tag stringlengths 9 70 | text stringlengths 7 2.07M | title stringlengths 1 263 |
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fandom.100orangejuice | # Sham/Cosmetics
| Sham/Cosmetics |
fandom.100orangejuice | # Sham/Hyper
Effect.
Sham's Hyper is Delta Field. When used, all units except the player will roll natural 1s for all dice rolls for 1 chapter.
Strategy.
Delta Field is a powerful card that can be used in a variety of both offensive and defensive tactics, including, but not limited to:
The main downside to Delta Field is that it is only powerful at specific moments. Due to only lasting 1 turn Sham must be able to take advantage of the effect on the same turn as it is used, meaning Sham can potentially roll unluckily and fail to make use of the intended use of the hyper. The Hyper is also vulnerable to being played around from cards like , which will allow the target to reach a different panel, and and 's hyper, which will override the effect. Sham must also be aware of field events that can affect movement such as and and ensure her hyper will still be effective if they activate while the effect is still active.
| Sham/Hyper |
fandom.100orangejuice | # Sham/Info
Sham is a playable character in . She was added to the game in alongside .
Passives.
None.
Overview.
Sham is a character with fair defensive stats and a powerful Hyper. Sham features a lowered health stat, and in return has +1 in both DEF and EVD. This should allow Sham to handle panels well and stand a chance against the if healthy. With a neutral ATK stat, Sham is not useless if she needs to fight. Although, Sham ideally won't have to engage in combat without cards to assist her.
The downside to Sham, however, is while her stats are good defensively, she doesn't have a direct way to gain the lead, nor are her defensive stats as strong as a character like . Due to this, Sham relies more on higher rolls -- especially during -- and on cards in general, in order to succeed.
+Powerful Hyper.
+Above average defensive stat line.
-Neutral ATK stat makes stat line abusable.
-May have to depend on cards or highrolling.
| Sham/Info |
fandom.100orangejuice | # Sham/Mode Changes
Co-op
In Co-op mode, Sham's stats and passive do not change.
Sham's Hyper, Delta Field, is changed into a Battle type card and has a different effect in Co-op. When used, the opponent will roll natural 1s for all dice rolls in the battle.
Bounty Hunt
Sham's passive and Hyper are unchanged in Bounty Hunt mode.
Sham's base stats give her 36 starting stars and a markup of +10% at shops.
| Sham/Mode Changes |
fandom.100orangejuice | # Sham/Strategy
| Sham/Strategy |
fandom.100orangejuice | # Sham/Trivia
| Sham/Trivia |
fandom.100orangejuice | # Sham/Unlocks
| Sham/Unlocks |
fandom.100orangejuice | # Sham/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Sham/Voice Lines |
fandom.100orangejuice | # Sherry
| Sherry |
fandom.100orangejuice | # Sherry/Cosmetics
<tabber>
</tabber>
| Sherry/Cosmetics |
fandom.100orangejuice | # Sherry/Hyper
Effect.
Sherry's Hyper is Whimsical Windmill. When used, the player will initiate a battle with all other non-KO'd units in succession. In these battles, the player will gain +1 EVD and will be on the defending side. Opposing units will be fought in order (Player 1, then Player 2, then Player 3, then Player 4).
Strategy.
Whimsical Windmill is a somewhat lackluster Hyper card that is difficult to use effectively. However, when timed correctly and with the proper circumstances, the card can be quite powerful. Given that the card requires the player to fight all opponents in a single turn, it has a very limited window of ideal use, as facing all opponents is likely to be met with heavy retaliation. As a result, the player will want to activate the card when all other opponents are nearly KO'd, or when many of them are KO'd so the player can single out 1 or 2 opponents. While scenarios where this is possible are somewhat limited, there are multiple cases that may cause such an opportunity to arise. For instance, if multiple opponents land on panels, they will likely be gravely wounded and some will likely be KO'd. Or in another potential scenario, multiple opponents may be at low HP due to cards such as or . Another tactic the player can use is to increase their prolonged battle endurance with the aid of battle cards such as and . Due to going second, the player can also skip certain opponents by using or in order to get to the opponent they really want to fight. Given the restrictive nature of the Hyper, the player may want to bring at least 1 copy of with them to receive a broader-use Hyper, and opponents are unlikely to copy Whimsical Windmill.
The main flaw of Whimsical Windmill is its very design. While a well-timed Whimsical Windmill has the potential to KO all opponents, if the player miscalculates or consistently rolls poorly, they more than likely will end up KO'd. The Hyper has limited use and is also rather expensive at a base price of 30 stars and a level requirement of 3. Consequently, great care should be taken to ensure that the reward justifies the risks of using the card. The card also boosts the EVD stat but does not improve either the ATK or DEF stats which are generally more critical for prolonged fights, especially when the opponent attacks first. Likewise, since the opponent attacks first they will be able to use their own battle cards to try and KO the player. An unexpected or from an opponent can quickly spell certain defeat for the player. The last and most inherent flaw is that depending on the matchup, an opportunity to use the Hyper may never occur at all or may be too dangerous depending on the Hyper cards used by the opponents.
| Sherry/Hyper |
fandom.100orangejuice | # Sherry/Info
__NOEDITSECTION__
Sherry is one of the playable characters in 100% Orange Juice. She was added to the game in alongside . She originates from the game "Flying Red Barrel" in which she was one of the many minor antagonists.
Overview.
A calm and collected pilot who quit The Guild, Sherry is an experienced pilot with excellent play versatility. Sporting an HP stat of 5, a neutral REC stat, and above-average stats in ATK, DEF, and EVD, Sherry boasts a superior stat total to most of the cast that is only matched by fellow aviator and . Consequently, these stats enable Sherry to play either aggressively or defensively depending on the situation. Sherry should have little difficulty either defending or evading on panels and KOing the opponent in response. She also shouldn't have much trouble surviving bosses. This can be beneficial over time as Sherry can potentially transition between wins and stars norma as needed based on the direction of the game. The most unusual aspect of Sherry, however, is her passive ability. In any combat Sherry enters, she will always be the defender and attack second. While this may not seem like an advantage on paper, it provides Sherry with utility not available to other characters. On and panels (and against Bounty Hunt monsters), cards that can only be used when the player is defending can always be used, providing a massive boost to the player's survival potential. These battle cards are , , , and . (Even though Bounty Hunt monsters impose a -like effect, Shield Counter "will" end the battle after its effect.) Similarly, these cards can be used to counter opponent's Hyper cards late-game and can also be used to purposely land on a panel by attacking and then ending the battle.
Sherry is not without flaw, however. Despite her strong stats, her passive can be troublesome. Since Sherry will more or less always attack second, she will always be prone to taking damage in combat. If an opponent rolls well, Sherry will be at risk of being KO'd before she can retaliate. An opponent with 1 HP maybe even be able to KO her before she can attack. This can be particularly problematic against bosses at 1 HP, given that they often roll incredibly powerful numbers that could very easily KO the player, even from full HP. Similarly, if the player is particularly unlucky, other players may be able to KO Sherry, as a result of her passive. Another disadvantage of Sherry is that her Hyper has very limited use.
+Very strong base stats
+Can always use defensive battle cards, as a result of passive ability
+Not Hyper reliant
-Susceptible to
-Always attacks second, so is always prone to taking hits in combat.
| Sherry/Info |
fandom.100orangejuice | # Sherry/Mode Changes
Co-op
In Co-op mode, Sherry's REC stat is increased from 5 to 6, due to her base ATK of +1. Sherry's passive does not change, and even overrides the ability; thus, Sherry will go second in battle when using the Attacker role.
Sherry's Hyper, Whimsical Windmill, has a different effect in Co-op. When used, the player will initiate a battle with the Co-op boss. In this battle, the player will gain +1 EVD and will be on the defending side.
Bounty Hunt
Sherry's passive and Hyper are unchanged in Bounty Hunt mode.
Sherry's base stats give her 22 starting stars and a markup of +45% at shops.
| Sherry/Mode Changes |
fandom.100orangejuice | # Sherry/Strategy
Playstyle.
As Sherry, you should aim to play safe and stay relatively passive. Her stats do allow her to take fights if needed however, if a good opportunity to take out a player shows itself or there is no other option to win, Sherry can take the fight. Sherry must keep her health in mind before fighting due to her passive however, as going second means fighting while at lower HP is even riskier than usual. The player should generally prioritize panels over any other panel and prioritize panels very low, possibly even taking a panel over them early game. Cards Sherry should look for are card control such as to remove other's options against her stats and boosted star generation, defensive cards such as to make it harder to take her down and protect her against boss, and healing such as to heal back lost HP.
| Sherry/Strategy |
fandom.100orangejuice | # Sherry/Trivia
| Sherry/Trivia |
fandom.100orangejuice | # Sherry/Unlocks
| Sherry/Unlocks |
fandom.100orangejuice | # Sherry/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Sherry/Voice Lines |
fandom.100orangejuice | # Sherry (Co-op)
| Sherry (Co-op) |
fandom.100orangejuice | # Sherry Pig Costume
__NOEDITSECTION__
Sherry Pig Costume is a costume cosmetic for the character that was first introduced during the Beware Pigformation event, alongside the , , , and . 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)
| Sherry Pig Costume |
fandom.100orangejuice | # Shield
Shield is a collectible Battle card that can be acquired from the Expansion Pack.
Effect.
When used in a battle, the player gains +3 DEF. In addition, the player will skip their attack roll.
This card can only be used if the player is on the defending side in battle.
Strategy.
Shield is a simple defense card that is best used either against opponents that deal large amounts of damage like or to boost the defensive ability of a character will low defense temporarily. Unsurprisingly the card works very well on tank characters such as , , and who need to defend their HP and often don't deal much damage during their counter-attack anyway. In both cases, a +5-6 defense stat will enable them to handle even the strongest from opponent attacks using powerful combat cards such as and , and others. Shield also has some special synergy with certain characters. Since it can only be used by the second attacker during combat, characters such as will be able to use the card against bosses. The card can also theoretically be used for high evasion characters in the case of an emergency. For instance, if the player is using a character like and is afraid they will be KO'd from full health by the next attack, Shield may provide better, more certain protection, than the evasion stat. Shield can also be used specifically to counter Alte's , assuming the opponent attacks first. Since the player cannot counter-attack, they cannot cause a KO.
The main disadvantage of Shield is the inability to counter-attack after the card is activated. The card can save the player's life if they are low on HP, but will still leave them just as vulnerable against the next attack and not make the opponent any weaker. As a result, the card is somewhat overshadowed by and , the former of which is cheaper and still enables counter-attacking and the latter which cannot only completely cancel the opponent's attack but also deal damage to the opponent too. Thus, many players pick one of the other cards instead of Shield, when constructing their deck. The card also isn't particularly useful for some characters such as and as a result of their passives.
| Shield |
fandom.100orangejuice | # Shield Counter
Shield Counter is a 4-star battle card that can only be played when the user is defending. When played, the attacker takes damage equal to their ATK minus their DEF (minimum 1 damage) and the battle ends. If the attacker is KO'd by this damage, the user does not receive wins or stars and the attacker does not lose stars.
Strategic Info.
Shield Counter is one of the most effective cards to stop an attacker in the game. It can be considered as an upgraded version of , as both cards allow the user to escape the fight without a scratch. Shield Counter improves on by not paying the opponent stars and by not being negated by battle cards in exchange for its higher norma requirement. Shield Counter works best against enemies with high attack, but low defense. Characters such as and suffer from this card the most as they will take a large amount of damage. Since the battle is ended immediately after the damage is dealt, any battle cards played by the attacker will be wasted. and are particularly painful for the attacker due to the extra damage they cause their user. It also denies certain benefits from other battle-oriented cards, such as , , or .
Despite it's stopping power, Shield Counter can be difficult to play. Its high norma requirement makes it unplayable until the late game, forcing the player to choose between hanging on to it for a crucial play or discarding it for cards that will help them get ahead sooner. If the user does manage to KO the attacker, they will not suffer any ill effects other than the revival timer and any wasted cards. This can be tough for star collectors, as the high cost of Shield Counter is not recovered by a KO. It is useless against and panels due to the player having priority in these battles (excluding ). Characters with high impact hypers that affects battles such as or need to consider if the benefits of Shield Counter outweigh the risk of having their hyper countered. is countered harder than any other card by Shield Counter, causing the user to waste all of their stars and lose the hyper card. As such, should "never" add this card to the deck. Similarly, , with her tendency to have (and seek out) large negative defense values, will almost "always" be instantly KO'd by this card, and should also never add it to the deck.
| Shield Counter |
fandom.100orangejuice | # Shifu
| Shifu |
fandom.100orangejuice | # Shifu/Cosmetics
| Shifu/Cosmetics |
fandom.100orangejuice | # Shifu/Hyper
Effect.
Shifu's Hyper is Ideal World. When used, copies of the Trap card will be set on all panels that do not already have a trap on them. These traps count as being set by the player.
In addition, all units including the player gain 2 stacks of the Robotic Takeover stock effect, which will be consumed by 1 stack every time the affected unit enters an . While in effect, all Encounters that the unit enters are guaranteed to be against , and the Robo Ball will gain +1 ATK in that battle.
Upon usage of Ideal World, if the player is Shifu, a number of hovering Robo Balls will spawn on random panels on the board. These Robo Balls are purely cosmetic and have no effect on gameplay. They will be either orange, blue, green, or yellow, depending on the player's player number. The Robo Balls may shoot at opponents who walk under them, and all units on the panel will have a small reaction to the shot if they are hit. They will despawn once no players in the game have any stacks of Robotic Takeover.
Notes.
Interactions
| Shifu/Hyper |
fandom.100orangejuice | # Shifu/Info
Shifu is one of the playable characters in . He was added to the game in alongside .
Overview.
Shifu is the commander of the forces that invade Earth during the events of "SUGURI" with the intent of wiping out all indigenous life. Sporting both neutral ATK and EVD, as well as -2 DEF, Shifu isn't proficient in combat with other players, bosses, or minions. The lone exception to this is , which his passive allows him to one-shot as long as the attack hits.
Despite his abysmal DEF, his HP is among the best in the game, equaled only by and , so the player can still take a beating before going down.
Shifu's second passive can be thought of as a wins equivalent of , and can be used to gain wins off of other players, though the wins are not split between multiple Shifus. Because of this, can be of use by making Robo Balls much tougher and harder hitting. If the player can consistently find Robo Balls on panels, particularly if is active, it may be viable to pick Wins Norma.
Both of these can be aided by Shifu's hyper, , which will force other players as well as Shifu himself to fight Robo Balls in their next 2 random encounters. This can heavily disrupt other players that may be trying for wins norma, and make landing on panels risky due to the traps it places. However, it can also potentially backfire, as the player will have to brave an encounter while attacking second when wanting to norma on their own base if the trap has not been used.
Shifu's biggest drawback is undoubtedly his low DEF. Repeat encounters will inevitably result in a KO, especially with high ATK characters and bosses without the means to reliably defend or evade their attacks. In general, in the early game, Shifu can go for wins or stars norma depending on the map and field events. For normas 4 and 5, stars is usually the better option.
| Shifu/Info |
fandom.100orangejuice | # Shifu/Mode Changes
Co-op
In Co-op mode, Shifu's stats and passive are mostly unchanged. However, Shifu has unique interactions with the various different systems in Co-op Mode:
Shifu's Hyper, Ideal World, is changed into a Boost type card and has a different effect in Co-op. When used, the player will be prompted to target any non-KO'd player. This can also target the player. Upon doing so, the target will receive the Robo Pals stock effect for two chapters: In all circumstances where the target would participate in a battle, a wild Robo Ball will be fought in the target's place.
Bounty Hunt
Shifu's passive and Hyper are unchanged in Bounty Hunt mode.
Shifu's base stats give him 36 starting stars and a markup of +10% at shops.
| Shifu/Mode Changes |
fandom.100orangejuice | # Shifu/Strategy
Playstyle.
Shifu is a bit of a tanky character with low DEF, yet high HP. He isn't very likely to go down in one fight, though he's incredibly likely to take major damage from one fight alone. He has a couple of playstyles and a couple of ways to attempt to make up for his weaknesses.
| Shifu/Strategy |
fandom.100orangejuice | # Shifu/Trivia
| Shifu/Trivia |
fandom.100orangejuice | # Shifu/Unlocks
| Shifu/Unlocks |
fandom.100orangejuice | # Shifu/Voice Lines
Voice Lines.
<tabber>
</tabber>
| Shifu/Voice Lines |
fandom.100orangejuice | # Shifu Robot
| Shifu Robot |
fandom.100orangejuice | # Shifu Robot/Cosmetics
| Shifu Robot/Cosmetics |
fandom.100orangejuice | # Shifu Robot/Hyper
Effect.
Shifu Robot's Hyper is Turbo Charged. Upon use, the player's HP will be set to 1, and the player will gain +1 ATK for every point of HP lost, indicated by the Turbo Charged stock effect. The player will lose one stack of this effect every chapter. In addition, the player will lose all stacks upon KO.
Strategy.
Turbo Charged serves as a very powerful ATK boost card that comes with a lot of risks. Since it drops Shifu Robot's HP to 1, care must be taken when using it. You will either need to make sure your opponent won't be able to retaliate, since Shifu Robot does not have the tools to avoid damage unless a card like or is played, or you will have to heal up before challenging someone, losing out on some of the ATK boost for a lot more safety. The card is usually used at max HP and to specifically make use of the ATK boost on the chapter it is used, with the lingering ATK boost being more of a bonus. When used at full HP, Shifu Robot will have +5 ATK for an entire chapter.
is arguably enough the best card to combo with this Hyper, as it allows you to heal straight up again, removing any risk the Hyper would usually bring. It can also allow for exciting mind games, such as using the Hyper in front of a player in hopes they will challenge you, then turning the tables on them by healing up, most likely KOing them once you retaliate with your ATK boost.
Below is a table of the chances of you winning a fight without the opponent retaliating based on your ATK, also known as a "One-shot".
If you don't have Portable Pudding on hand, unless the reward is worth it or you are desperately trying to turn a game around, using the Hyper on its own against opponents with >=5HP and a >=0 DEF stat is typically not worth the risk. Combining the Hyper with cards like , or on the other hand can drastically improve your chances of KOing your opponent, allowing you to take on full HP targets with much more confidence. Note that using will require a bit of planning, as you will typically have to use the Hyper on the chapter before the auto-heal kicks in to get the HP to use it.
will typically require one of the aforementioned cards to be worth using, as you will only get to use it when 1 Stack of Turbo Charged has run out, reducing your ATK to +4 without additional cards. When the situation presents itself however, Shifu Robot is offered great flexibility as it can pick a safe spot on the map and snipe whoever it wants, often turning games around on the spot.
Alternatively, using before the Hyper can set the scene for devastating plays, as it allows Shifu Robot to put all players within range regardless of their HP to attack with its boosted ATK. The downside to this card, however, is that Shifu Robot might fail to reach the target and that Shifu Robot might end up in uncomfortable situations if some players have too much HP.
To ensure that Shifu Robot will actually survive after using the Hyper, the player should have healing cards like or on hand or, at the very least, time the usage of the card with Shifu Robot's passive or other healing effects, such as Regeneration or a panel. Failure to do so will leave Shifu Robot in its most vulnerable state, prone to lose whatever stars it gained with the usage of the Hyper.
Before using the Hyper the player should also assess the likelihood of them actually reaching the target they want to challenge; if the target is further than 3 spaces away it generally is not worth the risk of not reaching them and being a sitting duck for any other player to KO you.
will only grant improved chances of KOing a target when the odds are already stacked against you, such as against a full HP Fernet (16.67% > 25% when DM is used with an ATK boost of +5). In any other situation, it will typically keep the chances of a successful One-Shot the same, or make them worse. has a similar effect, though with more negligible changes in chance.
And at last, can be used when you want to "weaken" opponents in battles before using the Hyper, keeping your HP high so you can get the full ATK boost in case the battle has put them into appropriate range next turn.
The player should be wary of cards like or which can lead Shifu Robot to fail the encounter and get KO'd. At the same time, running around the board at 1 HP will incite players to use cards that deal damage at a distance such as or , or the possibility of rolling into a set by , losing the stock effect.
| Shifu Robot/Hyper |
fandom.100orangejuice | # Shifu Robot/Info
Shifu Robot is one of the playable characters in .
Overview.
Shifu Robot is the character with the best REC stat (tied with ), instantly reviving the next turn after being taken down. It sports a balanced stat line, with an increased ATK stat, decent HP and reduced EVD stat, allowing it to perform relatively well in battles. It also automatically heals 1 HP every 3 chapters, allowing it to sustain itself relatively well. The caveat to all these advantages is that it revives and starts the match at 2 HP, leaving it very vulnerable and susceptible to a downward spiral of repeated bullying when at low HP.
These traits make Shifu Robot very frail and vulnerable at low HP, yet also make Shifu Robot decently difficult to take down when at high HP, allowing it to pick and choose its battles with almost unparalleled self-sustain. At low HP, the player will need to avoid panels and other players as much as possible, turning to any healing options such as panels, its passive, or healing cards like or . Once at full HP, Shifu Robot can then decide to to go for either Stars or Wins Norma as the situation requires, taking panels and challenging opponents with little risk of running out of HP in the long run.
+Auto-healing
+Above average HP and ATK
+Has the best REC stat in the game
+Hyper is able to last for multiple chapters
-Always reviving at 2 HP with -1 ATK makes it prone to being repeatedly bullied
-Below average EVD makes it even harder to survive at low HP
-Hyper causes it to be at low HP even more frequently
| Shifu Robot/Info |
fandom.100orangejuice | # Shifu Robot/Mode Changes
Co-op
Shifu Robot's stats, passive, and Hyper are unchanged in Co-op mode. Despite having a positive ATK stat, Shifu Robot retains its instant recovery and is not subjected to REC debuffs.
Bounty Hunt
Shifu Robot's passive and Hyper are unchanged in Bounty Hunt mode.
Shifu Robot's base stats give it 34 starting stars and a markup of +15% at shops.
| Shifu Robot/Mode Changes |
fandom.100orangejuice | # Shifu Robot/Strategy
| Shifu Robot/Strategy |
fandom.100orangejuice | # Shifu Robot/Trivia
| Shifu Robot/Trivia |
fandom.100orangejuice | # Shifu Robot/Unlocks
| Shifu Robot/Unlocks |
fandom.100orangejuice | # Shifu Robot (Boss)
Shifu Robot , boss variant, is one of the bosses on boards in .
Boss Overview.
Shifu Robot is the Boss with the highest defense stat in the game. As a boss, it features an increased HP, attack, and defense stat, and a decreased evasion stat compared to its playable counterpart. While it may not be as threatening as other bosses, its high DEF stat means that it is very unlikely to take more than 1 damage at a time, even after using an offensive card. As such, it is only likely to be KO'd when it has already been whittled to 1 HP. Its low HP stat compared to other bosses should ensure that this will not take too long, as long as it is fought frequently.
Boards Present.
Shifu Robot appears on the following boards:
| Shifu Robot (Boss) |
fandom.100orangejuice | # Shifu Robot (Co-op)
| Shifu Robot (Co-op) |
fandom.100orangejuice | # Shiny!
Shiny! is a Steam achievement in "100% Orange Juice".
| Shiny! |
fandom.100orangejuice | # Shipyard
Shipyard is a playable field in
It is featured in the campaigns during Old Guardians Episode 7.
| Shipyard |
fandom.100orangejuice | # Shipyard CO
Shipyard CO is a playable Co-op field in 100% Orange Juice. The field layout is similar to the normal Shipyard field, but with adjustments for Co-op mode. The board can be played on Normal difficulty (with any boss) or Extreme difficulty (with ).
| Shipyard CO |
fandom.100orangejuice | # Shock
| Shock |
fandom.100orangejuice | # Shokupan
Shokupan is a card exclusive to Bounty Hunt Mode.
It may be purchased from Star Baker exclusively for a base cost of 30 stars. See here for price adjustments.
Effect.
Upon usage, the user will heal 1 HP on their next turn, for either 3 turns or their next KO.
Strategy.
A cheap, cost effective way to restore health gradually, most of the cast will get mileage out of this card, although for some higher HP characters, may give them more mileage, as it heals more and is an effect that does not expire outside of KO.
| Shokupan |
fandom.100orangejuice | # Shop
Shop could refer to:
| Shop |
fandom.100orangejuice | # Shop/Cards
<choose uncached></choose>
<choose uncached></choose>
<choose uncached></choose>
| Shop/Cards |
fandom.100orangejuice | # Shop/Characters
| Shop/Characters |
fandom.100orangejuice | # Shop/Fields
| Shop/Fields |
fandom.100orangejuice | # Shop 'Til You Drop
| Shop 'Til You Drop |
fandom.100orangejuice | # Shops
Shops are unique stations that are spawned randomly across the board in Bounty Hunt Mode. When the player chooses to stop at a Shop, they may use their stars to purchase any of the items listed in the Shop's stock. These items are able to buff the player in various ways such as granting stock effects, gaining cards, hiring minions, and more. Cards may be sold at Shops, and Shops are also able to gain further bonuses through Shop levels. In addition, Shops are integral in the completion of quests.
Basics.
At the beginning of every match, various Shops and locations spawn on random panels all around the board. Every 6 chapters, a new set of Shops and locations will randomly spawn, replacing the existing ones. Because Shops and locations are first spawned on Chapter 1, the refresh occurs on chapters 7, 13, 19, and so on. They will not spawn on , , or panels.
Players may choose to stop at a Shop anytime they either pass or land on it. Shops serve three main purposes: purchasing items, selling cards, and turning in quest items.
Shop Items.
Once inside a Shop, Stars may be used in order to buy items. Most of these items are consumables which can bestow the player with permanent or temporary stock effects. Items are typically used instantly upon being purchased, with only cards and equipment items being stored.
Each individual Shop carries its own random selection of items. A given Shop's possible items are based upon the Shop type, and each individual Shop has its own stock (separate from other Shops of the same type). A Shop's item stock is shown to all players when someone visits a Shop, and the stock persists until the Shops are shuffled.
Some items are classified as SSR-rarity items, indicated by their gold-colored glow in the Shop. These items only have a base 5% chance of appearing in a Shop, although this chance is increased at Shop levels 5 and 8.
List of Shop Items.
<tabber>
</tabber>
Shop Level.
Shops can gain experience and subsequently advance in level when players perform various tasks. A Shop's current experience and level applies to all Shops of that type rather than just that individual Shop. Each type of Shop begins at Level 1 and can be leveled to a maximum of 10. As a Shop is leveled up, it accrues various bonuses such as cheaper items, higher sell prices, higher chance of selling SSR items, granting stars when completing quests, extra item stock, and extra Shop spawns.
Actions that will give experience toward a Shop include:
Price Adjustments.
All Shop items have a base star cost that can subsequently have a number of modifiers which will affect the final price of an item. Based on a baseline stat spread of +0 ATK, +0 DEF, +0 EVD, 5 REC, and 5 HP, characters will gain an adjustment to their Shop prices based on how positive or negative each of their stats is. ATK points will give a positive/negative 25% modifier, while DEF, EVD, REC, and HP points will give a positive/negative 10% modifier. Characters with less than 3 REC are counted as having 5 REC for the purposes of the modifier calculation. Consequently, the stronger the character's stats, the more expensive Shop items will be, and vice versa.
For reference, each character's Shop price modifier can be seen in the table below. This formula is also used to determine each character's starting star amount.
Minions.
Special types of units called minions can be purchased from various Shops. There are 3 types of minions: , , and . Purchasing a minion will spawn them as an extra unit that will walk around on the board, taking its turn after Player 4, but before . Each minion will have either the , , , or equipped, depending on the player who spawned it. Minions will only trigger movement-type panels, and will take certain actions each turn depending on the type of minion. They will remain on the board until they are KO'd. Upon summoning a minion, a HUD element displaying their icon and HP will appear next to the player's HUD (on all resolutions other than 800x600). A player may not have more than one active minion at once. Minions may also hold a number of stars and/or cards that they will use automatically, depending on the type of minion.
Other Modes.
Shops also appeared in the Shopaholic mutator of Chaos Mode during the Fool's Gambit event. They functioned near identically to how they do in Bounty Hunt Mode, including spawning mechanics, item stock mechanics, purchasing items, selling cards, character-specific price adjustments, and the leveling system. The only differences were all buy and sell prices being divided by 5, and a slightly altered item selection.
| Shops |
fandom.100orangejuice | # Shroom Zoom
Overview.
"Ellie and Lulu are searching for 2 rare mushrooms, when they run into trouble...!?"
Rule Changes.
<tabber>
The Shroom Zoom event features a new field event named Spores. When activated, this field event places mushrooms on 2-3 random panels across the board. The event also introduces the new Shroom Zoom game mode, which is identical to Normal Mode except with the addition of having the Spores field event innately enabled (not taking up a Field Event slot).
In Shroom Zoom Mode, mushrooms will appear every 2 chapters, while the Spores field event enables mushrooms to appear every 3 chapters.
Upon landing on the panel with a mushroom on it, the player will be granted a special mushroom card corresponding to the color of the mushroom that was picked up. These mushroom cards have a level and star cost of 0, and will have a randomly selected effect when played. Once a mushroom card has been played, that color of mushroom card will maintain the same effect for the rest of the game. There are a total of 10 different mushroom colors (not counting legendary mushrooms).
After any player has reached Norma 4, the Spores event can start spawning legendary mushrooms; Legendary Red Mushroom and Phantom Blue Mushroom. Multiple legendary mushrooms can spawn, but once one is picked up, all other legendary mushrooms will vanish, and no more will spawn for the rest of the game. This means only one legendary mushroom may be picked up per game. Legendary mushrooms will always be Gift cards with powerful effects (see Mushroom Types and Effects).
A total of 10 common mushrooms will spawn, with varying effects that will randomly be selected from a pool. From those 10 mushroom cards, 5 will be Boost cards and 5 will be Battle cards. The mushroom effects stay consistent throughout the match and only change when a new game is started. The effects listed with more than 1 value will randomly pick from values 1 to 3. Two repeating effects can appear in the same match if one is the effect of a Battle card and the other of an Event card.
The following is a list of all possible effects:
Two legendary mushrooms that work as Gift cards will also spawn when a player reaches Lvl 4. Once one is picked up, any other legendary mushroom will disappear, and the only way to get more to spawn is to discard the currently active legendary mushroom. Legendary mushrooms will only spawn for the duration of the event.
</tabber>
Event Rewards.
All drops can be earned in both single and multiplayer, but multiplayer is advised.
<tabber>
This event features two global counters on the main menu of the game. As legendary mushrooms are picked up, the percentage of each global counter is increased. Legendary mushrooms will contribute to the counter as long as they are picked up, regardless of whether they are used, discarded, or picked up by a CPU. Once certain percentage milestones were reached, new items were unlocked for all players. Each global counter also gives separate rewards.
Any legendary mushrooms picked up contribute to the counter, meaning that games in Shroom Zoom Mode, games in Normal Mode with the Spores field event active, and games in Co-op Mode with the Spores mixer active can all count towards the goal. It is possible to obtain all unlocked rewards from both global counters for as long as the event is active.
Both Counters.
</tabber>
| Shroom Zoom |
fandom.100orangejuice | # Shroom Zoom/Story
[ Return to Top ]
| Shroom Zoom/Story |
fandom.100orangejuice | # Sibling Rivalry
Sibling Rivalry is a Steam achievement in It is one of 7 achievements included within DLC 25.
| Sibling Rivalry |
fandom.100orangejuice | # Signal Boosting
| Signal Boosting |
fandom.100orangejuice | # Silver
The Silver color is a Unit Color cosmetic that was first introduced in Version 1.9.1, alongside the . The color is non-seasonal, meaning it can be unlocked at any time of the year.
Update History.
Update history for this color does not include each time Silver was added for new characters, as they are added the moment a new character is released.
| Silver |
fandom.100orangejuice | # Single Player
| Single Player |
fandom.100orangejuice | # Single player
| Single player |
fandom.100orangejuice | # Sink or Swim
Sink or Swim is a collectible Battle card that can be acquired from the Pudding Pack.
Effect.
When used in a battle, the player gains -1 ATK, -1 DEF and -1 EVD; if the player were to KO the opponent, steal 50% more stars for doing so.
Strategy.
Sink or Swim allows the player to take a massive risk in an attempt to steal more stars from their opponent. Playing this card against an extremely weakened opponent is the easiest way to secure a KO. Characters with extremely high ATK like will still be able to have a good chance of hitting EVD based characters and punching though the defenses of tank characters. does not technically lose any ATK from this card, as the DEF penalty gives her an extra +1 ATK to balance it out. 's active extension stacks can also negate the penalties of this card, making it a powerful late game tool when combined with the star-hungry . can use it in conjunction with to minimize the effects of the stat reduction and recover the expensive star cost of her hyper. It can even serve as a detrimental battle card for her confused opponents to unwittingly play. 's and 's can allow a higher chance of KO, due to the enhanced rolls supplementing the loss of stats.
Sink or Swim is an extremely risky card for most characters to even try to play. Characters with 0 or less ATK are at particular risk of having their attack dodged. If the player fails to KO their opponent, they will likely take a lot of damage in the counterattack due to both their DEF and EVD being reduced. Tank characters such as and have a hard time taking out opponents while under the effects of Sink or Swim. Even worse, these characters become extremely vulnerable while at 1 HP, opening them up to an easy Sink or Swim KO by an opponent.
| Sink or Swim |
fandom.100orangejuice | # Sink or Swim (Co-op)
| Sink or Swim (Co-op) |
fandom.100orangejuice | # Sky Restaurant 'Poppo'
| Sky Restaurant 'Poppo' |
fandom.100orangejuice | # Sky Restaurant 'Poppo' (RPC)
| Sky Restaurant 'Poppo' (RPC) |
fandom.100orangejuice | # Sky Restaurant 'Poppo' (trap)
| Sky Restaurant 'Poppo' (trap) |
fandom.100orangejuice | # Sky Restaurant 'Pures'
Sky Restaurant 'Pures' is a collectible trap card that can be acquired from the Base Pack.
Effect.
When triggered, the victim loses half their stars and fully heals HP up to their maximum.
Strategy.
Sky Restaurant 'Pures' is one of the most unusual healing cards in the the game, in that it is as powerful as , but carries a secondary effect as deadly as : taking half the player's stars. It is also one of two trap cards that heal, alongside .
Similar to , the card's main power lies in that the cost of the health received is essentially neutralized by the high price of receiving it. Given the late Norma level needed to activate the card, it generally will be used toward the end of the game, which can easily have a devastating affect on an opponent near victory. As a result, the card is generally best put to use if placed on an opponent's home. allows the player to play Sky Restaurant 'Pures' much sooner than usual, at a modest 5 star cost. can also cheat this card out much sooner than usual using her hyper, , either by playing it directly from the deck, or playing it from her hand on a random panel. The card can also be used for the player to heal themselves as well if placed on the player's own panel. However, this tactic is only generally viable with , or if the player is only focusing on Wins Norma.
While the card is very powerful, it does possess some weaknesses. The card's main fault comes with its high norma requirement, meaning that it cannot be played until much later in the game, when it may be too late to recover the match. There also are methods to counter the card, though few. For total destruction, can be used to destroy the card itself and punish the user. However, this card is extremely difficult to use as a result of its high Norma and Star requirements. Another tactic would be using or to prevent Sky Restaurant 'Pures' from affecting the player, effectively countering the card. The least expensive tactic is to move the card to another panel using .
| Sky Restaurant 'Pures' |
fandom.100orangejuice | # Slick Moves
Slick Moves is a Steam achievement in
| Slick Moves |
fandom.100orangejuice | # Slightly Dense
Slightly Dense is a Steam achievement in "100% Orange Juice". It is one of 7 achievements included within DLC 13.
Requirements.
Avoid damage from an out of battle source that would have KO'd you while under the effect of 's hyper, .
Strategy.
The best way to go about this is on a map with Air Raid. It can be easily predicted and only does one damage. Bringing cards such as and can allow Miusaki to survive several Air Raids until she has her hyper.
| Slightly Dense |
fandom.100orangejuice | # Slimebomb
Slimebomb is a card exclusive to Bounty Hunt Mode.
It may be purchased from the Alchemist for a base cost of 50 stars. See here for price adjustments.
Effect.
The user will be given a bird's eye view of the area and will have to select a tile to throw the slimebomb towards. Once selected, the affected tiles will turn into Goo affected tiles.
Strategy.
The user may use this near other players to impede their movement for any reason, such as preventing them from challenging, reaching a bounty, or from entering a nearby shop.
| Slimebomb |
fandom.100orangejuice | # Slippery Boss
| Slippery Boss |
fandom.100orangejuice | # Small Game Hunter
Small Game Hunter is a Steam achievement in It is one of 7 achievements included within DLC 26.
| Small Game Hunter |
fandom.100orangejuice | # Smoke and Mirrors
Smoke and Mirrors is a Steam achievement in It is one of 6 achievements included within DLC 20.
| Smoke and Mirrors |
fandom.100orangejuice | # Smoke of the Lost Memories
Smoke of the Lost Memories is a card exclusive to Bounty Hunt Mode.
It may be purchased from the Alchemist for a base cost of 90 stars. See here for price adjustments.
Effect.
When standing on a tile with a revealed bounty, the player may use it to initiate a battle with the aforementioned bounty.
Strategy.
The player may want to purchase this card in going to fight a bounty if they suspect they are either going to get KO'd or time out the battle with more than 10 rounds, at which point after either reviving or their next turn, they may use the card to initiate another battle with the bounty.
| Smoke of the Lost Memories |
fandom.100orangejuice | # Snacks
| Snacks |
fandom.100orangejuice | # Snatch
| Snatch |
fandom.100orangejuice | # Snatcher
| Snatcher |
fandom.100orangejuice | # Snow Castle Homemark
__NOEDITSECTION__
Snow Castle Homemark is a homemark that was first introduced during the Santa Scramble event in 2018. The homemark is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Snow Castle Homemark |
fandom.100orangejuice | # Snow Dice
__NOEDITSECTION__
Snow Dice is a dice cosmetic that was first introduced during the Santa Scramble event. The dice is seasonal as it has only been made available during events.
Current Unlock Methods.
No current unlock method. (Seasonal Unlock)
| Snow Dice |
fandom.100orangejuice | # Snowball Reflector
Snowball Reflector is a special Battle card that is automatically placed in the center deck during the Santa Scramble event. A total of 4 copies are available per game, along with 4 copies of . Originally, these cards were added to the deck, giving the deck a total of 56 cards instead of the usual 48.. As of Version 1.31.4, they will instead replace two cards from each player's deck, keeping the deck at the usual 48 cards. Snowball Reflector is unique in that although it is listed as a Battle card, it is used only in snowball fights rather than battles.
Strategy.
Snowball Reflector can only be played during the defensive round of a snowball fight. When this card is activated, any snowballs that hit the user will be reflected at the thrower, hitting them and knocking them out of the snowball fight. This can give you an edge in a situation when you're outnumbered, as it has a chance to reduce the number of attackers. It can also be used as a counter to , by moving yourself into a corner to trick them into using Grown-Up Snowball Fight to get a guaranteed hit, then unleashing this card to take them out.
| Snowball Reflector |
fandom.100orangejuice | # Snowman Homemark
__NOEDITSECTION__
Snowman Homemark is a homemark that was first introduced with the addition of crates to the shop in 2017. The homemark is non-seasonal, meaning it can be unlocked at any time of the year.
| Snowman Homemark |
fandom.100orangejuice | # Solid Witch
| Solid Witch |
fandom.100orangejuice | # Solid Witch (M10)
| Solid Witch (M10) |
fandom.100orangejuice | # Some People Have All the Luck!
Some People Have All the Luck! is a Steam achievement in "100% Orange Juice".
| Some People Have All the Luck! |
fandom.100orangejuice | # Sora
| Sora |
fandom.100orangejuice | # Sora/Cosmetics
<tabber>
</tabber>
| Sora/Cosmetics |
fandom.100orangejuice | # Sora/Hyper
Effect.
Sora's Hyper is Extraordinary Specs. When used, the player will roll natural 6s for all movement rolls, battle rolls, rolls, and rolls for 1 chapter.
Strategy.
Extraordinary Specs is a powerful Hyper that greatly boosts Sora's movement and combat abilities. For the duration of the chapter, up until the player's next movement roll, all dice rolls are guaranteed to be perfect sixes. As a result, this enables Sora to effectively catch opponents, overpower them, and defend against them with guaranteed roll strength.
The Hyper itself opens up tons of strategies for the player and can easily be combined with other cards to guarantee an opponent's defeat. Cards such as can give the player an edge in combat or using can force an opponent into a disadvantaged battle to the end. The player should keep in-mind, however, that these combos are extremely expensive ranging from 60-80 stars.
The main draw back of Extraordinary Specs is that the Hyper itself is costly and can only be used at higher levels. Also, even though the Hyper makes Sora throw max rolls, the Hyper does not guarantee the player will KO the opponent. This in turn can, lead to disappointing outcomes if the player does not use more cards, given the high cost of Extraordinary Specs. However as mentioned previously, using additional cards will further raise the already expensive price of using the Hyper.
| Sora/Hyper |
fandom.100orangejuice | # Sora/Info
Sora is one of the unlockable characters in . She originates from the game "Sora" as the titular character.
Passives.
None.
Overview.
Like her friend , Sora is built around slightly buffed stats in both attack and evasion, which provide her with both a decent amount of survivability and attack power. Unlike the former, however, Sora does not feature a trade-off in defensive capability and carries the benefit of having all positive stats. As a result, she can play either an aggressive or passive role depending on the situation. Sora herself makes a very capable fighter with little to no weakness other than her slightly below average health. With her stats, she is able to deal solid damage, defend against strong attacks, and evade both weaker and powerful attacks if the situation presents itself. Likewise, Sora generally does not have any difficulty defeating and surviving panels as her attack will either be enough to defeat the opponent or her defense and evasion will be able to protect her from both high and low rolls. In the late game, Sora also boasts one of the most powerful Hyper cards in the game, which can help her deal guaranteed massive damage to any opponent, or on the flip side, survive almost any attack.
Even with her powerful build, Sora is not invincible, however. Like all below average health stat characters, she can only survive a few combats before being defeated. If the player consistently rolls poorly, her slightly buffed stats will not save her from numerous combats, and while she can hold her own against a boss, it is still generally not advised without her Hyper. Sora's slightly buffed evasion stat may also cause the player to take unnecessary risks that may result in Sora being KO if the roll result is poor. Like , an additional point in evasion will often not protect the player, and without any kind of buff in defense, Sora will be at risk from high rolls.
Generally, Sora should aim for star norma but can easily switch back and forth between star and wins norma based on the player's performance during the game. With the right matchup and RNG, Sora can easily dominate wins. More often than not, however, Sora should generally be played with a mix of both passive and aggressive, taking opportunities to fight when they arise and avoiding combat when there is a better alternative. A panel will usually be a better choice than an panel, but Sora can easily handle an panel over a panel, if the player only has these options. In the late game, her Hyper can also be used to gain more wins or stars, whichever the player has chosen.
+Good blend of offense and defense stats
+Strong Hyper that enables guaranteed high rolls
-Below average HP stat
-Hyper is extremely expensive
-Hyper can be situational or underwhelming
| Sora/Info |
fandom.100orangejuice | # Sora/Mode Changes
Co-op
In Co-op mode, Sora's REC stat is increased from 5 to 6, due to her base ATK of +1. Sora's passive and Hyper do not change.
Bounty Hunt
Sora's passive and Hyper are unchanged in Bounty Hunt mode.
Sora's base stats give her 30 starting stars and a markup of +25% at shops.
| Sora/Mode Changes |
fandom.100orangejuice | # Sora/Strategy
| Sora/Strategy |
fandom.100orangejuice | # Sora/Trivia
| Sora/Trivia |
fandom.100orangejuice | # Sora/Unlocks
| Sora/Unlocks |
fandom.100orangejuice | # Sora/Voice Lines
Voice Lines.
Note: and share the same voice pack.
<tabber>
</tabber>
| Sora/Voice Lines |
fandom.100orangejuice | # Sora & Sham (Cuties)
| Sora & Sham (Cuties) |
fandom.100orangejuice | # Sora & Sham (Cuties)/Cosmetics
| Sora & Sham (Cuties)/Cosmetics |
fandom.100orangejuice | # Sora & Sham (Cuties)/Hyper
Effect.
Sora & Sham (Cuties)'s Hyper is Special Stage. When used, the player enters Live Mode, which grants a large number of effects:
This effect lasts for a number of chapters equal to the player's level, or until the player is KO'd.
Upon usage of Special Stage, the background will darken and a number of visual effects such as concert lights and audience lightsticks will activate. If the player is Cuties, the game's music will be replaced by "Cuties 2", also known as Ultimate Weapon Girl. If the player is or , the game's music will be replaced by "Cuties 4", also known as Ultimate Weapon Girl (Bonus Track). If the player is any other character, the game's music will be replaced by "Cuties 3", also known as Ultimate Weapon Girl (Instrumental). Both the music and visual background changes will last for the duration of Live Mode. Once Live Mode ends, the music will change to the theme of the character who used Special Stage.
Strategy.
Special Stage is one of the greatest star-stealing cards in the entire game, with the possibility to steal even more stars than . However, the card requires careful usage, as the timing of the card's activation will determine how well the card performs. In order to yield the best results from the card, the player will need to activate the card when opponents will be near the player soon. This can be accomplished by activating the card when there are KO'd players recovering nearby, when the player is heading down a path that their opponents must follow to get to their , or by using the Hyper on a compact/commonly crossed section of the board. While the Hyper cannot steal from KO'd players, it is able to do so on the turn they recover. Special Stage is also extremely powerful on small boards such as Vortex where the effect is almost impossible to avoid. The player can also use the card aggressively on larger boards such as White Winter, where the long walk to a player's home panel can force the opponent to walk through the Hyper to avoid missing their norma. In short, the goal of the player will be to steal from the opponent as many times as they can, which can only be accomplished if opponents are already close by at the time of activation. Another great aspect of the Hyper is that it is very easy to make a star profit with the card, as the player only needs to steal 2 times to recover the cost of the card. Better yet, the card is based on the player's level and not the opponent's, which gives the player better control over the card's effect. The player can also take advantage of the invincibility the card provides. For instance, if they wait until norma 4 to activate the Hyper, it will provide full protection from the panels for 4 turns. This may even give the player the opportunity to KO the boss if the opponents have already faced it multiple times while the player was in Live Mode.
As to be expected, the card is far from perfect. The greatest disadvantage to Special Stage is the timing and luck aspect required to get the card to work well. If the player is particularly unlucky, they may time the Hyper poorly enough that they don't make the cost back. Likewise, if the opponents roll high or use , they can easily escape the Hyper's effect. Similarly, cards like and field events like can easily enable opponents to escape the Hyper's range. Consequently, the Hyper works very poorly on boards with an abundance of panels and can be hard to use on boards where the panel spacing and lack of path diversity can make the Hyper difficult to time well, such as Star Circuit. In a different but equally poor scenario, if the player activates the card when they are at 1-2 HP, opponents may follow the player on purpose, accepting the star loss, but waiting for the stocks to run out so that they can KO the player and get their stars and more back.
| Sora & Sham (Cuties)/Hyper |
fandom.100orangejuice | # Sora & Sham (Cuties)/Info
Sora & Sham (Cuties) , also referred as just Cuties, are one of the playable characters in . They were added to the game in and are both the first dual-character that does not feature any switch between the two characters, and the first DLC to only feature a single unit. Sora and Sham both originate from the game "Sora", where both were close friends.
Overview.
Ready to perform a live concert with music and dance, the Cuties are the idol version of and , featuring a mix of each other's original stats. A powerful duo, the Cuties feature a below average HP stat of 4, a boosted EVA stat, neutral recovery, and passive that provides a bonus +1 buff to ATK or DEF randomly every battle. As a result, the player will essentially be using either Sora or Sham every combat phase, both of whom are strong characters. This provides the duo with both survivability through a boosted EVA and DEF, and a decent amount of power when they receive extra ATK. Either way, the Cuties benefit greatly by having no negative stats, to compensate for their lackluster HP pool, making them a force to be reckoned with. The duo also has an additional passive, Events Crashed, which enables them to gain additional stars from panels for every different event card the player activates. This can be seen as an added benefit for any event cards they like to bring. The stacks of Events Crashed also never deplete, which makes the extra stars from panels more beneficial the earlier they are obtained. Their passive being based on event cards is also beneficial, as there are often cheap, low-impact options such as to feed the passive with little risk to themselves. The Cuties also feature an extremely powerful Hyper card that, when used correctly, can provide them with mountains of stars, while also protecting them at critical moments.
While very strong, the Cuties are not without their faults. Like any 4 HP character with only an EVA stat to rely on, the Cuties are very susceptible to panels if the player does not receive +1 DEF. Likewise, since the bonus stats are provided at random, they may not give the stat the player needs at the time, such as DEF during an assault, and vice versa. Also, given that the stat boosts are only +1s, they may prove to give extremely exciting results, or barely help at all, depending on the player's luck. The Cuties also are unable to use wins norma which, while better than the , can be a problem on boards like Tomomo's Abyss, where combat and wins often plays a big role.
+Always has 2 of 3 above average stats
+Great passives
+Very powerful, low-level Hyper
-Below average HP stat
-Hyper requires effective timing and becomes more expensive with each level
-Passive restricts wins norma, making it more difficult to achieve norma in some situations
| Sora & Sham (Cuties)/Info |
fandom.100orangejuice | # Sora & Sham (Cuties)/Mode Changes
Co-op
In Co-op mode, Sora & Sham (Cuties)'s stats do not change. Their passive also does not change, but interacts uniquely with the changes to Norma progression in Co-op:
Sora & Sham (Cuties)'s Hyper, Special Stage, has a slightly different effect in Co-op. The Hyper will no longer grant immunity to being targeted by Boost cards, and will only steal stars from enemies and not players. Otherwise, it functions the same as in Normal mode.
Bounty Hunt
In Bounty Hunt mode, Sora & Sham (Cuties)'s passive does not visibly change. However, their passive does not function due to changes to Norma progression in Bounty Hunt. As a result, Cuties can complete Fame Norma objectives like any other character.
Cuties' base stats give them 40 starting stars and a price adjustment of 0% at shops.
| Sora & Sham (Cuties)/Mode Changes |
fandom.100orangejuice | # Sora & Sham (Cuties)/Strategy
Playstyle.
Cuties should focus on gaining and protecting their stars. Their Hyper can be supplemented with certain cards to make opponents more likely to group up. Cuties can utilize their guaranteed EVA to bully characters with -ATK such as . Cuties may want some focus on panels, as their Hyper is very powerful at protecting them from both panels and opponents. Any Events played can supplement their Bonus from panels, which is a nice boon, but nothing to write home about. panels can be dangerous, and should mostly be avoided due to Cuties having 4 HP and random stat distribution; however, stepping an Encounter may be favorable compared to - especially if Drop would lose the stars needed to achieve Norma.
| Sora & Sham (Cuties)/Strategy |
fandom.100orangejuice | # Sora & Sham (Cuties)/Trivia
| Sora & Sham (Cuties)/Trivia |
fandom.100orangejuice | # Sora & Sham (Cuties)/Unlocks
| Sora & Sham (Cuties)/Unlocks |
fandom.100orangejuice | # Sora & Sham (Cuties)/Voice Lines
Voice Lines.
<tabber>
Note: Cuties' voice lines are scripted separately for Sham and Sora, but are hosted on the wiki in a combined format for playback purposes. The combined voice lines were created by community member Ryu Xero.
</tabber>
| Sora & Sham (Cuties)/Voice Lines |
fandom.100orangejuice | # Sora (Co-op)
| Sora (Co-op) |
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