Possessing a small stature and abrasive disposition, Nanako is a sharp-tongued warrior, ready to fight with the help of her 7 Bits. Nanako herself sports an unusual stat spread, featuring a very low HP stat of 3, but splendid bulk thanks to her boosts in both defense and evasion, alongside a reduced REC stat that makes her hard to keep down. Despite her low HP, Nanako's primary advantage is that she is the only character in the cast with both +2 DEF and +1 EVD, which means that she takes, on average, the "least" amount of damage from any character with neutral ATK, the consistently lowest against -1 ATK ( and can both take less but only temporarily), and the second-lowest from +1 ATK (only bested in this regard by , who cannot even evade low rolls). Given the right matchup and luck, Nanako can be deceptively difficult to KO, as her tank-like DEF enables her to survive big hits, and her EVD enables the player to avoid weak attacks from both opponents and panels. As a result of these stats, battles will generally only chip off a single point of HP from Nanako, which can be easily healed off by reaching a panel or using healing cards. These stats also enable the player to be able to benefit from a slew of protective cards such as and . Likewise, thanks to her improved REC stat, should the player be KO'd, they will likely be able to get back into the game quicker and have some slight comeback potential. Given her low HP, the player can also possibly benefit from certain board effects to avoid being KO'd. , , and can save the player if they are on 1 HP, and can make Nanako very difficult to KO.
Unfortunately, Nanako's main faults are linked to her statline failing to deter opponents, as well as the similarly designed overshadowing much of her kit. While Nanako's buffed EVD and tank-like DEF can theoretically keep the player alive, its usefulness is diminished by her neutral ATK and low HP. Without an ATK modifier, more aggressive opponents like are generally willing to challenge the player at any opportunity, as they expect mediocre retaliation (though this is ill-advised if Nanako is holding onto plenty of cards). Consequently, Nanako's stat prowess is undermined by her low HP, which is not designed for sustained combat. If constantly defending, the player can only survive 2 attacks, and if the opponent rolls a 3, using evade is already risky, as a roll of 1-2 will result in a KO. In short, Nanako is often treated like a sidegrade to , as the player is often unwilling to evade, unable to KO the pursuer, and must be lucky enough to , roll far away, or have cards on hand to prevent Nanako from being KO'd. While her offensive issues can possibly be overcome with offensive cards such as or , her low HP makes it inadvisable to sacrifice her DEF or HP. Likewise, if the player is KO'd, they may have difficulty mounting a comeback play, as a result of Nanako's fickle Hyper. Given these flaws, many players consider Peat to be a safer/better character, as the threat of +1 ATK is more frightening than an additional point in DEF, and his , although technically weaker, is far more consistent. With such a low HP stat, HP becomes priceless, and thus simple -1 HP effects can be extremely detrimental to the player's success when they are not at 1 HP.
+ Excellent defensive stats make it likely to survive one or two high attack rolls
+ Cheap battle Hyper that remains powerful even in an almost empty hand
+ Fast revivals allow her to take revenge on fragile bullies
- Randomness of Hyper's stat distribution can turn against her
- Average ATK stat makes her easy to pick on when she doesn't have her Hyper
| Nanako/Info |
fandom.100orangejuice | # Nanako/Mode Changes
Co-op
Nanako's stats, passive, and Hyper are unchanged in Co-op mode.
Bounty Hunt
Nanako's passive and Hyper are unchanged in Bounty Hunt mode.
Nanako's base stats give her 32 starting stars and a markup of +20% at shops.
| Nanako/Mode Changes |
fandom.100orangejuice | # Nanako/Strategy
Playstyle.
As Nanako, the player will generally play passively and focus on star norma. The player will want to focus on and panels, and bring healing and defensive cards to benefit from Nanako's innate defensive strengths.
| Nanako/Strategy |
fandom.100orangejuice | # Nanako/Trivia
| Nanako/Trivia |
fandom.100orangejuice | # Nanako/Unlocks
| Nanako/Unlocks |
fandom.100orangejuice | # Nanako/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Nanako/Voice Lines |
fandom.100orangejuice | # Nanora!
Nanora! is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 17.
| Nanora! |
fandom.100orangejuice | # Nap
| Nap |
fandom.100orangejuice | # Nath
| Nath |
fandom.100orangejuice | # Nath/Cosmetics
<tabber>
</tabber>
| Nath/Cosmetics |
fandom.100orangejuice | # Nath/Hyper
Effect.
Nath's Hyper is Another Ultimate Weapon. When used in a battle, the player gains +1 ATK and +1 DEF, as well as an additional +1 ATK and +1 DEF for every 20 stars spent on this card.
Strategy.
Another Ultimate Weapon is one of the most potent Hypers in the game, able to deal massive damage at the highest star price possible. The Hyper itself enables Nath to easily reach the maximum of +9 ATK and DEF, even surpassing the damage possible with . Unsurprisingly, the Hyper can be very useful for dealing excessive damage to KO an opponent or Boss with a large number of stars.
As a result of the high price on the Hyper, care should be taken to use the Hyper at the opportune moment. Often the Hyper's best use is during norma level 3, as the player will be able to recover faster from losing 30-60 stars as opposed to 120+ stars. However, within the right conditions, the Hyper can be used to steal enough stars to recoup the price. To come out even, your opponent needs to have double the stars you do. This is often the case if Nath is behind and/or another player has a large lead, making the Hyper a potent comeback mechanic. Generally, as a result of the stat limit, there is little use to using the Hyper with more than 180 stars unless the opponent has an exorbitant amount of stars.
While overall an extremely strong Hyper, the obvious drawback is that it is one of the most expensive cards in the game. Unlike other Hypers, Another Ultimate Weapon cannot be comboed well with , as this will only cause the minimum of +1 ATK and DEF due to the Hyper's effect being dependent on spending stars. It is also, while powerful, "not" a guaranteed kill, especially when used at lower star counts. The player can increase damage output by already having 2 to 3 stacks of Active Extension; since the Hyper is a battle card, the player can enter battle with 2 stacks of Active Extension, and begin combat with 3 stacks when the card is activated. The Hyper is also perhaps one of the most susceptible cards to , , and , all of which will completely waste Nath's stars.
| Nath/Hyper |
fandom.100orangejuice | # Nath/Info
Nath is one of the playable characters in 100% Orange Juice. She was added to the game in alongside . Nath originates from the game "Sora" in which she was an antagonist.
Overview.
Nath is a potentially powerful character constructed around a powerful passive ability: Active Extension. Unlike most characters, Nath requires setup and has the potential to become a deadly opponent at full strength. At the start of a match, Nath is extremely vulnerable, with stats almost identical to a with a higher health stat. As a result, Nath should generally avoid combat until the player draws a usable battle card or reaches norma level 2 to use other battle cards. The main advantage of the passive itself is that it rewards Nath for battle cards in combat and punishes/discourages the opponent for using them, as Nath will receive Active Extension for either players' use of battle cards. At each stock level, Nath will become more dangerous:
As to be expected, the main drawback of Nath is that if the player cannot get battle cards to level up her passive, she will spend the game as bullied character that most characters will be able to target for stars and wins. She also will lose a stock of Active Extension each time she is KO'd so it is important for the player to stay alive to keep the passive stocks.
+Highest combined ATK, DEF, and HP stats at 3 stocks of Active Extension
+Passive is triggered by both Nath and the opponent's battle cards
+Hyper has the potential to deal massive damage
+Passive ability is not completely lost when Nath is KO'd
-Very fragile and an easy target without layers of Active Extension
-Passive ability's power is decreased each time Nath is KO'd
-Reliance on battle cards- It can be difficult to progress the passive ability
-Low evade stat at maximum Active Extension
-Opponents may purposely not attack Nath to avoid giving her Active Extention stocks.
| Nath/Info |
fandom.100orangejuice | # Nath/Mode Changes
Co-op
In Co-op mode, Nath's stats and passive do not change.
Nath's Hyper, Another Ultimate Weapon, has a different cost and effect in Co-op. When used in a battle, the player gains +1 ATK and +1 DEF, as well as an additional +1 ATK and +1 DEF for every 10 stars spent on this card. Unlike its Normal mode counterpart, the Hyper will not necessarily consume all held stars, but instead consumes 10 stars for each +1 ATK that the player can gain.
Bounty Hunt
Nath's passive and Hyper are unchanged in Bounty Hunt mode.
Nath's base stats give her 50 starting stars and a discount of -25% at shops.
| Nath/Mode Changes |
fandom.100orangejuice | # Nath/Strategy
Tips.
Nath should aim to get battle cards early to gain Active Extension stacks quickly, the player should prioritize panels until they have at minimum two battle cards. She should deck low level and low cost battle cards in order to gain stacks of Active Extension as quickly as she can. Use them when as safe as possible, preferably against units generated by panels or enemy players who've been weakened.
The best defense against a fully stacked Nath is not letting her get to that point in the first place. If the player knows someone will pick Nath, they should avoid bringing battle cards to prevent Nath from using them herself. Nath is weak at low stacks and in the early game, so offensive characters can bully her to prevent her from gaining momentum.
| Nath/Strategy |
fandom.100orangejuice | # Nath/Trivia
| Nath/Trivia |
fandom.100orangejuice | # Nath/Unlocks
| Nath/Unlocks |
fandom.100orangejuice | # Nath/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Nath/Voice Lines |
fandom.100orangejuice | # Nath Summer Costume
| Nath Summer Costume |
fandom.100orangejuice | # Natsumi
| Natsumi |
fandom.100orangejuice | # Natsumi/Cosmetics
| Natsumi/Cosmetics |
fandom.100orangejuice | # Natsumi/Hyper
Effect
Natsumi's Hyper is Cooking Time. When used, all units will heal an amount of HP equal to the player's level. This will also affect the user. The player gains 5 stars for each point of HP healed through this effect.
Strategy
Cooking Time is an unusual utility-type Hyper that grows in strength as the game progresses. Unlike most Hypers, Cooking Time heals all players similar to , with the added bonus of awarding the user with stars for doing so. Given that the Hyper heals an amount equal to to the user's current level, the card gains much more power in the latter half of the game where its effect can be maximized. That said, the Hyper's low price in the early game can be a viable method to a quick Norma, if many players have had their HP reduced from things such as panels or the field event. In general, the Hyper reaches its peak strength at Norma 4 with the arrival of panels, which can easily cause substantial damage to both the player and opponents. Assuming the player has successfully advanced their Norma, both of these sources should provide the user with windows of opportunity they can exploit to gain a decent amount of stars. If timed well, the user should almost always be able to make a profit, even if it is only 5 stars. Additionally, the user should try to be missing 2-3 HP before activating the Hyper, as this will cover most of the Hyper's price. Besides being used for large star-gain, the Hyper does have other uses. If the player finds themselves in a tight spot, they can use the card as a make-shift , or prevent an opponent from KOing another opponent to stop them from gaining stars and wins. The Hyper can also be used to counter certain effects that prey on 1 HP opponents, such as and passive.
Despite the Hyper's multiple uses, it is not without its own issues. Its performance is almost entirely based on the opponent's performance. If the board lacks Encounter panels or is large enough to make battle infrequent, there may be few opportunities to profit from the Hyper. Similarly, if characters tend to be KO'd instead of surviving with low HP, it presents another obstacle. Another issue with the Hyper is that it is relatively easy to counter. Given that the card is based on healing others, its greatest weakness is other healing cards. Pudding and Dinner can both erase a profit opportunity, and if an opponent uses to get the Hyper, it can completely ruin the user's chances of using the Hyper effectively. Certain characters are also particularly unhelpful toward the effect. Low HP characters such as or will provide very little stars to the user, even at their lowest. Lastly, the rising cost of the Hyper can make it more difficult to profit from, as although the card heals more, it requires more missing HP to cover the increasing cost. This results in the player needing in order to circumvent the price and maximize the effect, which can serve as a minor inconvenience.
| Natsumi/Hyper |
fandom.100orangejuice | # Natsumi/Info
Natsumi is one of the playable characters in . She was added to the game in alongside . She originates from the game "Xmas Shooting - Scramble!!" in which she was a minor antagonist.
Overview.
Natsumi is the first full-fledged support character with the ability to heal other players. She sports an average statline similar to with the only drawback being her negative ATK stat. This allows her to switch between collecting stars and engaging in combat without much risk to her - the latter complementing her passive. Her passive allows her to gain stars as long as she's on the same panel as another player who isn't at full HP. It is therefore a good strategy, if a bit risky, depending on the opponent's character, to challenge them to a fight for the purpose of lowering their HP, then healing them back up. Fighting characters such as (can only defend, has a bad ATK stat) or (cannot counterattack) will be most beneficial. Cards such as will also work with her passive, giving her stars for every HP healed.
However, Natsumi faces the trouble of her low ATK stat playing against her, allowing characters with high EVD such as , , or anyone that has played , to avoid any damage by her, and to strike back harder. Natsumi also cannot heal by any means, so having her in the match will cut Natsumi's potential star gain. There's also the obvious drawback that healing anybody in the lead will make them harder to take down, most likely allowing them to reach and win the game safely.
| Natsumi/Info |
fandom.100orangejuice | # Natsumi/Mode Changes
Co-op
Natsumi's stats and passive are unchanged in Co-op mode.
Natsumi's Hyper, Cooking Time, has a slightly different effect in Co-op. The hyper only heals players and does not give stars, but otherwise functions similarly to its Normal mode counterpart.
Bounty Hunt
Natsumi's Hyper is unchanged in Bounty Hunt mode, although her passive is changed to function with the purchasable Minions & .
Natsumi's base stats give her 50 starting stars and a discount of -25% at shops.
| Natsumi/Mode Changes |
fandom.100orangejuice | # Natsumi/Strategy
| Natsumi/Strategy |
fandom.100orangejuice | # Natsumi/Trivia
| Natsumi/Trivia |
fandom.100orangejuice | # Natsumi/Unlocks
| Natsumi/Unlocks |
fandom.100orangejuice | # Natsumi/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Natsumi/Voice Lines |
fandom.100orangejuice | # Natsumi (Bounty Hunt)
| Natsumi (Bounty Hunt) |
fandom.100orangejuice | # Natsumi (Sweet Blogger)
| Natsumi (Sweet Blogger) |
fandom.100orangejuice | # Natsumi (Sweet Blogger)/Cosmetics
| Natsumi (Sweet Blogger)/Cosmetics |
fandom.100orangejuice | # Natsumi (Sweet Blogger)/Hyper
Effect.
Natsumi (Sweet Blogger)'s Hyper is Operation: A Mountain of Sweets. Upon use, the player will search for up to three from the center deck, and automatically add them to their hand. The player will then gain 3 stacks of Sweet Mountain until the end of their turn, which allows an additional Boost card to be played for every stack. While Sweet Mountain is in effect, Boost cards will be treated as having 1/3 of their cost. This stock effect is depleted by one stack after using a Boost card.
| Natsumi (Sweet Blogger)/Hyper |
fandom.100orangejuice | # Natsumi (Sweet Blogger)/Info
Natsumi (Sweet Blogger) is one of the playable characters in . She was added to the game in , alongside and .
| Natsumi (Sweet Blogger)/Info |
fandom.100orangejuice | # Natsumi (Sweet Blogger)/Mode Changes
Co-op
Natsumi (Sweet Blogger)'s stats, passive, and Hyper are unchanged in Co-op mode.
Bounty Hunt
Natsumi (Sweet Blogger)'s passive and Hyper are unchanged in Bounty Hunt mode.
Natsumi (Sweet Blogger)'s base stats give her 42 starting stars and a discount of -5% at shops.
| Natsumi (Sweet Blogger)/Mode Changes |
fandom.100orangejuice | # Natsumi (Sweet Blogger)/Strategy
| Natsumi (Sweet Blogger)/Strategy |
fandom.100orangejuice | # Natsumi (Sweet Blogger)/Unlocks
| Natsumi (Sweet Blogger)/Unlocks |
fandom.100orangejuice | # Natsumi (Sweet Blogger)/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Natsumi (Sweet Blogger)/Voice Lines |
fandom.100orangejuice | # Never Lose Heart
| Never Lose Heart |
fandom.100orangejuice | # New Cat in the House
New Cat in the House is a Steam achievement in . It is one of 6 achievements included within DLC 15.
| New Cat in the House |
fandom.100orangejuice | # New Nobility
| New Nobility |
fandom.100orangejuice | # Nice Jingle
Nice Jingle is a collectible Boost card that can be acquired from the Base Pack.
Effect.
Upon use, the player gains the Nice Jingle stock effect, which will be consumed the next time the player triggers a or panel. Upon doing so, the player will gain 2x the amount of stars from the subsequent Bonus roll.
Notes.
Interactions
Strategy.
Any character that wants to have more stars, which is to say most of them, should consider putting Nice Jingle into their deck. For no cost, Nice Jingle provides the player with a quick and easy way to accelerate their star collecting. For optimal usage of the card, it is important to remember that the stars gained from Bonus panels scale with the player's Norma, maxing out at 3. Because of this, Nice Jingle's effect becomes more powerful as the game progresses. Players may choose to hold on to it until they reach Norma 3 for the maximum payoff ,or use it earlier to help them achieve normas sooner.
Nice Jingle is a card that most characters love having access to. Its only real downsides are its Max 1 copy limit, and the fact that opponents can benefit from the card just as much as the player. However, despite its general usefulness, characters that would rather focus on gaining wins don't necessarily have room for it in their decks, benefiting more from cards that would help them catch and KO players. In addition, and do not benefit from the card at all due to their passives.
| Nice Jingle |
fandom.100orangejuice | # Nice Present
Nice Present is a collectible Boost card that can be acquired from the Base Pack.
Effect.
Upon use, the player will draw two cards from the center deck.
Strategy.
Nice Present is an excellent all-purpose Boost card that provides the player with more cards, and thus more options, for a very cheap price. It can help the player sift through the center deck for useful cards relevant to their gameplan, increasing the chance to find cards that the player decked as well as Hyper cards, which can be critical for card-reliant characters. The card can also provide the player with cards if they desperately need options against a looming opponent.
Nice Present does not have many downsides. The only characters that would not want to consider bringing Nice Present in their decks are those who prefer either their hands or opponents' hands to be empty, such as and . Otherwise, the player should actually consider whether or not the card is integral to their success. If not, it may be best to not include the card in the deck as it could be just as powerful in the opponent's hands, and may run the risk of allowing them to get cards which can be used against the player.
| Nice Present |
fandom.100orangejuice | # Nice Present (achievement)
Nice Present is a Steam achievement in "100% Orange Juice". It is one of the seven binder related achievements.
Other Binder Achievements.
Booster Pack ● Collector ● Card Shark ● Card Sage ● People Watching● Not Playing with a Full Deck of Cards ● Nice Present
| Nice Present (achievement) |
fandom.100orangejuice | # Nico
| Nico |
fandom.100orangejuice | # Nico's Presents!
Nico's Presents! is a Steam achievement in It is one of 6 achievements included within DLC 19.
Strategy.
To acquire this achievement, Nico can step on any trap that contains cards taken from an . There is no need to be the one who placed the trap, as it works no matter who placed it, even if it was placed by Aru herself.
This achievement is quite difficult to obtain, as any placed trap will be wasted if another player loses their cards to it, or takes Aru's cards from it. One method to make it more likely is by placing the Present Thief trap on Aru's home. However, doing this means it is likely that Aru will just land on the trap twice before you can get to it. Alternatively, one can act reactively rather than proactively, by simply relying on another player or CPU to place and getting to it first if Aru steps on it. However, since you will not be able to tell which placed traps are until after someone steps on it, this strategy is not as effective as placing it yourself.
Another difficulty of getting the achievement is drawing before someone else does, to ensure that it goes in an ideal position on the board. can help with this, and Nico also has as a possibility, if she receives it from .
is immensely helpful for this achievement, as you can use it to ensure that both you and will step on the trap. However, care should be taken as there is a possibility that another player can draw it instead and use it to land on themselves. can also be helpful, as it can be used to ensure that you land on if it is the right number of spaces away. and can also be used for this purpose, if you can obtain them with .
One good map to play is Crossed Christmas Final Episode (Nr.6) because there are 2 Aru. I placed my Present Thief on my Home base. 1 Arus was close behind, Arthur gone K.O. & other Aru was on other Side of map.So i moved fast around the middle core and get fast back & easy get it(first try take my less then 5 minutes even with a little lucky timing).
| Nico's Presents! |
fandom.100orangejuice | # Nico/Cosmetics
| Nico/Cosmetics |
fandom.100orangejuice | # Nico/Hyper
Effect.
Nico's Hyper is Miracle Walker. When used, the player will discard all cards in their hand, and replace them with an amount of random Hyper cards equal to the number of cards that were discarded. These Hyper cards will be randomly selected, and can be any Hyper in the game, barring Hypers that can't be normally obtained in the hand. The player is then allowed to play 1 additional card on the same turn.
For the purposes of this card, the number of cards the player has in their hand is determined before Miracle Walker is removed from the hand, meaning the Hyper itself is counted.
Despite the card's wording, this Hyper does not transform cards, instead discarding them before generating random Hypers equal to the amount of discarded cards. Due to this, when any of the generated Hyper cards are used or discarded, they are removed from the game rather than being sent to the discard pile.
Strategy.
Miracle Walker is a very luck-based Hyper, depending on chance to get a beneficial Hyper for the current situation. The best time to use it would be when the player has a full hand with >4 cards to get the most out of the conversion. There is not much risk to playing this card if the player is Nico, as any potentially detrimental Gift-type Hyper cards will not apply their effect due to her passive, and will instead allow Nico to gain more stars. However, this risk is very present if the player is any other character.
This Hyper allows Nico to be very aggressive and scale up incredibly quickly with powerful effects and stats increase backing her up. Getting cards such as will allow her to enter combat and have a higher chance to KO enemies, while others like let her come out of battles generally unscathed. Other supportive cards like or can let the player amass a great amount of stars or lower enemy HP safely. The player can also easily trigger combos between different Hypers, such as activating then in battle to guarantee a natural 10 roll.
The main downside of this hyper is its randomness. Despite the generally good cards that can be drawn and potential powerful combos, many times they won't be acquired in the appropriate situation or they won't be useful () or hinder Nico too much (). It's generally better to get a full hand of cards before using the Hyper in order to get more chances for a good Hyper, which can be difficult to achieve on maps with panels too far apart.
| Nico/Hyper |
fandom.100orangejuice | # Nico/Info
Nico is one of the playable Characters in . She was added to the game in alongside .
Overview.
Nico is a wild card character that has a couple of neat passives in her favor. The first being her ability to nullify Gift cards and earning extra stars while holding them. While this passive is inherently capped at 4 extra stars due to her hand limit, it's also more difficult to attack her hand than it is to attack Arthur's Hobby Shops. Her ability to hold 4 cards boosts her ability to gather bonus stars from hoarding Gifts, as well as her ability to use Miracle Walker to obtain a handful of random Hypers. Nico should aim for a Star norma, as powerful combat Hypers are rare to obtain and expensive to use, often ending without results due to her lackluster stat spread.
+ Negates negative Gift effects, including
+ Earns extra stars while holding onto Gifts
+ Can obtain some very powerful Hypers if lucky
+ Can hold four cards
- Negates positive Gift effects
- Lackluster stats make her an easy bullying target
- Hyper is highly luck-dependent
| Nico/Info |
fandom.100orangejuice | # Nico/Mode Changes
Co-op
In Co-op mode, Nico's stats and passive do not change.
Nico's Hyper, Miracle Walker, does not visibly change in Co-op, but has a slightly different effect. The random selection of Hyper cards is adjusted to include role Hypers and account for mode-specific changes to other characters' Hypers. The Hyper otherwise functions similarly to its Normal mode counterpart.
Bounty Hunt
In Bounty Hunt mode, Nico's passive does not change.
Nico's Hyper, Miracle Walker, does not visibly change in Bounty Hunt, but has a slightly different effect. The random selection of Hyper cards is adjusted to account for mode-specific changes to other characters' Hypers. The Hyper otherwise functions similarly to its Normal mode counterpart.
Nico's base stats give her 40 starting stars and a price adjustment of 0% at shops.
| Nico/Mode Changes |
fandom.100orangejuice | # Nico/Strategy
Playstyle.
Nico should aim to play very safe, while benefitting from gift cards. Just a couple gifts give her extremely potent star generation, and if Nico remains healthy, she will more than likely be ahead in stars. She has very weak defensive stats, meaning staying alive is often easier said than done; however, defensive cards such as can help this issue. Nico should generally use her hyper in two situations: when she is behind, in order to draw powerful hyper cards she needs to take the lead, or when she's ahead, drawing Hypers that allow her to defend her lead.
| Nico/Strategy |
fandom.100orangejuice | # Nico/Trivia
| Nico/Trivia |
fandom.100orangejuice | # Nico/Unlocks
| Nico/Unlocks |
fandom.100orangejuice | # Nico/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Nico/Voice Lines |
fandom.100orangejuice | # Night Flight
Night Flight is a playable field in
It is featured in the campaigns during Sweet Breaker Episode 4, Old Guardians Episode 3, and Wanderers Episode 1.
| Night Flight |
fandom.100orangejuice | # Night Flight CO
Night Flight CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Night Flight field, but with adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with ).
| Night Flight CO |
fandom.100orangejuice | # NoName
| NoName |
fandom.100orangejuice | # NoName's Whistle
NoName's Whistle is a unique character accessory that was first introduced during the School Crashers 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)
| NoName's Whistle |
fandom.100orangejuice | # NoName (Co-op)
| NoName (Co-op) |
fandom.100orangejuice | # NoName (Head)
| NoName (Head) |
fandom.100orangejuice | # NoName (Normal & Head)
| NoName (Normal & Head) |
fandom.100orangejuice | # NoName (Normal & Head)/Cosmetics
| NoName (Normal & Head)/Cosmetics |
fandom.100orangejuice | # NoName (Normal & Head)/Hyper
Effect.
NoName's Hyper Card is Overseer.
This card has varying effects, and can be used as either an Event card or a Battle card depending on certain criteria.
When used as a Battle card, this card can only be used against other players.
Strategy.
Using Overseer is an effective tactic when NoName is in Head form, as it can protect the player from being KO'd. The Hyper can also be used to KO an enemy that could potentially be a threat, as the Boss will generally roll a high attack roll value.
Overseer can be used to great effect against characters such as who focus on Win Norma, as spawning a constant stream of bosses will prevent, or at least slow the characters progression of achieving the necessary amount of victories.
| NoName (Normal & Head)/Hyper |
fandom.100orangejuice | # NoName (Normal & Head)/Info
NoName and NoName (Head) are two of the playable characters in . He was added to the game in , alongside . He plays as a single dual-character. NoName originates from the game "Acceleration of SUGURI X-Edition", in which he was the main antagonist of the Falling Wonder campaign. He is a robot that looks identical to his creator Shifu.
Overview.
NoName is a relatively balanced character, similar to , with an average health stat, a slightly buffed attack stat, and partially reduced defense stat. While not particularly powerful in any stat, NoName features enough attack power to take down panels and his health provides a decent amount of protection from incoming attacks. NoName's true power, however, stems from his passive ability which, like a robot, makes him rather difficult to KO. NoName essentially is given a second life upon initially being KO'd. The player will revert into his (Head) form, which can buy the player just enough time to either revert back to his initial form or draw a Hyper to survive even more chapters. This can be especially useful as it can help NoName survive almost indefinitely if the player can get to a panel to make him whole again, and use healing cards such as to set up another health barrier. The player can also enjoy the benefit from being relatively safe from the Bosses and immune to powerful Hyper cards like upon initial encounter. Like , NoName's passive forces the opponent to do at least two battles in order KO NoName. He also has a powerful Hyper for the late game that puts almost every player into more danger than himself, and can completely ruin the game for opponents seeking wins.
Even with his powerful passive, NoName is far from un-KO'able, a possess a harsh trade-off. From the start, NoName features a slightly debuffed defense stat which lowers his durability for prolonged combat, which makes wins norma and combat inadvisable unless in his favor. A short amount of combats can quickly reduce NoName to his (Head) form. His passive also usually only acts as a way to keep him alive for one more chapter. However, once NoName has been reduced to (Head) form, he has extremely poor stats and a debuffed movement. The combination of both of these will likely result in an easy KO for pursuing opponents, as he cannot fight well or run away quickly. Even panels become a risk as a roll of 5 or higher from an opponent can easily defeat NoName (Head) if the player rolls poorly for defense. The player will also then be punished harshly for being KO'd with a 6 recovery stat, often resulting in 2-3 chapters of downtime before the player can get back in the game.
NoName should more often than not try to aim for the star norma and play passively unless the opportunity to attack a weak opponent presents itself. When possible, the player should try to use the boss to their advantage, letting it do most of the damage to opponents so NoName can pick them off. In the early game, the player should focus on and panels specifically as preserving NoName's health and preparing for the later game are essential to his success.
+Positive ATK and a decent amount of HP in the first form
+Powerful passive effect that not only helps you protect your stars, but also allows you to attack others more safely
+Hyper that deters opponents from attacking you and can also potentially set them back
+Good synergy between the Hyper and the passive effect
-Low DEF. Extremely terrible stats in the Head form
-Hyper is very expensive and also requires having the Boss on the field
-Passive effect triggers on every KO, no matter what, which—along with the increased REC—can significantly slow down NoName, especially at the beginning of the game
| NoName (Normal & Head)/Info |
fandom.100orangejuice | # NoName (Normal & Head)/Mode Changes
Co-op
In Co-op mode, NoName's REC stat is increased from 6 to 7, due to his base ATK of +1. The REC change is not shown on NoName (Head)'s unit card, but still applies to both of his forms. NoName's passive does not change.
NoName's Hyper, Overseer, is changed into a Battle type card and has a different effect in Co-op. This card can only be used in a battle against the Co-op boss. When used, the battle will instantly end. In addition, the opponent will enter a battle with . Shifu Robot will be on either the attacking or defending side of battle, depending on which side the player was on.
Bounty Hunt
NoName's passive and Hyper are unchanged in Bounty Hunt mode.
NoName's base stats give him 38 starting stars and a markup of +5% at shops. Despite having weaker base stats, NoName (Head) has the same markup as NoName.
| NoName (Normal & Head)/Mode Changes |
fandom.100orangejuice | # NoName (Normal & Head)/Strategy
Strategy.
NoName plays a bit more aggressively than other +1 attack characters like , , or . In terms of standard combat, he fares a bit better when he's on the other side, as he has a defensive stopgap in his Head form. NoName tends to enjoy combat often due to the lack of risk with the combination of his Head Form and hyper. However, in his Head form, his best plan of action is to just run for his life. He struggles to consistently live against even -1 attack characters, and his 6 REC is a massive detriment.
| NoName (Normal & Head)/Strategy |
fandom.100orangejuice | # NoName (Normal & Head)/Trivia
| NoName (Normal & Head)/Trivia |
fandom.100orangejuice | # NoName (Normal & Head)/Unlocks
| NoName (Normal & Head)/Unlocks |
fandom.100orangejuice | # NoName (Normal & Head)/Voice Lines
Voice Lines.
<tabber>
</tabber>
| NoName (Normal & Head)/Voice Lines |
fandom.100orangejuice | # NoName (Normal & Head) (Co-op)
| NoName (Normal & Head) (Co-op) |
fandom.100orangejuice | # NoName Dice
__NOEDITSECTION__
NoName Dice is a dice cosmetic that was first introduced during the School Crashers event. The dice is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| NoName Dice |
fandom.100orangejuice | # No Country for an Old Man
| No Country for an Old Man |
fandom.100orangejuice | # No Refunds
| No Refunds |
fandom.100orangejuice | # Noname
| Noname |
fandom.100orangejuice | # Norma
Norma is the key to victory in "100% Orange Juice!'s" traditional mode. The ultimate goal of a game is to reach norma level 6 before any of the other players, which will result in the player winning.
Despite its strange name, "Norma" is nothing more than a series of levels, with each norma level requiring the player to fulfill some objective to reach to level up.
The Home Panel.
Before norma can really be discussed, you first need to understand how a home panel works. A home panel is a specially marked panel the player starts on at the beginning of a game. Each player has their own home which can be identified by both its number and color. The number matches the player's turn order, which is displayed in the countdown before the game starts. So the player who moves first "Player 1" will have the number 1 on their panel, the player who moves second "Player 2" will have the number 2 on their panel, and so on and so forth. The color also matches the player's HUD color, which will be discussed more in the next section. The appearance of the home panel can be adjusted in the future, but the rules on its numbering and coloring will always apply.
In order for the player to level-up their norma or win the game, they must land on a home panel. The player will always be asked if they want to stop at their own home panel. The player can also land on an opponent's home panel to level-up or win but must do so by either getting an exact roll or by challenging a player on the panel to a battle (and surviving). In either scenario, a "Norma check" will occur- the panel will check to see if the player has completed their current norma objective. If the player has completed their norma objective, they will automatically level-up and be given a choice for their next norma objective. If the players has not completed the objective, they will not level-up.
The HUD.
The HUD is a very important tool, which provides very crucial information about the player and their progress towards their norma. As previously stated, the color of the HUD matches the player's home panel and also lists the player's move order "Player #" above the player's name. The player order is from left to right: red moves first, blue moves second, green moves third, and yellow moves last.
When the player starts the game, next to their character portrait they will have 1 star colored of the 5 listed, with the other 4 being grey. This indicates that the player is on norma level 1. Each time the player levels-up their norma level, another star will be colored in until none of them are grey. The HUD also indicates the number of stars the player has collected and the number of wins the player has had in battles. If the word "Stars" is highlighted, then the player has selected a star norma objective. Likewise, if the word "Wins" is highlighted, then the player has selected a wins norma objective.
Norma Objectives.
In general, the player's first objective at the start of a game is to collect 10 stars, but there are some characters with specific exceptions. Whenever the player levels-up they will have the option of selecting 1 of 2 norma objectives: star norma & wins norma. As the name implies, star norma is centered around star collection and wins norma is centered around defeating other players and random opponents found on panels. Generally, star norma is the most advised norma but wins norma may be applicable with the right character or conditions.
It is important to note, however, that a player should choose their norma objective wisely, according to their current situation. Once an objective is chosen, it cannot be changed, and the player will be stuck if they cannot fulfill it. Below is a table of the objectives the players will be able to choose from each time they level-up their norma level:
Norma Level 4.
An important aspect that adds a dimension of danger to norma, is that when norma level 4 is reached by any player for the first time, the "Boss Encounter" field event will activate. This causes all panels to be replaced with panels. Note that Boss Encounters will normally occur only once per game but some card effects may cause additional encounters to occur. While Boss Encounter is in effect, any player who lands on a boss panel will battle the Boss unit. Boss units are powerful and often deadly opponents with a large supply of health and brutal attack power. Some notable bosses are: , , and . Which one will appear is determined by which board the players are currently playing on. The Boss Encounter event will continue until the Boss unit is defeated. More information can be read about field events on their designated page.
Star Norma In-depth.
Star norma is an objective, based around collecting stars. Generally, the player will be focusing on panels, and less combat.
Advantages
*At the beginning of every new turn (called a "chapter"), the player will automatically receive a small number of stars. This amount increases over time. The player gains stars equal to:+1.
*The player can collect stars by landing on bonus panels. Up to norma level 3, the player gains stars equal to norma level x roll.
*Certain card effects can give the player more stars.
*When the player wins a battle against an opponent, they will gain half their stars (rounded down). If the opponent is not a player, the player will receive all the stars gained by a wild unit or boss (if that wild unit/boss defeated players) when they defeat them.
Disadvantages
*Spending them to play cards.
* panels: lose (norma level x roll).
*Lose stars as a result of some card effects.
*Lose stars when you are KO'd in battle by other players or wild units.
Wins Norma In-depth.
Wins norma is an objective, based around defeating opponents. Generally, the player will be focusing on panels, and lots of combat. The player will receive a varying amount of wins, depending on the opponent they defeat. Below is the table of the potential wins earned if the player successfully KO's their opponent:
Advantages
*The player's amount of wins will never decrease/be stolen no matter what (unlike stars)
*The player is able to ignore how many stars they have to fund battle cards.
*If the player would like to switch normas on the next level, battles also give stars, which prevents the player from falling too far behind star norma.
Disadvantages
*It can be difficult to fulfill depending on what unit the player is using, their roll RNG, and the board design/settings.
*The more battles the player participates in, the more likely they are to be KO'ed.
*The jump from 9 to 14 wins to win is often difficult and harder to accomplish than 200 stars.
Norma Exceptions.
<tabber>
Star Breaker
If the player is using the character, , they will be restricted to solely using the wins norma objectives to attain victory. Unlike the rest of the characters, Star Breaker will start with 1 win as her first norma condition, as opposed to collecting 10 Stars. As the player levels up as Star Breaker, wins norma will be automatically selected every time the player levels-up.
Cuties
If the player is using the character, or character , they will be restricted to solely using the star norma objectives to attain victory. As the player levels up as Cuties, star norma will be automatically selected every time the player levels-up.
Backdoor Trade
If the player is using the , they will have access to the Pudding Pack which contains the card . Backdoor Trade is a boost card that enables the user to activate a norma check without landing on a panel if the player is in last. The card cannot be used to fulfill norma level 6, however. Just like a home panel, if the player has completed their norma objective, they will level-up and be able to decide their next norma objective.
</tabber>
| Norma |
fandom.100orangejuice | # Not Playing with a Full Deck of Cards
Not Playing with a Full Deck of Cards is a Steam achievement in "100% Orange Juice". It is one of the seven binder related achievements.
Other Binder Achievements.
Booster Pack ● Collector ● Card Shark ● Card Sage ● People Watching● Not Playing with a Full Deck of Cards ● Nice Present
| Not Playing with a Full Deck of Cards |
fandom.100orangejuice | # Not a Real Medical License
Not a Real Medical License is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 11.
| Not a Real Medical License |
fandom.100orangejuice | # OJDex
The OJDex is an in-game compendium where players can unlock and view various information and profiles of all the characters of . In addition to lore entries, the player can also view a character's VA, Japanese name, and character pin unlock progress from the OJDex.
New character entries can be unlocked in the OJDex by finishing online games as the given character. Each character has either 4 or 5 lore entries, with the first one unlocked by default, and requiring a total of 25 online games finished to unlock all entries for that character.
The OJDex is closely tied with character pins, with pins using the same "games played" counter as lore entries, and with new character pins releasing at the same time as that character's OJDex entries. In addition, a small pin icon will appear next to a character's OJDex entry if their pin is unlocked.
Unlock Info.
Lore entries for a given character profile can be unlocked by finishing online games as the character.
Note that, for any online games finished before Version 3.9.9, only those in Normal Mode will apply. However, for online games finished during 3.9.9 and onwards, any game mode will count toward progress. While there are currently a small number of character profiles available, it has been confirmed that all characters in the game will eventually get their own profile, with any online games played as those character applying retroactively (following the same rules as mentioned above).
Game Series.
Each character profile has an icon in the top left corner representing which Orange Juice series the character is from.
| OJDex |
fandom.100orangejuice | # Observer of Eternity
| Observer of Eternity |
fandom.100orangejuice | # Ocean Dive
Ocean Dive is a playable field in
It isn't featured in any of the campaigns.
| Ocean Dive |
fandom.100orangejuice | # Ocean Dive CO
Ocean Dive CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Ocean Dive field, but with adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Hyper difficulty (with ).
| Ocean Dive CO |
fandom.100orangejuice | # Oh, Tequila
Oh, Tequila is a Steam achievement in "100% Orange Juice". It is one of 6 achievements included within DLC 17.
| Oh, Tequila |
fandom.100orangejuice | # Oh My Friend
Oh My Friend is a 1-star event card that causes the event to take place, replacing all panels with panels until the boss is defeated.
Strategic Info.
Oh My Friend can be quite dangerous for most characters due to the powerful boss it brings into the game. Although its uses are narrow, the characters who benefit from Oh My Friend do so while putting their opponents at an extreme disadvantage. Tank characters like or can easily take a hit or two from the bosses that would normally crush other characters, providing them with a much safer experience while their opponents are put through the gauntlet. The card also has some very specific comboes that can further its deadliness. can put Oh My Friend in his deck as an additional way to summon the boss without having to use his hyper , and his passive ability can put him at substantially less risk than other opponents. can benefit from this card immensely as it dramatically increases the threat level of her hyper. can be used during boss encounters to force multiple opponents to fight the boss at a huge disadvantage to their rolls, provided they are standing in front of a panel.
Unfortunately, Oh My Friend is extremely pricey for a 1-star card. It usually will not be played until the mid to late game without the aid of due to its steep 30 star cost. The power of Oh my Friend varies based on the map it is used on. Boards like Christmas Miracle can provide players with plenty of alternative routes to avoid the boss panels while encounter-heavy maps like Warfare can make the game extremely dangerous for everyone involved. Frail characters that depend on dodging like will put themselves in a lot of danger by playing this card, due to the high probability of being one-shot by the boss. Oh My Friend will also inconvenience offensive characters looking to complete wins norma, making it a particularly troublesome counter to . As long as the boss is active, they will be unable to gain wins from panels and will be forced to fight other players or defeat the boss in order to level up.
| Oh My Friend |
fandom.100orangejuice | # Old Guardians Campaign
The Old Guardians Campaign, featuring and , is the fourth DLC campaign to be added to the game with the release of the Old Guardian Pack. Upon purchase of the DLC in the Steam store, the player will gain access to the Girl Power Campaign in the "Campaigns" section of the OJ menu, as long as they have completed at least 1 base game campaign. This campaign is one of the longest, with 10 episodes, but does not feature an extra episode like some campaigns.
The Old Guardians Campaign follows Suguri and Sumika as they play a board game and catch up on their situation. It is a direct sequel to the Girl Power Campaign's story. Suguri (46 Billion Years) is selected by default for this campaign.
| Old Guardians Campaign |
fandom.100orangejuice | # Old Guardians Campaign/Story
[ Return to Top ]
| Old Guardians Campaign/Story |
fandom.100orangejuice | # Old Guardians Campaign Story
| Old Guardians Campaign Story |
fandom.100orangejuice | # Old Guardians Episode 1
Overview.
After the events of the Girl Power campaign, the Forest Witch and Puyo Puyo Mascot (now revealed as being Suguri and Sumika) decide to have a fun night of board gaming as they catch up about their lives, with the winner receiving the last pudding.
Gameplay.
The character selected by default for this episode is . The match is played on the Pudding Chase board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by owning DLC 25 and completing either QP Final Episode, Suguri Final Episode, Marc Final Episode, or Kai Final Episode on any difficulty.
| Old Guardians Episode 1 |
fandom.100orangejuice | # Old Guardians Episode 2
Overview.
Suguri and Sumika continue the game. Sumika remarks on how much she enjoys Suguri's expressiveness.
Gameplay.
The character selected by default for this episode is . The match is played on the Sweet Heaven board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 1 on any difficulty.
| Old Guardians Episode 2 |
fandom.100orangejuice | # Old Guardians Episode 3
Overview.
Sumika tries to find out how much Suguri likes her.
Gameplay.
The character selected by default for this episode is . The match is played on the Night Flight board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 2 on any difficulty.
| Old Guardians Episode 3 |
fandom.100orangejuice | # Old Guardians Episode 4
Overview.
Suguri inquires about all the updates Sumika has given herself.
Gameplay.
The character selected by default for this episode is . The match is played on the Sealed Archive board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 3 on any difficulty.
| Old Guardians Episode 4 |
fandom.100orangejuice | # Old Guardians Episode 5
Overview.
Suguri and Sumika talk about the inhabitants of the new world they've found themselves in, and how they are getting along with them.
Gameplay.
The character selected by default for this episode is . The match is played on the Witch Forest board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 4 on any difficulty.
| Old Guardians Episode 5 |
fandom.100orangejuice | # Old Guardians Episode 6
Overview.
Sumika makes some tea for Suguri as they take a break, before getting back to the game.
Gameplay.
The character selected by default for this episode is . The match is played on the Space Wanderer board, with the , , and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 5 on any difficulty.
| Old Guardians Episode 6 |
fandom.100orangejuice | # Old Guardians Episode 7
Overview.
Sumika and Suguri discuss the nature of Suguri's existence.
Gameplay.
The character selected by default for this episode is . The match is played on the Shipyard board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 6 on any difficulty.
| Old Guardians Episode 7 |
fandom.100orangejuice | # Old Guardians Episode 8
Overview.
Suguri decides that simply enjoying the present moment is enough for her.
Gameplay.
The character selected by default for this episode is . The match is played on the Training Program board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 7 on any difficulty.
| Old Guardians Episode 8 |
fandom.100orangejuice | # Old Guardians Episode 9
Overview.
Suguri and Sumika discuss how much Suguri remembers from her past.
Gameplay.
The character selected by default for this episode is . The match is played on the Starship board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 8 on any difficulty.
| Old Guardians Episode 9 |
fandom.100orangejuice | # Old Guardians Final Episode
Overview.
Suguri and Sumika have finally reached the end of their game. However, before Sumika is able to win, Alicianrone and Teotoratta arrive. Suguri offers to restart the game so that they can play too, angering Sumika.
Gameplay.
The character selected by default for this episode is . The match is played on the Tomomo's Abyss board, with the and field events in effect.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If is selected as the playable character, the opponents will be and two randomly-selected units.
If any other character is selected as the playable character, the opponents will be , , and one randomly-selected unit.
Unlock Info.
This episode is unlocked by completing Old Guardians Episode 9 on any difficulty.
| Old Guardians Final Episode |
fandom.100orangejuice | # Operation A Mountain of Sweets
| Operation A Mountain of Sweets |
fandom.100orangejuice | # Operation Halloween
Overview.
"Trick-and-treaters are going around again, and Tsih is picking up some bad influences. It's time to commence Operation Halloween!"
Collect Pumpkins!
The overall goal of the event is to collect 40 pumpkins. These pumpkins will appear in all matches except for matches in campaign mode. At the end of every chapter, pumpkins will roll for movement and roam around the board, only interacting with , , and panels. Pumpkins can be caught by landing on the same panel as them. Once a pumpkin is caught, a new pumpkin will warp onto the board at a random panel. Once the game ends, is awarded depending on how you placed, with 15 bonus candy being awarded for each pumpkin caught during the match.
Event Rewards.
<tabber>
Due to the availability of the currency in this event, all items in the Shop which require this currency can once again be purchased.
</tabber>
| Operation Halloween |
fandom.100orangejuice | # Operation Halloween/Story
[ Return to Top ]
| Operation Halloween/Story |
fandom.100orangejuice | # Operation Halloween (2022 Rerun)
Overview.
"Trick-and-treaters are going around again, and Tsih is picking up some bad influences. It's time to commence Operation Halloween!"
Collect Pumpkins!
The overall goal of the event is to collect 40 . These pumpkins will appear in all matches (except Campaign episodes) where the seasonal event toggle is enabled. At the end of every chapter, pumpkins will roll for movement and roam around the board, only interacting with , , and panels. In this version of the event, pumpkins also skip their next turn after moving, indicated by a icon.
Pumpkins can be caught by landing on the same panel as them. Once a pumpkin is caught, a new pumpkin will warp onto the board at a random panel. The player can catch up to 5 pumpkins per match, regardless of game mode. In Normal and Bounty Hunt modes, bonus pumpkins can be awarded depending on match ranking (2 pumpkins for 1st place, 1 pumpkin for 2nd place). Bonus pumpkins are not included in the per-match pumpkin limit, so the player can earn up to 7 pumpkins at once by catching at least 5 pumpkins and placing 1st.
Once the game ends, is awarded depending on the game mode, match ranking, and how many pumpkins the player caught. A maximum of 150 candy can be earned per game.
Event Rewards.
<tabber>
This event introduced the currency, which is unique to this event. Any Halloween 2022 Candy earned at the end of games is able to be used as currency.
As mentioned in the patch notes of Version 3.10.3, were discontinued and so were auto-converted into Oranges. Halloween Costumes from previous events became purchasable with Halloween 2022 Candy. Additionally, on December 31, 2022, Halloween 2022 Candy will be removed from players' inventories and the Halloween section of the shop will be hidden from view.
In addition to the event rewards, excess can be exchanged for or until its expiration on December 31, 2022.
</tabber>
| Operation Halloween (2022 Rerun) |
fandom.100orangejuice | # Operation Halloween 2022 Costumes
Operation Halloween 2022 Costumes are a set of individual character accessories that were first introduced during the Operation Halloween (2022 Rerun) event. The accessories are seasonal as they have only been made available during events.
Current Unlock Methods.
This accessory's unlock methods vary between characters.
Group 1 - Yuki (Dangerous), Nico, Ellie, Lulu, Maynie, Malt, Mescal, Shifu, Hoshino Reika, Watty, and Pomeranius<br>
Group 2 - Arthur and Islay
| Operation Halloween 2022 Costumes |
fandom.100orangejuice | # Operation Halloween Costumes
Operation Halloween Costumes are a set of individual character accessories that were first introduced during the Operation Halloween event in 2019. The accessories are seasonal as they have only been made available during events.
Current Unlock Methods.
This accessory's unlock methods vary between characters.
Group 1 - Nanako, Saki, Nath, Tomato and Mimyuu, Tequila, Ceoreparque, Miusaki, NoName, Kae, Kiriko, Mei, Natsumi, Nico, Arthur, Iru, Mira, Cuties, Islay, and Yuuki<br>
Group 2 - Alte, Kyoko, Sherry, and Tsih
| Operation Halloween Costumes |
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