100% Orange Juice

100% Orange Juice

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Deck Building: Card Analysis and Character Synergy
By UnLuckyCat
An in-depth look at every card and how they relate to the various characters
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Introduction
The cards chosen by each player are all collected into a single deck to be drawn throughout the course of a match. Because of this, building your deck is one of the biggest ways you can influence the flow of the game, and especially the outcome. The most important thing to keep in mind is that you are actually the least likely to get your own picks, as there are 3 other players vying for the same cards. Ideally, you would bring cards that are only useful to yourself, yet useless to anyone else.

This guide will outline the degree of usefulness of each individual card for the different kinds of characters, taking into account their stats, Hyper card, and playstyle(s).

If you have any issues with the recommendations found herein, please leave a comment at the bottom. I'm open to any changes, counter plays, and emergent playstyles, so let me know of anything especially useful for or against certain characters. Do keep in mind that 'good' cards aren't necessarily 'not bad' so seemingly useful cards might be the wrong choice.
CARDS
☆ Boost Cards
Dash!
Set: Basic
Rarity: Common
Level: 1
Cost: 3
Effect: For one turn, roll two dice for movement.
Useful For:
++Battle Hypers
+High Atk
+Low Atk
+Low HP/Def/Evd
Useful Against:
-Low Atk
-Low HP/Def/Evd


Moving further is rarely a bad thing, and the way it works helps to mitigate some of the randomness. Normally, rolling one die for movement has an equal chance of landing on any value between 1-6, so there's no telling what panel you might end up on. However, rolling two dice is not simply double your usual result, since both are independent of each other, one can go high while the other is low, both can be high, both can be low, or both can be in the middle. This means you have a much higher chance to roll 5-9 than 2-4 or 10-12 (exactly twice as likely), with 7 being the highest individual chance.

Now, extra movement is useful for a number of things: you can reach Home, avoid a Battle or Drop panel, chase a weakened player, or escape your pursuers. Except that's exactly the problem, since anyone else could get it instead. The only characters with a slight edge would be those with Hyper cards that can be used in battle, since they are at less of a disadvantage should an enemy suddenly close the gap and force a fight from behind, while also being especially deadly as the aggressor themselves.

Saki's Cookie
Set: Basic
Rarity: Common
Level: 1
Cost: None
Effect: Heal 1HP.
Useful For:
++High Def
+Low HP
+Bad Recovery
Useful Against:
-High Atk
-High Evd



You will suffer a KO if your HP reaches 0, and if this happens during a battle then you will lose half of your total stars. Clearly, this is a problem no matter who you are, and healing even 1HP can help prevent that.

However, the more Defense you have, the longer that extra HP will last, as you will typically take less damage in battles. Additionally, the lower your max HP, the more important it is to always be at full health. Conversely, it is less useful to Evasive characters, as they tend to flip between full health and no health, so healing is rather inconsequential since they're just as close to death no matter what.

While it definitely is still useful for offensive oriented characters, there's too much risk that your target will heal which dissuades further battles. The goal is to attack first and earn a killing blow, negating their counter attack phase and consequently any need to heal. Attempting to outlast your opponent via attrition is usually a bad call, not to mention your opponent has likely brought their own cards to that effect.

Flip Out
Set: Basic
Rarity: Common
Level: 1
Cost: None
Effect: The next time you lose stars from a Drop panel, your opponent with the most stars loses the same amount.
Useful For:
+Low Atk
Useful Against:
--High Def
-Low Atk
-High HP/Evd



Supposedly an option for passive star farmers, as it will help preserve the status quo. However, this is neither insurance against losing stars, nor is it a way to close the gap to first place.

As a defensive character who attempts to survive or avoid all battles, this is an incredibly bad card since it raises your chances of losing stars for no good reason. Yet as an offensive character who thrives on stealing stars from other players, this also isn't very useful, however there is still the option for Wins Norma or choosing another target, so this is not enough of a counter play.

Long-Distance Shot
Set: Expansion
Rarity: Common
Level: 1
Cost: 5
Effect: Deal 1 damage to an opponent of your choice.
Useful For:
+High Atk
+Low Atk
+High Evd
Useful Against:
--Low HP
--High Def
-Bad Recovery


Just like how healing 1HP is much better for defensive characters, losing even just 1HP can set them back quite a bit. And again, evasive characters can shrug off the damage much more easily.

Since you may target anyone (except yourself), you can make any potential battle more likely to swing in your favor, be it your intended victim ahead of you or a threat from behind. The currently winning player is a good target, if only in hopes that someone else (including NPC enemies) will KO them, delaying the game and giving you a better chance to take 1st place. But KOing with this card won't steal their stars, nor earn you Wins.

Nice Jingle
Set: Basic
Rarity: Uncommon
Level: 1
Cost: None
(Max 1)
Effect: The next time you gain stars from a Bonus panel, gain twice that amount instead.
Useful For:
+Low Atk
+High HP/Def/Evd
Useful Against:
-Low Atk
-Low HP/Def/Evd


Everyone can use more stars, but the ones who need it the most are those who can't reliably win battles. On that note, those who often lose battles may just make themselves juicier targets, but that doesn't necessarily make it a good card for offensive players.

Nice Present
Set: Basic
Rarity: Uncommon
Level: 2
Cost: 10
(Max 1)
Effect: Draw 2 cards.
Useful For:
+Good Hypers
+Card Reliance
Useful Against:
-Card Haters




Assuming you brought good cards in your deck, this will help sift through the trash everyone else forced onto you. Of course, the same goes for them, so the tiebreaker is if your hyper is especially good or integral to your character's success. If you're not actually fishing for anything in particular, then there's too much risk of feeding other people cards which can be used against you.

Stiff Crystal
Set: Expansion
Rarity: Uncommon
Level: 2
Cost: 20
Effect: The next time you trigger a Trap card, ignore all effects of that card.
Useful For:
+Card Reliance
Useful Against:
--Trap Hypers





The most damaging traps remove stars and cards in some form or another, so Stiff Crystal can save you from that fate. On the other hand, it can also prevent beneficial or inconsequential effects, which makes the 20 star cost of the card itself the real trap. Only use it if you absolutely cannot take the risk of ever landing on a deadly trap, and ideally when there's no Minelayer Field Event.

Pudding
Set: Basic
Rarity: Rare
Level: 4
Cost: None
Effect: Fully heal all HP.
Useful For:
++High HP
+High Def
+Bad Recovery
Useful Against:
-High Atk




Just like with Saki's Cookie, healing is useful for everyone, but not everyone has the same max HP. This makes it less useful for low HP players, since the amount healed is too similar to Saki's Cookie or Dinner to be worth waiting until level 4 to use it. It also becomes slightly more useful for evasive characters, since no matter how much damage they took on a failed roll, healing to full can enable Defense as a valid choice much more readily than just +1HP.

Falling into the opponent's hands isn't a big deal for defensive players, since they will be attempting to avoid battles regardless. But this can shut down offensive players completely, negating several chapters' worth of battles.
 Boost Cards cont.
Extend
Set: Expansion
Rarity: Rare
Level: 3
Cost: 10
(Max 1)
Effect: The next time you suffer a KO, automatically revive the next turn.
Useful For:
++Bad Recovery
+High Atk
+Low HP/Def/Evd
Useful Against:
-High Atk
-Low HP/Def/Evd

Losing half your stars on KO is bad enough, but sometimes you'll also have to sit out for 5-6 turns as well. Extend fixes all that, although you still lose a turn on revive.

This can actually be a problem, however, since you're now open again for attack. The saving grace is that the "lost" turn on revive forces your original attacker to move first, either so they can't bother you again, or allow you a chance to reclaim your lost stars by battling them from behind while they're weakened. The same can be done to you, so you want to bring this as a character who doesn't care about the standings of other players.

Princess's Privilege
Set: Expansion
Rarity: Rare
Level: 4
Cost: 20
(Max 1)
Effect: If you have at least 3 cards, discard them and draw 3 cards.
Useful For:
+Good Hypers
+Card Reliance
Useful Against:
-Card Haters



An alternate Nice Present that costs more and is much more restrictive, but gives you an extra card. Usually this should stay out of your deck unless you absolutely need all the cards you can get, and you already brought Nice Present.

Lonely Chariot
Set: Mixed (DLC)
Rarity: Common
Level: 3
Cost: 30
Effect: Until you suffer KO, roll 5 for all movement rolls and take 1 damage at the end of your turn. If this results in a KO, pay an additional cost of 5x your level.
Useful For:
+Battle/Movement Hypers
++High HP
+High Atk
Useful Against:
-Low Atk
-Low HP/Evd
-Bad Recovery
Similar to Dash!, but trades potential higher movement for more reliability. The 5 tile range and HP penalty make it less useful for escape, as it is still possible to be pursued, but this makes it very useful to catch another player, especially since the damage penalty happens at the end of your turn.

Despite lasting indefinitely, it is most useful to land on a specific panel the turn it is used, such as a player's home panel, or to avoid a Warp, Drop, or Boss panel along the way. The fact that it lasts until KO can actually end up hurting you, since you'll likely either suffer the card's additional star penalty or lose half your stars in battle after being weakened. To counteract this, you'll either want lots of healing, or ways to deal damage to yourself outside of battle.

Ambush
Set: Mixed (DLC)
Rarity: Common
Level: 3
Cost: 20
Effect: Start a battle with each player on your panel, then end your turn without a movement roll. Does not count as landing on your current panel.
Useful For:
+Battle Hypers
+High Atk
Useful Against:
-Low Atk
-Bad Recovery


This can help you bully others or counter-bully your pursuers. Additionally, you can completely ignore the actual battling effect of the card and simply skip a turn. You will NOT get the effects of the current panel, so trap cards won't trigger, you won't be able to level up your Norma, you won't gain/lose stars, draw cards, warp, or encounter an NPC.

Ambush is useful for anyone who would rather attack first, as well as anyone who hates being repeatedly attacked from behind. But that doesn't make it a great card for defensive players, as it can ruin you when battling on home panels, or just any time you have the choice to pass by an offensive character.

Passionate Research
Set: Mixed (DLC)
Rarity: Uncommon
Level: 2
Cost: 5
Effect: Look at the top 3 cards of the deck and put any Hyper cards you find into your hand. Return the rest of the cards to the top of the deck in the same order.
Useful For:
++Good Hypers
Useful Against:
-Bad Hypers
-Card Haters



Either cheap and easy Hyper cards, or simply a way to peek at the deck to see what others will draw next, both outcomes well worth the 5 star cost for most characters. Even those with a relatively bad Hyper can use this to deny others of theirs, or try to combine it with Gift Exchange or Mimic.

But be careful, since this will advertise to everyone exactly how many Hyper cards you draw, you might be the target for any number of nasty effects to counter it, such as the above mentioned cards to steal them and Reverse Attribute Field or Shield Counter in battle.

President's Privilege
Set: Mixed (DLC)
Rarity: Common
Level: 4
Cost: 10
Effect: For one chapter, you play all cards at no cost, and you may play an additional card before your movement roll.
Useful For:
++Expensive Hypers
+High Atk
+Card Haters
Useful Against:
-High HP/Def/Evd



Although it comes about rather late with the level 4 requirement, this can be a real gamechanger when coupled with a Hyper card or any number of expensive and powerful effects. Typically, the high cost cards are offensive oriented by nature, so this isn't quite as useful for defensive characters, but it does mean all the formerly useless cards for a passive star collector can actually be used instead of discarded.

Mimic
Set: Mixed (DLC)
Rarity: Rare
Level: 3
Cost: 5
Effect: Transform as many Hyper cards in your hand into the natural Hyper card of one (living) opponent of your choice, equal to the amount of Hyper cards in their hand.
Useful For:
++Bad Hypers
Useful Against:
--Good Hypers




Both you and your target need at least one Hyper card, but it doesn't matter what they actually are. You won't steal nor copy the physical card in your opponent's hand, rather you'll get the Hyper they normally draw (eg. Mimic a Sora for Specs, even if she's holding Gamble).

Best combined with Passionate Research, Sealed Memories, Exchange, or Tragedy in the Dead of Night so that you don't have to guess, but the cost is so little that it doesn't matter too much. Even a failed attempt can prove useful, as it lets you know that your target has no Hypers.
 Boost Cards cont.
Completion Reward
Set: Acceleration
Rarity: Common
Level: 1
Cost: None
(Max 1)
Effect: Gain 7 stars for every trap of yours that has been triggered for its effect.
Useful For:
Trap Hypers
Low Atk
High HP/Def/Evd
Useful Against:
Low HP/Def/Evd


Will not count cancelled traps due to Stiff Crystal, or Hyper traps that have no effect on the user even if they step on it. Present Thief counts as 1 trap for the purposes of Completion Reward.

Gentleman's Battle
Set: Acceleration
Rarity: Common
Level: 3
Cost: 10
Effect: Battle a player with full HP of your choice. Do not move after the battle.
Useful For:
High Atk, HP/Def
Battle Hypers, Multi-turn Hypers
Useful Against:
Low HP/Def/Evd
Bad Recovery
☆ Battle Cards
I'm on Fire!
Set: Basic
Rarity: Common
Level: 1
Cost: 5
Effect: +1 ATK and -1 DEF in the current battle.
Useful For:
+High Atk
+High HP/Def/Evd
Useful Against:
-Low Atk
-Low HP/Def/Evd
-Bad Recovery



Useful both for fragile characters to ensure there's no counter attack by outright killing your target, and for sturdy characters who can afford the defense drop. Be careful as an evasive character, as it means you can basically ignore the -1 Def, but others using the card can be problematic.

An interesting quirk about its level requirement is you can immediately use it at the start of the game, however no defensive card can be used to counter it. This can be used to great effect to quickly score 2 wins for your 2nd norma requirement within the first few chapters.

Rbits
Set: Basic
Rarity: Common
Level: 2
Cost: 3
Effect: +2 DEF, but Evade becomes unavailable in the current battle.
Useful For:
+Low Atk
+Low Evd
+Bad Recovery
Useful Against:
-High Atk



Especially useful against bosses and +2 Atk characters, as the threat of 7+ damage makes evasion very risky. The obvious downside is that forcing defense means you'll always take at least 1HP in damage, so don't use it at 1HP or if the enemy is likely to roll very low. However, this is ideal for low Atk players, as it means others either won't use the card against you, or you're guaranteed to trade damage if they do.

One clever use for this card is while attacking a dangerous target on a home panel. Rbits can be used on offense, unlike Shield, so you can almost guarantee your safety with extra Def, then heal 1HP after the battle and level up your norma.

Rainbow-Colored Circle
Set: Basic
Rarity: Common
Level: 2
Cost: 5
Effect: +2 EVD and -1 DEF in the current battle.
Useful For:
+Low HP/Def
+High Evd
+Bad Recovery
Useful Against:
-Low Atk




Just like for normal evasion, this card is best when you're at 1HP or likely facing low attack rolls, but anything else is a gamble for an upset win. It does make it possible to dodge higher rolls, so this can be an option against bosses or offensive characters when defending is not viable. However, overreliance on evasion can easily get you killed, especially when offensive characters use cards of their own.

Big Magnum
Set: Expansion
Rarity: Uncommon
Level: 3
Cost: 20
Effect: Lose 1HP to gain +2 ATK in the current battle. Cannot be used at 1HP.
Useful For:
+High Atk
+High HP/Def
Useful Against:
-Low Atk
-Low HP/Def
-High Evd
-Bad Recovery


The high cost of this card, both in stars and HP, somewhat limit its application. You either want to stack a lot of Atk all at once to definitely kill your target without a chance to retaliate, or be sure that the loss in HP is negligible. So either a lot of HP, or the stats to survive with what you have.

Although it would seem like a great idea for characters with low Def and/or high Evd to shrug off the damage penalty, enemies using this card are very likely to kill you outright. On the flipside, the lost HP would be more painful with higher Def, but you have a good chance to shrug it off on the receiving end.

Shield
Set: Expansion
Rarity: Uncommon
Level: 3
Cost: 5
Effect: +3 DEF, but Attack becomes unavailable in the current battle. Cannot be used when attacking first.
Useful For:
++Low Atk
+Low HP/Def/Evd
+Bad Recovery
Useful Against:
--High Atk



The large amount of Def for such a low cost makes this card the ultimate counter to a lot of offensive (and costly) strategies, as you can still take only 1HP in damage by rolling one less than your opponent. Unlike with Rbits, you can still choose to Evade if you want, which is always handy since you have to commit to the card before you see the attacker's roll (and card choice). But also unlike Rbits, you can only use this card when defending, so you can't use it against the boss or when stopping on another player's home.

The downside of not being able to retaliate is a small price to pay for the less offensive characters, especially if you likely would have died without a counter attack regardless. However, this can prove catastrophic should your opponent play Final Battle.
 Battle Cards cont.
Final Battle
Set: Basic
Rarity: Rare
Level: 4
Cost: 30
(Max 1)
Effect: Offense and Defense phases will loop until one character is KO'd or another card effect ends the battle.
Useful For:
++Boost Hypers
++High Atk
+High HP/Def/Evd
Useful Against:
--Low Atk
-Low HP/Def/Evd
-Bad Recovery
You will attack again after your opponent does, and this will continue endlessly until someone dies. Since you gain no other advantage, you need to use it at an opportune time against weak or weakened opponents, especially considering they can receive the benefits of another card throughout the entire battle. This makes it the perfect complement to a beneficial Boost card, sniping a player or boss at 1HP as a failsafe in case they evade, whittling down a defensive player on top of a Home panel, or potentially preventing your opponent from leveling up.

On the other hand, it is one of the worst things you could use against characters with Battle Hypers, as you're essentially paying them to kill you. But at least they can't use this card at the same time as their Hyper.

Another thing to remember is that using this when attacked first can be disastrous since your opponent will have the advantage with more total attacks, especially if they use a card of their own.

Reverse Attribute Field
Set: Expansion
Rarity: Rare
Level: 3
Cost: 10
(Max 1)
Effect: After all other effects, positive stats become negative and vice versa for both characters in the current battle.
Useful For:
+Low Atk
+Low HP/Def/Evd
Useful Against:
-Battle Hypers
-High Atk
-High HP/Def/Evd

It can be purely beneficial for characters with mostly neutral and negative stats, while also being purely detrimental to opponents with mostly positive stats. As an added bonus, any cards used and previously stocked effects will reverse as well, so you can neuter any planned assault for a much lower cost than your enemy's investment.

It still works for characters with mixed stats, as it can be strategically used to fit the situation, however that means it can also be used against them for the opposite effect. Hopefully there will be a higher priority target for them, such as a character with a stat-altering Battle Hyper.

Tactical Retreat
Set: Mixed (DLC)
Rarity: Common
Level: 1
Cost: Level x5
Effect: If your opponent does not play a battle card, they will earn the stars used to pay for this card. The current battle ends before the Offense phase. Cannot be used when attacking first.
Useful For:
+Low Atk
+Low HP/Def/Evd
+Bad Recovery
Useful Against:
--Boost Hypers
-High Atk
-High Def/Evd
If you absolutely must survive at all costs and don't have any stat boosting cards, or don't think they will save you, then this card could delay the inevitable for at least one turn.

Of course, it won't work if your opponent uses their own card in battle, but at least you don't have to pay the card's cost in that case.

Shield Counter
Set: Mixed (DLC)
Rarity: Uncommon
Level: 4
Cost: 20
(Max 1)
Effect: Deal (Opponent's Atk-Def) in damage. Always deals at least 1HP. The current battle ends before the Offense phase. Cannot be used when attacking first.
Useful For:
+Low Atk
+Low Evd
Useful Against:
--Battle/Boost Hypers
--High Atk
-High Def/Evd
The effect is guaranteed, but this card can only be used nearing the end of the game at lv4. Essentially Tactical Retreat but better, it will always damage your opponent, and it will always escape the battle. Do note that any effects during the battle other than Attack/Defend/Evade rolls will still occur, and stocked effects will expire as if you had battled normally.

Accel Hyper
Set: Acceleration
Rarity: Rare
Level: 4
Cost: 30
(Max 1)
Effect: Roll two dice during the offense phase(s) of the current battle.
Useful For:
High Atk, HP/Def
Low Atk
Combat Hypers
Useful Against:
High Evd
Low HP/Def/Evd
Bad Recovery
Adds 1-6 (average 3.5) to your attack value, which is unaffected by Reverse Attribute Field or Shield Counter.

Quick Restoration
Set: Acceleration
Rarity: Common
Level: 2
Cost: 10
Effect: Unless KO'd, heal all damage taken from the current battle.
Useful For:
High HP
Low Def
Useful Against:
Low HP




At the end of the battle, the user will have exactly as much health as they started with, so long as they don't suffer KO. This includes numbers greater than max HP if you were previously overhealed by another effect.

It is more expensive than other healing cards, but it can heal you at the end of your turn or during another player's turn. Ideally you would use it when you are likely to suffer at least 2 damage, or enough to bring you down to 1, otherwise another card would be more appropriate.

Extension
Set: Acceleration
Rarity: Uncommon
Level: 4
Cost: 10
Effect: Grants the effects of a random usable card in its place. The chosen card does not have to exist in the current game. Does not cost additional stars, but any other effect as a result of using the new card still takes place.
Useful For:
Bad Hypers, Combat Hypers
Useful Against:
Battle Hypers



Since it is random, the chosen card is not necessarily beneficial. Using it on Defense offers a few more options, but the chances of pulling a card worse than nothing at all is higher than on the Offense. Use it as a last ditch gamble if you're certain to lose no matter what, or if the results don't matter either way, and you don't have any better cards to use.
☆ Trap Cards
Bad Pudding
Set: Basic
Rarity: Common
Level: 1
Effect: Discard 1 card in your hand at random.
Useful For:
+Card Haters
Useful Against:
-Good Hypers
-Card Reliance






Minelayer trap. If your goal is to get rid of cards, don't put these on Draw panels. But if you can't risk losing any of your own cards, then either don't ever place this trap, or only use them on other players' home panels.

Mimyuu's Hammer
Set: Basic
Rarity: Common
Level: 1
Effect: Lose 1HP.
Useful For:
+Low Atk
+High HP/Evd
Useful Against:
-Low HP
-High Def
-Bad Recovery




Minelayer trap. These can be very handy to weaken other players no matter their stats, while also being no big deal if you can afford the loss in HP yourself. If you know where one is placed, you can intentionally kill yourself at 1HP to prevent star loss in battle, and then eventually revive with full health.

Dangerous Pudding
Set: Basic
Rarity: Common
Level: 1
Effect: Lose 1 turn.
Useful For:
+Battle Hypers
+Everyone
Useful Against:
-Everyone






Minelayer trap. It sucks for anyone to step on one of these, since losing a turn means you can't move, use cards, work towards your norma, or anything. It could allow pursuers to catch up and battle the affected player, or give extra time to escape an affected pursuer. However, since it skips a turn, attacking an affected player will mean the turn order is reversed, making the pursued into the pursuer.

Piggy Bank
Set: Expansion
Rarity: Common
Level: 1
Effect: Gain 5 stars for every chapter that this trap has been set.
Useful For:
++Low Atk
+High HP/Def/Evd
Useful Against:
-Low Atk
-Low HP/Def/Evd





Everybody could use more stars, even if only to afford more cards. But it especially helps those who can't easily make stars in battle. However, this now creates a target for those who can steal them.

Another clever use for this trap is to mix them in with extremely devastating ones to make your actions less predictable.

Invasion
Set: Expansion
Rarity: Common
Level: 1
Effect: Encounter a random NPC. They attack first.
Useful For:
+High Atk
+High HP/Def/Evd
Useful Against:
-Low Atk
-Low HP/Def/Evd
-High Def
-Bad Recovery



This trap could result in anything from free stars/wins, a mild annoyance, or a huge game changing play. Just like in any battle, the luck of the dice determine your fate. But since the enemy attacks first, the player who triggers this trap is at a disadvantage compared to normal encounters.

Go Away
Set: Expansion
Rarity: Common
Level: 1
Effect: Warp to a random panel, ending your turn without any effects from landing on panels.
Useful For:
+Battle Hypers
Useful Against:
-High Atk
-Low HP/Def/Evd





The player who triggers this trap will randomly warp to any panel, but will not be able to level up, draw a card, encounter an NPC, gain/lose stars, warp (again), roll again, or trigger another trap card this turn as a result from landing on their new panel.

Heat 300%
Set: Expansion
Rarity: Common
Level: 1
Effect: -2 DEF in all battles for 3 turns
Useful For:
+High Atk
+High HP/Evd
Useful Against:
-High Def
-Low HP/Def/Evd
-Bad Recovery




The effect ends on the start of the victim's 4th turn, including when they land on the trap as the 1st turn, so it's slightly less than 3 full chapters. Until then, their defense is reduced by 2 in every encounter, both against NPCs and other players.

This is useful to either soften up bulky targets for an easy kill, or to discourage battles if it's triggered by an overly aggressive player. Since other stats are unaffected, characters who rely on anything but defense can mostly shrug off the penalty, making it relatively safe for them yet extremely dangerous for others. However, being a trap card and time-based, it may not always be possible to capitalize on its effect before it wears off.

Assault
Set: Basic
Rarity: Uncommon
Level: 2
Effect: Battle the player who set this trap. They attack first. Does nothing if both are the same player, or if one is currently KO'd.
Useful For:
++High Atk
+Battle/Boost/Multi-turn Hypers
+High HP/Def/Evd
Useful Against:
--Low Atk
-Low HP/Def/Evd
-Bad Recovery


Simply put, it causes extra battles regardless of distance and circumstance. Very helpful for those who go for Wins normas, and very dangerous for anyone with lots of stars. Being a trap card, it may trigger immediately, or it may stay on the field forever. So long as it's live, you must always be prepared for the possibility that you may unexpectedly fight any other player, so fragile characters beware, keep your HP up and your hand full of helpful cards.

The best users of this card are not glass cannons nor full on tanks, but those who have all-around good stats and/or a Hyper card that can benefit them in battle. That way it won't matter whether they attack first or are on the receiving end themselves. But even if the odds are low, Assault could be your only chance at stopping another player before they win the game, especially when combined with other cards such as Final Battle.

Tragedy in the Dead of Night
Set: Expansion
Rarity: Uncommon
Level: 3
Effect: Give 1 random card in your hand to the player who set this trap.
Useful For:
+Bad Hypers
Useful Against:
--Good Hypers
-Card Reliance





It only takes 1 card, but even that much could be significant. Nothing happens if the victim has no cards, and if it causes a player to temporarily go above their max hand size then they must discard down to that limit at the end of their next turn.

Basically a lesser version of Gift Exchange, but it's free and can be somewhat directed at a certain player if you can predict their movements.
 Trap Cards cont.
Exchange
Set: Expansion
Rarity: Uncommon
Level: 2
(Max 1)
Effect: Swap your entire hand, all stars, and position with the player who set this trap, even when KO'd. Ends your turn without any effects from landing on panels, unless it is your own trap.
Useful For:
+Bad Hypers
+High Atk
Useful Against:
-Good Hypers
-Low HP/Def/Evd
-Card Reliance

An extremely dangerous and potentially game changing trap card that trades everything you own with the victim. It can lead to surprising comebacks, or backfire terribly. Since you can't know who might trigger it, if at all, it's usually not a good idea to use it unless you're very clearly behind everyone else. While it's still on the field, any further stars or cards you obtain may eventually go to someone else instead, so it can be tempting to intentionally play poorly in order to hopefully force an opponent even further behind. However, if the trap is negated or you land on it yourself, then it could be your own grave you're digging.

Flamethrower
Set: Expansion
Rarity: Uncommon
Level: 3
Effect: If you have any cards in your hand, discard all of them. Otherwise suffer KO.
Useful For:
+Card Haters
Useful Against:
--Card Reliance
--Good Hypers





Very rarely will it ever cause a KO since that can be avoided with just a single card, but it can potentially deny a player their norma, or heal the victim to full HP without losing any stars.

Otherwise it can clean out somebody's full stockpile of powerful cards, or easily discard anything of your own that you can't or don't want to use. This isn't usually very helpful for most characters, however it can be extremely devastating to others, making it a good pick solely to counter certain opponents while not losing much of value should you step on it yourself.

Sky Restaurant 'Pures'
Set: Basic
Rarity: Rare
Level: 4
(Max 1)
Effect: Lose half of your total stars and heal to full HP.
Useful For:
+High Atk
+High HP/Def/Evd
+Bad Recovery
Useful Against:
-Low Atk
-Low HP/Def/Evd



Essentially like dying in battle and reviving instantly, except nobody gains the lost stars, not even an NPC. This can easily deny normas or even cost players the game, but that also makes it just as dangerous for the user if they also care about their own stars.

Since it fully heals the target, it is more beneficial to tankier characters, yet they are typically the ones who suffer the most from losing their stars.

For the Future of the Toy Store
Set: Expansion
Rarity: Rare
Level: 2
(Max 1)
Effect: Give half your stars to the player who set this trap. Cannot be set if the user has at least 50 stars.
Useful For:
+High Atk
Useful Against:
-Low HP/Def/Evd





A comeback mechanic that is exceedingly difficult to gain much due to its rather restrictive requirements, however there is no risk of losing anything after it's set, unlike with Exchange, Sky Restaurant 'Pures' or even Assault. Since it's nearly impossible to play in the later chapters, it could be triggered prematurely with less than impressive results.

It is effectively like KOing an opponent and stealing their stars, only their HP stays the same and no Wins are awarded, plus there's no chance for it to backfire and give them stars instead. This leaves the victim just as vulnerable to having their remaining stars cut in half yet again, potentially taking them out of the game for good.

Piyopiyo Procession
Set: Mixed (DLC)
Rarity: Rare
Level: 2
(Max 1)
Effect: Encounter 3 random NPCs in succession. You attack first.
Useful For:
++High Atk
+High Evd
+Boost Hypers
Useful Against:
--Low Atk
-Low HP/Evd
-Bad Recovery

It is exactly like landing on any regular red Encounter panel, unaffected by Miracle or an active Boss event, except three times in a row. All NPCs are the same as those normally encountered otherwise, and retain their HP and stars from any previous battle(s). Each fight still grants 1 Win on KO (up to 3 if all are defeated), and they still attack back if they survive.

Very useful to gain both Wins and stars, especially while a Boss is active, or the exact opposite and hide stars away on an NPC that cannot normally be encountered until after the Boss is defeated. It can be extremely disruptive to characters that naturally have trouble in battles, with almost no downside for those that don't. However, since it triggers random battles, a weak character may hit the jackpot, or a strong character could lose everything, and this one trap could be the final deciding factor for the game's winner.

Sealed Memories
Set: Mixed (DLC)
Rarity: Uncommon
Level: 1
Effect: For 3 turns, your hand is shuffled and becomes visible to all players except yourself, even during the Confusion field event.
Useful For:
+Bad Hypers
Useful Against:
-Good Hypers
-Card Reliance





The effect ends at the start of the victim's 4th turn, including when they triggered the trap as the 1st turn. This counts as Reversed for other effects that depend on the status. No cards are lost, but new cards will inherit the Reversed effect which can result in blind discards if the victim exceeds their maximum hand size (cards are received in order from left to right, so one may always preserve their current hand by discarding only their rightmost card). Cards may be used as normal, under the same conditions as non-Reversed cards.

Since the victim's hand is revealed, they may become easy targets if they lack any threatening cards, or prompt a Gift Exchange/Mimic/Out of Ammo if they do have something.

Brutal Prank
Set: Acceleration
Rarity: Common
Level: 3
Effect: Discard all your hyper cards, losing 10 stars but healing 1HP each.
Useful For:
High Atk, Def
Low HP
Bad Hypers
Bad Recovery
Useful Against:
Low Atk
Good Hypers




Present Thief
Set: Acceleration
Rarity: Uncommon
Level: 1
Effect: First activation: Lose all your cards immediately.
Second activation: Gain those lost cards.
Useful For:
Card Hate
Bad Hypers
Useful Against:
Card Reliance
Good Hypers
☆ Event Cards
Here and There
Set: Basic
Rarity: Common
Level: 2
Cost: 10
Effect: Warp all players to random panels. Does not count as landing on the new panel(s).
Useful For:
+Battle/Movement Hypers
+Everyone
Useful Against:
-Multi-turn Hypers
-Everyone



Everybody, alive or dead, will randomly warp to new panels, which can include their original locations. No panel effects will trigger as a result of the warp from this card. The user's turn continues as normal after warping.

Cloud of Seagulls
Set: Expansion
Rarity: Common
Level: 1
Cost: None
Effect: A random player loses 2HP.
Useful For:
+High HP/Evd
+Low Def
+Good Recovery
Useful Against:
--High Def
-Low HP/Evd
-Bad Recovery


One random, surviving, player will take 2 damage. This can hit the user. If the damage from this card is enough to reduce the target's HP to 0 or below, they will be KO'd. No stars will be lost as a result of a KO in this way, nor will the user gain any stars or Wins for KOing an opponent.

Holy Night
Set: Basic
Rarity: Common
Level: 1
Cost: None
(Max 1)
Effect: All players gain 1 more star each chapter.
Useful For:
++Low Atk
+High HP/Def/Evd
Useful Against:
-Low Atk
-Low HP/Def/Evd



For the rest of the game, the amount of stars granted to all players at the start of each chapter is increased by 1. This effect stacks.

Out of Ammo
Set: Basic
Rarity: Uncommon
Level: 2
Cost: 5
Effect: No further cards may be played by any character until your next turn.
Useful For:
+Multi-turn Hypers
+High Atk
+High HP/Def/Evd
Useful Against:
-Good Hypers, Battle Hypers, Movement Hypers
-Card Reliance
-Low HP/Def/Evd


Nobody may use any cards, not even yourself. Effects from previously used cards will still remain active, however.

Gift Exchange
Set: Basic
Rarity: Uncommon
Level: 3
Cost: 10
Effect: Each card in each player's hand is randomly swapped. A card can be "swapped" with itself. Players keep the same amount of cards in their hands, after first discarding Gift Exchange.
Useful For:
+Bad Hypers
Useful Against:
--Good Hypers
--Card Reliance


All cards currently held by all players are shuffled and dealt back at random, but they won't necessarily be different. The user will end up with 1 less card than before, but everyone else will keep their original hand size.

We Are Waruda
Set: Expansion
Rarity: Uncommon
Level: 2
Cost: 5
Effect: All traps move to random panels. Does not reset chapter counts, and the owner of the trap is unchanged.
Useful For:
+Card Reliance
Useful Against:
-Trap Hypers





Randomly rearranges all currently placed traps (even if there are none). This can place traps on panels that players cannot normally reach, or where traps cannot normally be placed. The traps themselves are unchanged, other than their position.

Dinner
Set: Expansion
Rarity: Uncommon
Level: 3
Cost: 10
Effect: All surviving players heal 3HP.
Useful For:
+High HP/Def
+Bad Recovery
Useful Against:
-High Atk
-Low HP/Def




Everyone who is not KO'd heals 3HP, unless this would result in higher than their maximum. This can end up saving an opponent, or they might end up saving you, so be aware of everyone's circumstances when using this card. Although it's not necessarily a bad thing to help someone out if it means they won't propel another opponent into 1st place.
 Event Cards cont.
Super All-Out Mode
Set: Expansion
Rarity: Uncommon
Level: 3
Cost: 30
Effect: +2 ATK for each player in their next battle.
Useful For:
+High Atk
+High HP/Def
Useful Against:
-Low Atk
-Low HP/Def/Evd
-Bad Recovery



Everyone gets the bonus while only the user pays the star cost, which can lead to unintentionally benefiting your opponents, but this can be well worth it or circumvented. The bonus lasts only for a single battle, whether or not they actually attack, so this can be used to ensure a kill without retaliation or to force defensive cards like Shield, Tactical Retreat, Shield Counter, or certain hyper cards. Ideally, your opponents would waste their bonuses on Encounter tiles or against each other with the aforementioned cards.

Forced Revival
Set: Expansion
Rarity: Uncommon
Level: 3
Cost: 30
Effect: All currently KO'd players immediately revive with 1HP.
Useful For:
+High Atk
+High Evd
Useful Against:
-High HP/Def
-Low Evd




Expensive, but can be worth it to delay other players and cause them to lose stars, hopefully taking them yourself. The longer you wait for someone to revive before using this card, the more impact another KO will be, but you can't revive someone who isn't dead. Conversely, using it too early can allow them to skip multiple revive rolls, possibly avoiding KO and healing past the point of an easy target.

Has obvious synergy with characters who do well at 1HP, either through high evasion or unique hyper cards, however this can make other players reluctant to use it against you.

Little War
Set: Basic
Rarity: Rare
Level: 4
Cost: 50
(Max 1)
Effect: All battles have two Offense and two Defense phases for 3 chapters.
Useful For:
++Battle/Boost Hypers
+High Atk
+High HP/Def/Evd
Useful Against:
-Low Atk
-Low HP/Def/Evd
-Bad Recovery
Every battle will last an extra round, starting with the regular Offense roll and Defense roll from both sides, then back to the first player's Offense roll again. Any card effects used before or after the encounter will persist throughout all phases of the battle. This does not count as an additional battle, merely an extension of each regular one, so effects and rewards that depend on a certain number of battles will be unchanged as a result of this card.

Battles will still end once one or both participants are KO'd, or if another card effect causes it to end prematurely.

Oh My Friend
Set: Expansion
Rarity: Rare
Level: 1
Cost: 30
(Max 1)
Effect: The field boss replaces regular Encounter tiles until it is defeated. The regular boss still appears normally as a separate event from this card. Cannot be played if a boss is on the field.
Useful For:
+Movement Hypers
+High HP/Def
Useful Against:
-High Atk
-Low HP/Def/Evd
-Bad Recovery
Immediately spawns the field boss. This can be used before or after the regular boss has spawned. If used before, then the regular boss will still spawn once the current boss has been defeated and a player reaches at least lv4. If there is currently a boss, the card cannot be used.

Sealed Guardian
Set: Expansion
Rarity: Rare
Level: 5
Cost: 50
(Max 1)
Effect: Every living player now has 1HP.
Useful For:
+Battle/Boost Hypers
+High Atk
+High Evd
Useful Against:
-Low Atk
-Low Evd
-High HP/Def
-Bad Recovery
Everyone, including the user, will be reduced to 1HP, but it does not revive KO'd players. It is the ultimate in throwing caution to the wind and betting everything on a final do-or-die gambit, especially on account of the incredibly expensive cost of the card itself.

Mix Phenomenon
Set: Mixed (DLC)
Rarity: Rare
Level: 2
Cost: 10
(Max 1)
Effect: Every non-home panel becomes a random non-home panel for 3 chapters. Will not create Warp Move panels.
Useful For:
+Movement Hypers
+High Atk
+Low HP/Def/Evd
Useful Against:
-Sanity


If you like random chaos, Mix Phenomenon delivers in spades. This can be used to alter the board and hopefully improve your situation. Use it if there are too many dangerous tiles in your way (like a Boss or 2x Drop), or you can't hope to reach/escape other players and will gamble everything on a new Warp or Move panel.

Note that Encounter panels can be created with Mix Phenomenon, even during a Boss event, and that only original Encounter panels that haven't changed to something else will become Boss panels once the first player reaches lv4 (or Oh My Friend is played) while this card is still in effect. This is useful for players who focus on Wins norma, as well as fragile characters who do not want every choice to be between fighting a Boss or fighting a Boss, but you can't spawn new Boss panels in front of your enemies to get them killed.

Conversely, all Bonus or Drop panels created by Mix Phenomenon will become Encounter panels if Battlefield triggers, however using the card during Battlefield will allow Bonus and Drop panels to exist, even if they match the original layout. If Mix Phenomenon expires during Battlefield, the original panels will be restored and any remaining time will be ignored. This can be used to deny others Wins, but remember the effects of Mix Phenomenon last until the beginning of your 4th turn (including using the card), so Battlefield could still be active for some players.

Scary Solicitation
Set: Mixed (DLC)
Rarity: Uncommon
Level: 3
Cost: 30
(Max 1)
Effect: All other players are forced to draw as many cards as they can hold and lose 15 stars for each drawn card. Opponents must have at least 15 stars in order to draw a card.
Useful For:
+Star Haters
+Card Reliance
Useful Against:
-Card Haters


If you really really hate Aru, this is the card to bring. Anyone else must have an empty hand in order to lose more stars than you paid to use this card, unless you have President's Privilege active. In very rare circumstances, at least one player might be denied their norma due to this card, but so could you. And they're the ones who now have a full hand.

Almost completely unusable in multiplayer, but can be a good way to cheese the AI along with other expensive cards since they'll even use them at no benefit to themself.
 Event Cards cont.
Play of the Gods
Set: Acceleration
Rarity: Rare
Level: 1
Cost: 10
(Max 1)
Effect: Play an Event card held by another player or from the deck, chosen at random. No stars are spent to play the new card and all requirements are ignored, but any other effects will apply.
Useful For:
High Atk
Card Hate
Card Reliance
Useful Against:
Event Hypers

This can either be used to steal an opponent's card, or to find one buried deep in the deck, but what you get is decided at random. It could end up being a cheap and early Little War, or trick someone into accidentally healing you with Dinner. It can also end up doing nothing at all if the chosen card has no effect, but it will always be used even if it should normally be impossible (Oh My Friend will spawn a new boss if one already exists, for example).

As it greatly depends on the rest of the deck (including Hyper cards), yours and your opponents' both, the effectiveness of Play of the Gods will vary between games. Other Event cards must also be considered if you intend to put this in your deck.

Scrambled Eve
Set: Acceleration
Rarity: Uncommon
Level: 3
Cost: 5
(Max 1)
Effect: Each player gains 5 stars per card in their hand, then shuffles them into the deck.
Useful For:
Card Hate, Bad Hypers
High Atk/HP/Def/Evd
Low Atk
Useful Against:
Card Reliance, Good Hypers
Low HP/Def/Evd

Like an extreme version of Out of Ammo, everyone must rely solely on their stats and current stocked effects until they can draw more cards. But since it also grants stars, it can either be used passively to reach Norma since the card itself is cheap to use, or to fatten up your opponents right before KOing them.

Since the cards are placed back into the deck rather than discarded, they can be drawn again a little sooner than usual, and it also delays the natural reshuffling of the discard pile. Hyper cards placed back into the deck this way will remain the same, rather than becoming blank, so players can freely draw another character's hyper.

Star-Blasting Light
Set: Acceleration
Rarity: Rare
Level: 4
Cost: 50
(Max 1)
Effect: Each player takes 1 damage for every trap that they currently have on the map, then all traps are removed.
Useful For:
Useful Against:
Trap Hypers
☆ Gift Cards
Windy Enchantment
Set: Acceleration
Rarity: Rare
Level: 1
Cost: None
Effect: While in your hand: +1 to movement, cannot reach Norma, even after landing on a Home panel.
Useful For:
High Atk
Battle Hypers
Combat Hypers
Multi-Turn Hypers
Useful Against:
Accidentally winning the game




Unlucky Charm
Set: Acceleration
Rarity: Uncommon
Level: 1
Cost: Your current level * 5
Effect: Lose stars equal to your current level at the start of every turn. Using this card for its cost gives it to another random player. If you can't afford the cost, it is free.
Useful For:
High Atk
Useful Against:
Low Atk


CHARACTERS
☆ QP
Series: QP Shooting
HP: 5
ATK: 0
DEF: 0
EVD: 0
Attributes: Card Reliance
Hyper: Good, Battle
+2 ATK in the current battle. If KO'd this battle, you lose no stars, your opponent gains no stars nor Wins, and you revive next turn.




A default character with no obvious strengths or weaknesses, and a versatile hyper offering a cheap and easy offensive boost, or absolute defense. As a result, almost any card can be useful, either to accompany or replace your hyper, yet is no threat against your hyper when used by others.

Fairly straightforward tactics: Defend against high rolls, Evade low ones, and expect similar results from your own attacks. Use your hyper either to gain a lot of stars, to protect yours, or both at the same time such as fighting the field boss or other dangerous opponent.
Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Dash!
Nice Present
Pudding
Princess's Privilege
Lonely Chariot
Passionate Research
Little War
Nice Jingle
Stiff Crystal
Ambush
I'm on Fire!
Big Magnum
Final Battle
Mimyuu's Hammer
Dangerous Pudding
Piggy Bank
Invasion
Go Away
Heat 300%
Assault
Sky Restaurant 'Pures'
Here and There
We Are Waruda
Dinner
Super All-Out Mode
Oh My Friend
Scary Solicitation
Completion Reward
Gentleman's Battle
Accel Hyper
Quick Restoration
Play of the Gods
Windy Enchantment
Saki's Cookie
Flip Out
Long-Distance Shot
Extend
President's Privilege
Rbits
Rainbow-Colored Circle
Shield
Reverse Attribute Field
Tactical Retreat
For the Future of the Toy Store
Cloud of Seagulls
Holy Night
Forced Revival
Sealed Guardian
Mix Phenomenon
Extension
Star-Blasting Light
Unlucky Charm
Mimic
Shield Counter
Bad Pudding
Exchange
Piyopiyo Procession
Sealed Memories
Brutal Prank
Present Thief
Tragedy in the Dead of Night
Flamethrower
Out of Ammo
Gift Exchange
Scrambled Eve
Since her hyper is very useful, the only cards you especially want to avoid are discard effects. And by that same logic, Nice Present and Passionate Research are easy candidates for every QP deck. The rest depends on how you intend to play.

Typical farm deck with healing (Pudding/Dinner/Saki's Cookie), star creation (Piggy Bank/Nice Jingle/Holy Night), and defense (Rbits/Shield/Shield Counter/Tactical Retreat) along with her hyper can ensure she survives with her stars intact.

Or abuse her large HP pool with damage effects (Long-Distance Shot/Mimyuu's Hammer/Cloud of Seagulls/Big Magnum) to weaken opponents and trust in your hyper to protect you.

A balanced approach with cards that incite battles (Dash!/Dangerous Pudding/Assault/Ambush) or general mayhem (Here and There/Mix Phenomenon/We Are Waruda) can work in QP's favor since she can simply use whatever her opponents bring. Reverse Attribute Field can also disrupt many other characters while not affecting herself either way.
☆ QP (Dangerous)
Series: QP Shooting - Dangerous!!
HP: 5
ATK: 0
DEF: 0
EVD: -1
Attributes: Card Reliance
Hyper: Boost
If there are Dangerous Pudding, Bad Pudding, or Pudding cards in the deck, draw up to two of them. Even if you draw no cards as a result, you still pay the full 20 star cost.


Gains +1 Atk from Dangerous Pudding, +1 Def from Bad Pudding, and +1 Evd from Pudding cards currently in your hand. You may stack each effect as much as you like however you like, but remember you can't hold more than 3 cards at the end of your turn. This makes her a powerful and versatile character so long as she has (the right) pudding cards, but vulnerable without any. Draw panels are your top priority, and discards are your worst nightmare.

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Pudding
Final Battle
Dangerous Pudding
Little War
Nice Jingle
Nice Present
Stiff Crystal
Princess's Privilege
Rbits
Bad Pudding
Big Magnum
Shield
Reverse Attribute Field
Mimyuu's Hammer
We Are Waruda
Dinner
Scary Solicitation
Accel Hyper
Extension
Quick Restoration
Windy Enchantment
Star-Blasting Light
Dash!
Saki's Cookie
Long-Distance Shot
Extend
Lonely Chariot
Ambush
Passionate Research
Mimic
I'm on Fire!
Rainbow-Colored Circle
Piggy Bank
Invasion
Heat 300%
Assault
Sky Restaurant 'Pures'
Piyopiyo Procession
Here and There
Cloud of Seagulls
Super All-Out Mode
Oh My Friend
Sealed Guardian
Mix Phenomenon
Completion Reward
Gentleman's Battle
Brutal Prank
Play of the Gods
Unlucky Charm
Flip Out
President's Privilege
Tactical Retreat
Shield Counter
Go Away
Tragedy in the Dead of Night
For the Future of the Toy Store
Sealed Memories
Holy Night
Out of Ammo
Forced Revival
Present Thief
Exchange
Flamethrower
Gift Exchange
Scrambled Eve
First order of business is to bring pudding cards, as without those, you can't use QPD's passive effect or hyper card and she just becomes top candidate for "Worst Character in the Game." However, it is not always a good idea to bring 3 of each, as you miss out on other cards that can actually be more useful.

3xDangerous is an easy choice, as +Atk doubles as a method of gaining stars and as a deterrence for others attempting to take yours. The card itself poses little threat to you, as losing a turn can help or hurt, but gets better the more pudding you hold.

Bad Pudding, on the other hand, can be terrible. While +Def makes you much sturdier, landing on the trap itself can be crippling. The more you bring, the more likely you are to lose your bonuses. You can bring as many as you want, or even none at all, but 3 is probably overkill.

Pudding itself is a great card, especially combined with the +Def from Bad Pudding, as fully healing to 5HP does wonders for survivability. However, starting at -1 and capping at +2 makes Evd less than helpful, so you're usually better off just eating it for the health. The more you bring, the less threatening your hyper becomes. This is also the most likely pudding card for other characters to bring, especially those with -Atk, which is when +Evd is the most useful, so you don't have to worry about bringing any yourself.

Other than pudding, Nice Present is like a mini version of her hyper, and Stiff Crystal or We Are Waruda can help you avoid losing any amassed pudding. Little War, Super All-Out Mode, Dinner, Holy Night, or Out of Ammo could be useful for other players to use depending on which or how many pudding cards you have, and Reverse Attribute Field can help if you have none at all. Typical offensive cards, especially Big Magnum or Final Battle, can be the perfect 3rd or 4th card, but you may not get the opportunity to use them.
☆ Yuki
Series: QP Shooting
HP: 5
ATK: 2
DEF: -1
EVD: -1
Attributes:
Hyper: Bad
One random surviving player, even the user, is immediately KO'd regardless of current HP. No stars exchanged nor Wins awarded as a result of this card.




All offense, and no defense besides her average HP, Yuki is a threat to any and everyone, so long as she's not hit too hard herself. You can either make up for this weakness, or embrace it, often leading to suicide tactics both in and out of battle.

Her hyper can either be safely discarded/traded as trash, or used to deny others stars and Wins by killing specific targets. If used when the user is low on HP, a self-KO is better than dying in battle, but it's also possible to delay the player most likely to attack you and steal your stars, thus granting a minimum 50% chance for some kind of success. For only 13 stars, it is often quite a safe bet.

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Mimic
Lonely Chariot
Mix Phenomenon
Dash!
Long-Distance Shot
Pudding
Ambush
Rainbow-Colored Circle
Big Magnum
Final Battle
Reverse Attribute Field
Tactical Retreat
Mimyuu's Hammer
Assault
Tragedy in the Dead of Night
Piyopiyo Procession
Sealed Memories
Cloud of Seagulls
Out of Ammo
Gift Exchange
Gentleman's Battle
Extension
Quick Restoration
Brutal Prank
Present Thief
Scrambled Eve
Unlucky Charm
Nice Jingle
Nice Present
Stiff Crystal
Extend
Princess's Privilege
President's Privilege
I'm on Fire!
Rbits
Shield
Bad Pudding
Dangerous Pudding
Invasion
Heat 300%
Exchange
Flamethrower
Sky Restaurant 'Pures'
Here and There
We Are Waruda
Super All-Out Mode
Forced Revival
Little War
Sealed Guardian
Scary Solicitation
Accel Hyper
Star-Blasting Light
Windy Enchantment
Saki's Cookie
Flip Out
Passionate Research
Shield Counter
Piggy Bank
For the Future of the Toy Store
Dinner
Completion Reward
Play of the Gods
Go Away
Holy Night
Oh My Friend
Cloud of Seagulls can be used exactly like her hyper, potentially killing herself to preserve her stars or weakening another player to steal theirs. Along with other damaging effects like Mimyuu's Hammer or Long-Distance Shot, these hurt defensive types much worse than it does to her. Similarly, Big Magnum is well worth it since 1HP does not last long with -Def, but can be devastating on the receiving end.

This is where the strategies split: do you kill as much as possible, sacrificing many stars and even your own life, or do you time your assassinations for maximum gain and plan your demise for minimum loss?

If you prefer the former, then the drawback of Big Magnum/Super All-Out Mode/Forced Revival is a nonissue, and expensive cards like Sealed Guardian or Little War actually help to mitigate your own losses since there won't be any stars left to steal.

If it's the latter, then a more disruptive playstyle with Mimic, Gift Exchange, Out of Ammo, Sealed Memories, or discard traps can force players to rely purely on base stats, giving you an advantage. Once a lead is established, dying outside of battle whenever weakened will preserve it. But do be careful, as while Gift Exchange can make the original owner less threatening, it also makes everyone else potentially much more dangerous and less predictable.
☆ Aru
Series: Christmas Shooting
HP: 5
ATK: -1
DEF: -1
EVD: 2
Attributes: Card Hater
Hyper: Bad
Everyone, including the user, will draw as many cards as they can hold, earning the user 10 stars per card drawn. This happens after Present for You is discarded, so at least one card can be drawn in its place.


An evasive star collector and the only character who relies on other players using up their cards, rather than fear it. You'll want to mostly avoid combat since Aru lacks the means to deal lasting damage, but her HP and Evd should allow her to survive quite well.

Her hyper gets stronger the fewer the cards in players' hands, but since it then fills them entirely, multiple uses will see a drastically reduced effect. The major drawback of fueling your opponents with cards can be partially mitigated through your own deck, a common theme for many characters, but Aru exemplifies the concept.

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Nice Jingle
Shield
Mimyuu's Hammer
Cloud of Seagulls
Holy Night
Quick Restoration
Scrambled Eve
Long-Distance Shot
Pudding
President's Privilege
Mimic
Rbits
Rainbow-Colored Circle
Reverse Attribute Field
Tactical Retreat
Bad Pudding
Piggy Bank
Heat 300%
Tragedy in the Dead of Night
Flamethrower
Sealed Memories
Gift Exchange
Mix Phenomenon
Completion Reward
Extension
Present Thief
Star-Blasting Light
Dash!
Saki's Cookie
Stiff Crystal
Extend
I'm on Fire!
Shield Counter
Dangerous Pudding
Invasion
Exchange
Sky Restaurant 'Pures'
Here and There
We Are Waruda
Dinner
Forced Revival
Little War
Oh My Friend
Accel Hyper
Brutal Prank
Windy Enchantment
Flip Out
Nice Present
Princess's Privilege
Lonely Chariot
Ambush
Passionate Research
Big Magnum
Final Battle
Go Away
Assault
For the Future of the Toy Store
Piyopiyo Procession
Out of Ammo
Super All-Out Mode
Sealed Guardian
Gentleman's Battle
Play of the Gods
Scary Solicitation
Unlucky Charm
Your top priority should be low level and low cost cards, since if players can't use them, they won't. This also helps you, since any card that costs more than 10 stars will result in a net loss from your hyper to use over keeping or discarding it. Staple cards include Nice Jingle, Holy Night, and Flip Out since they're free and have little drawback when used, however Flip Out can hurt Aru's bottom line if it ends up targeting her.

Next up are discard effects. A successful Flamethrower can mean an easy +30 stars from your hyper. However, many players might hesitate to place them down themselves, so too many in the deck actually means more card hoarding and thus fewer stars for you.

Card choice becomes a delicate balancing act between effects that benefit you, and those that other players are likely to use. Neutral cards like Dash or Saki's Cookie aren't especially useful to Aru, but since everyone can use them, they often will. President's Privilege is a tough sell, since while players will likely hold onto it until they find the perfect companion card, it also allows for players to use cards they otherwise wouldn't, thus granting +20 stars from your hyper (or +30 if you use it).
☆ Aru (Scramble)
Series: Christmas Shooting
HP: 5
ATK: -1
DEF: -1
EVD: 2
Attributes:
Hyper: Good, Combat

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Pudding
Princess's Privilege
Lonely Chariot
Shield
Long-Distance Shot
Nice Present
Passionate Research
Rbits
Rainbow-Colored Circle
Reverse Attribute Field
Tactical Retreat
Shield Counter
Mimyuu's Hammer
Piggy Bank
Heat 300%
Sky Restaurant 'Pures'
Cloud of Seagulls
Mix Phenomenon
Scary Solicitation
Completion Reward
Accel Hyper
Extension
Quick Restoration
Star-Blasting Light
Windy Enchantment
Dash!
Nice Jingle
Stiff Crystal
Extend
I'm on Fire!
Final Battle
Dangerous Pudding
Invasion
Here and There
Holy Night
Out of Ammo
We Are Waruda
Dinner
Forced Revival
Little War
Oh My Friend
Sealed Guardian
Scrambled Eve
Saki's Cookie
Flip Out
Ambush
President's Privilege
Mimic
Big Magnum
Bad Pudding
Go Away
Assault
Tragedy in the Dead of Night
For the Future of the Toy Store
Piyopiyo Procession
Sealed Memories
Super All-Out Mode
Gentleman's Battle
Present Thief
Play of the Gods
Unlucky Charm
Exchange
Flamethrower
Gift Exchange
Brutal Prank
☆ Syura
Series: QP Shooting - Dangerous!!
HP: 4
ATK: 0
DEF: 1
EVD: 0
Attributes: Good Recovery, Card Reliance
Hyper: Good, Battle
[Max HP - Current HP] is added to Atk/Def/Evd for the current battle. Does not update during battles with multiple Attack and Defense phases. Max +3 at 1HP.


An average character leaning on the passive star collecting side with a big surprise that can strike at any moment. Her unassuming nature leads to the eventual whittling down of her health without too much risk to her attackers, but the more damage she takes, the stronger her hyper becomes.

Since held cards aren't (normally) known to other players, any card is a potential Beyond Hell. Syura players can take advantage of this and stay in relative safety despite low HP, even taking steps to intentionally suffer extra damage without actually carrying any hypers.

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Nice Present
Passionate Research
Little War
Dash!
Saki's Cookie
Nice Jingle
Stiff Crystal
Pudding
Princess's Privilege
Ambush
I'm on Fire!
Big Magnum
Final Battle
Dangerous Pudding
Piggy Bank
Go Away
Assault
Sky Restaurant 'Pures'
Here and There
We Are Waruda
Dinner
Super All-Out Mode
Oh My Friend
Sealed Guardian
Scary Solicitation
Completion Reward
Gentleman's Battle
Accel Hyper
Play of the Gods
Windy Enchantment
Extend
Lonely Chariot
Rbits
Rainbow-Colored Circle
Shield
Invasion
For the Future of the Toy Store
Piyopiyo Procession
Holy Night
Forced Revival
Mix Phenomenon
Extension
Quick Restoration
Brutal Prank
Star-Blasting Light
Unlucky Charm
Flip Out
President's Privilege
Mimic
Tactical Retreat
Bad Pudding
Mimyuu's Hammer
Heat 300%
Exchange
Cloud of Seagulls
Present Thief
Long-Distance Shot
Reverse Attribute Field
Shield Counter
Tragedy in the Dead of Night
Flamethrower
Sealed Memories
Out of Ammo
Gift Exchange
Scrambled Eve
Since Syura absolutely relies on drawing Beyond Hell, Passionate Research and Nice Present are a must. And while Princess's Privilege is expensive, not having any cards on hand can prove fatal, but since the hyper itself is free she may have stars to spare. Similarly, expensive cards such as Little War, Sealed Guardian, Forced Revival, Super All-Out Mode, or Lonely Chariot can combo nicely with Beyond Hell and actually end up cheaper overall compared to other characters trying something similar. Unfortunately, Final Battle cannot be used at the same time, unless played by the opponent, since they are both Battle cards.

You could also opt for cheaper alternatives to incite battles like Dash!, Dangerous Pudding, Assault, Ambush, or Here & There.

Other important cards include effects to strengthen Beyond Hell by reducing your own HP (Big Magnum/Mimyuu's Hammer/Cloud of Seagulls) or defensive cards to avoid bottoming out (Rbits/Shield). Be careful, however, as a directed attack like Long-Distance Shot (or even an inopportune Hammer/Seagull) can result in a KO, neutering her hyper. On the flip side, this can be beneficial if you don't have one at the ready.

Healing effects like Saki's Cookie would otherwise be a smart choice, given her stat distribution, but this makes it abundantly clear that you're avoiding imminent death and you likely don't have Beyond Hell's protection. Luckily, both Dinner and Pudding will fully heal you, hopefully staving off potential threats until a hyper comes your way.
☆ Kyousuke
Series: QP Shooting - Dangerous!!
HP: 5
ATK: -1
DEF: 2
EVD: 0
Attributes:
Hyper: Bad, Boost, Multi-turn
The user's current Atk and Def, including any temporary bonuses or penalties, are swapped until the user is KO'd or uses Cast Off again.


There is no additional bonus for using his hyper, but the power lies in its versatility. Normally, Kyousuke is a passive star farming character with good HP and high defense, but with the option to temporarily become aggressive. In either case, his neutral evasion allows him to avoid being whittled down from full or picked off when nearly dead.
Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Pudding
Final Battle
Piggy Bank
Assault
Little War
Gentleman's Battle
Accel Hyper
Scrambled Eve
Saki's Cookie
Nice Jingle
Lonely Chariot
Mimic
I'm on Fire!
Rbits
Shield
Mimyuu's Hammer
Invasion
Heat 300%
Tragedy in the Dead of Night
Exchange
Sky Restaurant 'Pures'
Sealed Memories
Holy Night
Out of Ammo
Gift Exchange
Dinner
Super All-Out Mode
Oh My Friend
Completion Reward
Extension
Quick Restoration
Brutal Prank
Present Thief
Windy Enchantment
Dash!
Long-Distance Shot
Nice Present
Stiff Crystal
Extend
Princess's Privilege
Rainbow-Colored Circle
Big Magnum
Bad Pudding
Dangerous Pudding
Go Away
Flamethrower
For the Future of the Toy Store
Piyopiyo Procession
Cloud of Seagulls
We Are Waruda
Mix Phenomenon
Scary Solicitation
Play of the Gods
Star-Blasting Light
Ambush
Passionate Research
Reverse Attribute Field
Tactical Retreat
Here and There
Forced Revival
Sealed Guardian
Unlucky Charm
Flip Out
President's Privilege
Shield Counter
Due to his versatility, many different cards can all be used effectively depending on which mode he is currently in. But remember you can't easily switch whenever you want, so Kyousuke is primarily a tank and should pack typical star farming cards such as healing. However, defensive cards like Rbits or Shield Counter could negate his hyper, even though they're perfect for his default form. Your deck greatly depends on how you want to play, and which characters you expect the others to pick.

If you use Cast Off after Super All-Out Mode, the bonus will be applied to your Def (now +1) instead of giving you +4 Atk (now +2), so unfortunately you can't use it to surprise anyone with a sudden huge boost, but at least you'll be relatively safe from your opponents for one battle.

His hyper is not useful for most other characters, so you can safely go the disruption route with Gift Exchange or Tragedy in the Dead of Night. Mimic also works instead of discarding extra hypers to hopefully get something that pairs especially well with either +2 Atk or Def. Since you can prep Cast Off in advance to gain its effect without holding onto the card, you won't be at risk of losing everything when you shuffle players' hands or Mimic multiple hypers in one go.
☆ Krila
Series: QP Shooting - Dangerous!!
HP: 6
ATK: 0
DEF: 0
EVD: -1
Attributes: Card Reliance
Hyper: Trap
A number of traps spawn proportional to the size of the map, which when triggered will each inflict a -2 Atk penalty and deal 2 damage to the victim, then heal the user for 1HP (even above the normal maximum).

The Hyper card is telegraphed, so the resulting traps are predictable, and you do not choose where they end up. As a result, you may want to rearrange them with We Are Waruda, and mix in a few other traps to keep your opponents guessing.

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Nice Present
Passionate Research
Pudding
We Are Waruda
Completion Reward
Nice Jingle
Princess's Privilege
Lonely Chariot
Rbits
Big Magnum
Shield
Reverse Attribute Field
Tactical Retreat
Shield Counter
Mimyuu's Hammer
Piggy Bank
Dinner
Mix Phenomenon
Scary Solicitation
Gentleman's Battle
Extension
Quick Restoration
Dash!
Saki's Cookie
Long-Distance Shot
Extend
Ambush
Mimic
I'm on Fire!
Rainbow-Colored Circle
Final Battle
Dangerous Pudding
Invasion
Here and There
Cloud of Seagulls
Holy Night
Super All-Out Mode
Little War
Oh My Friend
Accel Hyper
Brutal Prank
Unlucky Charm
Windy Enchantment
Flip Out
Stiff Crystal
President's Privilege
Bad Pudding
Go Away
Heat 300%
Assault
Tragedy in the Dead of Night
Exchange
Flamethrower
Sky Restaurant 'Pures'
For the Future of the Toy Store
Piyopiyo Procession
Sealed Memories
Out of Ammo
Gift Exchange
Present Thief
Play of the Gods
Scrambled Eve
Forced Revival
Sealed Guardian
Star-Blasting Light
Her low stats make her rather fragile, so you'll mostly want to bring defensive cards and avoid battles, although her neutral Atk means she can fight if she needs to. It also means she depends on her hyper to make up for taking so much damage in battle, so anything that lets you draw more cards is very useful.
☆ Sweet Breaker
Series: QP Shooting - Dangerous!!
HP: 6
ATK: 0
DEF: 0
EVD: 0
Attributes: Card Reliant, Bad Recovery
Hyper: Good, Expensive, Boost, Multi-turn

Sealed Memories also works like her hyper and gives +1 to all stats per reversed card.

Like QP, her all zero stats allow for almost any card to be used effectively, however it also means some other character will likely use any given card better. To avoid fueling your opponents with cards better suited to their stats than your own, you may want to focus on her uniqueness over her versatility.

Her hyper permanently reverses (reveals them to others, hides them from their owner, and scrambles the order) everyone else's cards as well as replaces one entirely, so it can be a powerful disruption tool. Sweet Breaker also gains +1 each to Atk/Def/Evd for every card her opponent has that's reversed, so it's also plain powerful.
Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Pudding
Extend
Princess's Privilege
Final Battle
For the Future of the Toy Store
Sealed Memories
Saki's Cookie
Nice Jingle
Nice Present
Stiff Crystal
Lonely Chariot
President's Privilege
Rbits
Rainbow-Colored Circle
Shield
Piggy Bank
Assault
Sky Restaurant 'Pures'
Out of Ammo
We Are Waruda
Dinner
Little War
Scary Solicitation
Completion Reward
Gentleman's Battle
Accel Hyper
Extension
Quick Restoration
Brutal Prank
Play of the Gods
Windy Enchantment
Dash!
Passionate Research
Mimic
I'm on Fire!
Big Magnum
Mimyuu's Hammer
Dangerous Pudding
Invasion
Go Away
Heat 300%
Piyopiyo Procession
Cloud of Seagulls
Holy Night
Super All-Out Mode
Oh My Friend
Mix Phenomenon
Unlucky Charm
Flip Out
Long-Distance Shot
Ambush
Reverse Attribute Field
Tactical Retreat
Bad Pudding
Tragedy in the Dead of Night
Exchange
Piyopiyo Procession
Here and There
Gift Exchange
Present Thief
Scrambled Eve
Star-Blasting Light
Shield Counter
Flamethrower
Forced Revival
Sealed Guardian
There are two conflicting strategies here:

Build entirely for her hyper by bringing "useless" cards. Melting Memories relies on your opponents holding as many cards as possible for as long as possible, so anything you can do to facilitate that will work to your benefit. Cards with difficult requirements, such as Princess's Privilege or For the Future of the Toy store are perfect for this, because your opponents likely won't be able to get rid of them even if they wanted to. Level 4 or 5 cards will also be difficult to get rid of early on, and the high cost of certain cards can end up more devastating to your enemies than fighting the boosted stats from your hyper. However, card draw effects, or something worth intentionally saving (such as President's Privilege, Pudding, Shield Counter, or a hyper card) may end up negating Melting Memories, even if they worked to set it up in the first place.

Conversely you can ignore her hyper entirely, and bring Gift Exchange and Reverse Attribute Field to take full advantage of her baseline stats. Sweet Breaker can use anyone's cards effectively, but the same can't be said for her opponents, so you'll be on top no matter how you mix up everyone's hands. Even if someone takes and uses Melting Memories, you are the only one who gains bonus stat points as a result.

In any case, she gets the most use out of Extend and Sealed Memories compared to the rest of the cast, and is one of the better users of Pudding thanks to her large health pool and non-negative defense.
☆ Tomato & Mimyuu
Series: QP Shooting
HP: 3
ATK: 1 / -1
DEF: 0 / 0
EVD: 0 / 1
Attributes: Good Recovery, Card Reliant / Card Hater
Hyper: Good, Battle / Event

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Dash!
Nice Present
Passionate Research
Piggy Bank
Holy Night
Mix Phenomenon
Play of the Gods
Star-Blasting Light
Saki's Cookie
Flip Out
Nice Jingle
Stiff Crystal
Princess's Privilege
Ambush
President's Privilege
Shield
Tactical Retreat
Dangerous Pudding
Here and There
We Are Waruda
Little War
Sealed Guardian
Scary Solicitation
Accel Hyper
Windy Enchantment
Long-Distance Shot
Extend
Rbits
Rainbow-Colored Circle
Reverse Attribute Field
Mimyuu's Hammer
Heat 300%
Assault
For the Future of the Toy Store
Cloud of Seagulls
Forced Revival
Completion Reward
Extension
Scrambled Eve
Pudding
Lonely Chariot
Mimic
I'm on Fire!
Big Magnum
Final Battle
Shield Counter
Bad Pudding
Invasion
Go Away
Flamethrower
Piyopiyo Procession
Sealed Memories
Super All-Out Mode
Gentleman's Battle
Quick Restoration
Brutal Prank
Present Thief
Unlucky Charm
Tragedy in the Dead of Night
Exchange
Sky Restaurant 'Pures'
Out of Ammo
Gift Exchange
Dinner
Oh My Friend
☆ Kiriko
Series: Xmas Shooting - Scramble!!
HP: 8
ATK: 0
DEF: -1
EVD: 0
Attributes: Can't Heal
Hyper: Event


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Nice Present
Princess's Privilege
Lonely Chariot
Passionate Research
Cloud of Seagulls
Stiff Crystal
Rainbow-Colored Circle
Shield
Reverse Attribute Field
Tactical Retreat
Mimyuu's Hammer
We Are Waruda
Forced Revival
Sealed Guardian
Mix Phenomenon
Scary Solicitation
Extension
Play of the Gods
Dash!
Long-Distance Shot
Nice Jingle
Extend
Ambush
I'm on Fire!
Rbits
Big Magnum
Final Battle
Shield Counter
Dangerous Pudding
Piggy Bank
Invasion
Heat 300%
Assault
Piyopiyo Procession
Here and There
Super All-Out Mode
Little War
Oh My Friend
Completion Reward
Gentleman's Battle
Accel Hyper
Star-Blasting Light
Unlucky Charm
Windy Enchantment
Flip Out
President's Privilege
Mimic
Bad Pudding
Go Away
Tragedy in the Dead of Night
Flamethrower
For the Future of the Toy Store
Sealed Memories
Holy Night
Out of Ammo
Present Thief
Saki's Cookie
Pudding
Exchange
Sky Restaurant 'Pures'
Gift Exchange
Dinner
Quick Restoration
Brutal Prank
Scrambled Eve
☆ Suguri
Series: Suguri
HP: 4
ATK: 1
DEF: -1
EVD: 2
Attributes:
Hyper: Good, Boost, Movement, Expensive
From now until the start of your next turn, you will roll twice as many dice for every action.





Just like with Dash, Accelerator changes the spread of your dice rolls so that 7 is the most likely result, then 5 or 6 being the 2nd most likely, and so on until 2 and 12 which are the least likely. It's useful to catch up to an opponent or to escape, it increases your odds in battle without being especially weak to Reverse Attribute Field, and you can gain a lot of stars from a Bonus panel (or lose them on a Drop).

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Lonely Chariot
Passionate Research
Final Battle
Assault
Piyopiyo Procession
Little War
Sealed Guardian
Windy Enchantment
Dash!
Long-Distance Shot
Nice Present
Princess's Privilege
Ambush
President's Privilege
I'm on Fire!
Rainbow-Colored Circle
Mimyuu's Hammer
Invasion
Heat 300%
Sky Restaurant 'Pures'
Here and There
Cloud of Seagulls
Forced Revival
Mix Phenomenon
Accel Hyper
Extension
Quick Restoration
Star-Blasting Light
Nice Jingle
Stiff Crystal
Extend
Dangerous Pudding
Piggy Bank
For the Future of the Toy Store
We Are Waruda
Super All-Out Mode
Scary Solicitation
Completion Reward
Gentleman's Battle
Play of the Gods
Unlucky Charm
Saki's Cookie
Flip Out
Pudding
Mimic
Rbits
Big Magnum
Shield
Reverse Attribute Field
Bad Pudding
Go Away
Exchange
Sealed Memories
Holy Night
Out of Ammo
Dinner
Oh My Friend
Brutal Prank
Present Thief
Scrambled Eve
Tactical Retreat
Shield Counter
Tragedy in the Dead of Night
Flamethrower
Gift Exchange
A high evasion, yet low defense means Suguri can easily dodge lower rolls, but higher ones can mean instant death. As a result, offense-boosting cards are very dangerous, but losing HP or defense isn't usually a problem.
☆ Hime
Series: Suguri
HP: 5
ATK: 1
DEF: -1
EVD: 1
Attributes:
Hyper: Movement
Every other player loses a turn.
If an opponent is currently KO'd, they will not roll to revive, and their counter will not decrease.
Chapters and events proceed as normal.



Binding Chain ensures that you will be the only one to make a move, but you gain no advantage in battle, and opponents can still counter attack. If you are trying to hog a field event like Sprint or Miracle all to yourself, make sure to keep the chapter count in mind since any players before you in the turn order will still be able to move on the chapter when you use your Hyper.
Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Long-Distance Shot
Lonely Chariot
Assault
I'm on Fire!
Rainbow-Colored Circle
Mimyuu's Hammer
Piyopiyo Procession
Cloud of Seagulls
Quick Restoration
Dash!
Nice Jingle
Nice Present
Pudding
Ambush
Passionate Research
Final Battle
Piggy Bank
Invasion
Heat 300%
Sky Restaurant 'Pures'
Here and There
Super All-Out Mode
Forced Revival
Little War
Oh My Friend
Sealed Guardian
Mix Phenomenon
Completion Reward
Gentleman's Battle
Star-Blasting Light
Windy Enchantment
Stiff Crystal
Extend
Princess's Privilege
Big Magnum
Dangerous Pudding
For the Future of the Toy Store
Sealed Memories
Out of Ammo
We Are Waruda
Scary Solicitation
Accel Hyper
Extension
Scrambled Eve
Unlucky Charm
Saki's Cookie
Flip Out
President's Privilege
Mimic
Rbits
Shield
Reverse Attribute Field
Tactical Retreat
Bad Pudding
Holy Night
Dinner
Brutal Prank
Present Thief
Play of the Gods
Shield Counter
Go Away
Tragedy in the Dead of Night
Flamethrower
Exchange
Gift Exchange
Her stats make her effective against a variety of opponents, with both Defend and Evade having similar odds in combat. But this means her HP is all she has to survive against extremely high rolls. So while she does fairly well against random encounters, going too heavy into offensive cards can be fatal.
☆ Nanako
Series: Suguri
HP: 3
ATK: 0
DEF: 2
EVD: 1
Attributes: Good Recovery, Card Reliance
Hyper: Good, Battle


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Saki's Cookie
Nice Present
Passionate Research
Assault
Dash!
Nice Jingle
Stiff Crystal
Pudding
Princess's Privilege
Ambush
I'm on Fire!
Rainbow-Colored Circle
Shield
Final Battle
Dangerous Pudding
Piggy Bank
Sky Restaurant 'Pures'
Here and There
We Are Waruda
Little War
Sealed Guardian
Scary Solicitation
Completion Reward
Windy Enchantment
Extend
Lonely Chariot
Rbits
Invasion
Go Away
Piyopiyo Procession
Dinner
Super All-Out Mode
Oh My Friend
Mix Phenomenon
Gentleman's Battle
Accel Hyper
Extension
Brutal Prank
Play of the Gods
Star-Blasting Light
Unlucky Charm
Flip Out
President's Privilege
Mimic
Big Magnum
Tactical Retreat
Bad Pudding
Mimyuu's Hammer
Heat 300%
For the Future of the Toy Store
Cloud of Seagulls
Holy Night
Forced Revival
Quick Restoration
Present Thief
Long-Distance Shot
Reverse Attribute Field
Shield Counter
Tragedy in the Dead of Night
Exchange
Flamethrower
Sealed Memories
Out of Ammo
Gift Exchange
Scrambled Eve
☆ Saki
Series: Suguri
HP: 4
ATK: 0
DEF: 0
EVD: 1
Attributes: Card Reliance
Hyper: Good, Trap


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Nice Present
Passionate Research
Piggy Bank
Sky Restaurant 'Pures'
Completion Reward
Long-Distance Shot
Nice Jingle
Princess's Privilege
Lonely Chariot
I'm on Fire!
Rainbow-Colored Circle
Final Battle
Mimyuu's Hammer
Invasion
Heat 300%
Assault
Piyopiyo Procession
Cloud of Seagulls
Forced Revival
Little War
Sealed Guardian
Scary Solicitation
Extension
Play of the Gods
Dash!
Pudding
Extend
Ambush
Rbits
Shield
Tactical Retreat
Shield Counter
Dangerous Pudding
Go Away
For the Future of the Toy Store
Here and There
Holy Night
We Are Waruda
Dinner
Super All-Out Mode
Oh My Friend
Mix Phenomenon
Gentleman's Battle
Quick Restoration
Unlucky Charm
Windy Enchantment
Saki's Cookie
Flip Out
Stiff Crystal
President's Privilege
Mimic
Big Magnum
Reverse Attribute Field
Bad Pudding
Tragedy in the Dead of Night
Exchange
Flamethrower
Accel Hyper
Brutal Prank
Present Thief
Sealed Memories
Out of Ammo
Gift Exchange
Scrambled Eve
Star-Blasting Light
☆ Kae
Series: Suguri
HP: 4
ATK: 0
DEF: 0
EVD: 1
Attributes: Card Reliance
Hyper: Boost, Multi-turn


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
I'm on Fire!
Rainbow-Colored Circle
Piyopiyo Procession
Extension
Windy Enchantment
Dash!
Long-Distance Shot
Nice Present
Stiff Crystal
Princess's Privilege
Lonely Chariot
Ambush
Final Battle
Mimyuu's Hammer
Invasion
Heat 300%
Assault
Sky Restaurant 'Pures'
Cloud of Seagulls
We Are Waruda
Forced Revival
Little War
Sealed Guardian
Mix Phenomenon
Scary Solicitation
Gentleman's Battle
Quick Restoration
Play of the Gods
Star-Blasting Light
Nice Jingle
Extend
Passionate Research
President's Privilege
Mimic
Dangerous Pudding
Piggy Bank
For the Future of the Toy Store
Out of Ammo
Super All-Out Mode
Completion Reward
Accel Hyper
Brutal Prank
Unlucky Charm
Saki's Cookie
Flip Out
Pudding
Rbits
Big Magnum
Shield
Reverse Attribute Field
Tactical Retreat
Bad Pudding
Go Away
Tragedy in the Dead of Night
Exchange
Sealed Memories
Here and There
Holy Night
Gift Exchange
Dinner
Present Thief
Scrambled Eve
Shield Counter
Flamethrower
Oh My Friend
☆ Kyoko
Series: Suguri
HP: 5
ATK: -1
DEF: 3
EVD: -2
Attributes: Cannot Evade
Hyper: Good, Multi-turn


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Saki's Cookie
Pudding
Accel Hyper
Nice Jingle
Nice Present
Princess's Privilege
Passionate Research
Rbits
Big Magnum
Shield
Tactical Retreat
Shield Counter
Mimyuu's Hammer
Piggy Bank
Out of Ammo
Dinner
Oh My Friend
Mix Phenomenon
Completion Reward
Gentleman's Battle
Quick Restoration
Windy Enchantment
Dash!
Stiff Crystal
Extend
I'm on Fire!
Dangerous Pudding
Assault
Sky Restaurant 'Pures'
Sealed Memories
Holy Night
We Are Waruda
Super All-Out Mode
Little War
Scary Solicitation
Extension
Scrambled Eve
Long-Distance Shot
Lonely Chariot
Ambush
President's Privilege
Mimic
Reverse Attribute Field
Final Battle
Bad Pudding
Invasion
Go Away
Heat 300%
Tragedy in the Dead of Night
Exchange
Flamethrower
For the Future of the Toy Store
Here and There
Cloud of Seagulls
Gift Exchange
Brutal Prank
Present Thief
Play of the Gods
Star-Blasting Light
Unlucky Charm
Flip Out
Rainbow-Colored Circle
Piyopiyo Procession
Forced Revival
Sealed Guardian
☆ Sora
Series: Sora
HP: 4
ATK: 1
DEF: 0
EVD: 1
Attributes:
Hyper: Good, Boost, Movement, Expensive


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Passionate Research
President's Privilege
Final Battle
Assault
Piyopiyo Procession
Little War
Windy Enchantment
Dash!
Long-Distance Shot
Nice Jingle
Nice Present
Princess's Privilege
Lonely Chariot
Ambush
I'm on Fire!
Rainbow-Colored Circle
Mimyuu's Hammer
Piggy Bank
Invasion
Heat 300%
Sky Restaurant 'Pures'
For the Future of the Toy Store
Here and There
Cloud of Seagulls
Super All-Out Mode
Forced Revival
Oh My Friend
Sealed Guardian
Mix Phenomenon
Completion Reward
Gentleman's Battle
Accel Hyper
Extension
Play of the Gods
Star-Blasting Light
Stiff Crystal
Extend
Big Magnum
Dangerous Pudding
Holy Night
Out of Ammo
We Are Waruda
Scary Solicitation
Quick Restoration
Scrambled Eve
Unlucky Charm
Saki's Cookie
Flip Out
Pudding
Rbits
Shield
Reverse Attribute Field
Bad Pudding
Go Away
Exchange
Sealed Memories
Dinner
Brutal Prank
Present Thief
Mimic
Tactical Retreat
Shield Counter
Tragedy in the Dead of Night
Flamethrower
Gift Exchange
☆ Sora (Military)
Series: Sora
HP: 4
ATK: 1
DEF: 0
EVD: 1
Attributes: Auto-Revive (2HP)
Hyper: Good, Combat/Movement, Battle


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Dash!
Final Battle
Assault
Piyopiyo Procession
Little War
Sealed Guardian
Mix Phenomenon
Windy Enchantment
Nice Present
Princess's Privilege
Lonely Chariot
President's Privilege
I'm on Fire!
Rainbow-Colored Circle
Dangerous Pudding
Invasion
Heat 300%
Sky Restaurant 'Pures'
Here and There
Cloud of Seagulls
Forced Revival
Gentleman's Battle
Star-Blasting Light
Long-Distance Shot
Nice Jingle
Stiff Crystal
Extend
Mimyuu's Hammer
Piggy Bank
For the Future of the Toy Store
We Are Waruda
Super All-Out Mode
Scary Solicitation
Completion Reward
Accel Hyper
Extension
Brutal Prank
Play of the Gods
Unlucky Charm
Saki's Cookie
Flip Out
Pudding
Rbits
Big Magnum
Shield
Reverse Attribute Field
Tactical Retreat
Bad Pudding
Go Away
Exchange
Sealed Memories
Holy Night
Out of Ammo
Dinner
Oh My Friend
Quick Restoration
Present Thief
Scrambled Eve
Mimic
Shield Counter
Tragedy in the Dead of Night
Flamethrower
Gift Exchange
☆ Alte
Series: Sora
HP: 5
ATK: 0
DEF: -1
EVD: 1
Attributes: Card Reliance,
Reveals one card from opponent's hand during battle.
Hyper: Good, Battle


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Dash!
Lonely Chariot
Assault
Sealed Guardian
Quick Restoration
Nice Jingle
Nice Present
Stiff Crystal
Pudding
Princess's Privilege
Ambush
Passionate Research
I'm on Fire!
Rbits
Rainbow-Colored Circle
Final Battle
Reverse Attribute Field
Mimyuu's Hammer
Dangerous Pudding
Piggy Bank
Invasion
Heat 300%
Piyopiyo Procession
Here and There
Cloud of Seagulls
We Are Waruda
Little War
Mix Phenomenon
Scary Solicitation
Completion Reward
Gentleman's Battle
Windy Enchantment
Extend
President's Privilege
Tactical Retreat
Go Away
Sky Restaurant 'Pures'
Dinner
Super All-Out Mode
Forced Revival
Oh My Friend
Extension
Play of the Gods
Star-Blasting Light
Unlucky Charm
Saki's Cookie
Flip Out
Mimic
Long-Distance Shot
Big Magnum
Shield
Shield Counter
Bad Pudding
Tragedy in the Dead of Night
For the Future of the Toy Store
Sealed Memories
Holy Night
Accel Hyper
Brutal Prank
Exchange
Flamethrower
Out of Ammo
Gift Exchange
Present Thief
Scrambled Eve
☆ Sham
Series: Sora
HP: 4
ATK: 0
DEF: 1
EVD: 1
Attributes:
Hyper: Movement


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Final Battle
Piggy Bank
Assault
Piyopiyo Procession
Little War
Oh My Friend
Saki's Cookie
Nice Jingle
Nice Present
Pudding
Princess's Privilege
Passionate Research
I'm on Fire!
Rainbow-Colored Circle
Invasion
Sky Restaurant 'Pures'
Here and There
Dinner
Super All-Out Mode
Sealed Guardian
Mix Phenomenon
Completion Reward
Gentleman's Battle
Accel Hyper
Extension
Long-Distance Shot
Stiff Crystal
Extend
Rbits
Big Magnum
Shield
Mimyuu's Hammer
Dangerous Pudding
Go Away
Heat 300%
For the Future of the Toy Store
Holy Night
We Are Waruda
Forced Revival
Scary Solicitation
Quick Restoration
Brutal Prank
Scrambled Eve
Unlucky Charm
Windy Enchantment
Dash!
Flip Out
Lonely Chariot
Ambush
President's Privilege
Mimic
Reverse Attribute Field
Bad Pudding
Exchange
Sealed Memories
Cloud of Seagulls
Out of Ammo
Present Thief
Play of the Gods
Star-Blasting Light
Tactical Retreat
Shield Counter
Tragedy in the Dead of Night
Flamethrower
Gift Exchange
☆ Star Breaker
Series: Sora
HP: 5
ATK: 2
DEF: 0
EVD: -1
Attributes: Can't pick Star Norma
Hyper: Good, Trap

The inability to level up using stars is a crippling drawback, especially since she can't even start off going for the typical 10 stars and needs 1 Win instead, but this unique property can be used to your advantage as well. Unlike other characters who may have the option of going purely for Wins, Star Breaker has no need for stars beyond what's necessary to use cards, so there's no temptation to keep large amounts just in case you're unable to earn enough Wins. As a result, you can safely dump everything so that if and when you fall in combat, nobody else will gain much of significance.

Because of this, her hyper is essentially free so there's little reason to hold onto them for very long. The invisible bombs themselves count as traps, so they will not spawn on panels that already have a visible (or invisible) trap, and can be negated by Stiff Crystal/Crystal Barrier or relocated with We Are Waruda. They'll disappear if you step on them yourself, but otherwise they'll reduce anyone's HP to 1. If you're nearby, you can score an easy kill, but if they die to someone (or something) else then it could either be good or bad depending on the current standings.
Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Flip Out
Lonely Chariot
Assault
Exchange
Piyopiyo Procession
Scary Solicitation
Gentleman's Battle
Unlucky Charm
Dash!
Long-Distance Shot
Pudding
Ambush
I'm on Fire!
Big Magnum
Final Battle
Mimyuu's Hammer
Invasion
Sky Restaurant 'Pures'
Heat 300%
Out of Ammo
Super All-Out Mode
Little War
Mix Phenomenon
Accel Hyper
Quick Restoration
Nice Present
Extend
Princess's Privilege
Passionate Research
Mimic
Rbits
Rainbow-Colored Circle
Reverse Attribute Field
Tactical Retreat
Bad Pudding
Dangerous Pudding
Tragedy in the Dead of Night
Flamethrower
For the Future of the Toy Store
Sealed Memories
Here and There
Cloud of Seagulls
Gift Exchange
We Are Waruda
Dinner
Completion Reward
Extension
Brutal Prank
Present Thief
Scrambled Eve
Windy Enchantment
Saki's Cookie
Nice Jingle
Stiff Crystal
President's Privilege
Shield
Shield Counter
Piggy Bank
Go Away
Forced Revival
Sealed Guardian
Play of the Gods
Star-Blasting Light
Holy Night
Oh My Friend
To capitalize on her star breaking power, either plain expensive cards such as Little War or those that carry an extra star penalty beyond their base cost (Lonely Chariot, Flip Out, or Scary Solicitation) are especially beneficial to Star Breaker. No matter who uses them, the total star count of all players drops, and thus her own chances of winning the game increases.

Her biggest problem is gaining KOs early on in the game, and if you're still stuck on level 1 or 2 by the time the Boss spawns you'll have a very tough time catching up. So while Big Magnum and Piyopiyo Procession may seem like the superior choice, low level cards like I'm on Fire, Long-Distance Shot, and Invasion can help salvage games you never could have hoped to win otherwise, or even build an early lead instead.
☆ Nath
Series: Sora
HP: 5
ATK: -1
DEF: -1
EVD: 1
Attributes: Card Reliant
Hyper: Bad, Battle, Expensive

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Dash!
Saki's Cookie
Nice Present
Pudding
Mimic
Rbits
Shield
Tactical Retreat
Mix Phenomenon
Quick Restoration
Brutal Prank
Stiff Crystal
Princess's Privilege
Lonely Chariot
President's Privilege
I'm on Fire!
Rainbow-Colored Circle
Dangerous Pudding
Piggy Bank
Sky Restaurant 'Pures'
Here and There
We Are Waruda
Dinner
Little War
Scary Solicitation
Completion Reward
Gentleman's Battle
Accel Hyper
Extension
Scrambled Eve
Windy Enchantment
Nice Jingle
Extend
Ambush
Big Magnum
Reverse Attribute Field
Mimyuu's Hammer
Assault
Tragedy in the Dead of Night
Sealed Memories
Present Thief
Play of the Gods
Long-Distance Shot
Passionate Research
Final Battle
Bad Pudding
Invasion
Go Away
Exchange
For the Future of the Toy Store
Piyopiyo Procession
Holy Night
Out of Ammo
Gift Exchange
Super All-Out Mode
Star-Blasting Light
Unlucky Charm
Flip Out
Shield Counter
Heat 300%
Flamethrower
Cloud of Seagulls
Forced Revival
Oh My Friend
Sealed Guardian
☆ NoName
Series: Acceleration of Suguri
HP: 5 / 2
ATK: 1 / -1
DEF: -1 / -1
EVD: 0 / -1
Attributes: Good Recovery, Bad Recovery
Hyper: Event, Battle

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Extend
President's Privilege
Rainbow-Colored Circle
Tactical Retreat
Mix Phenomenon
Play of the Gods
Dash!
Saki's Cookie
Nice Jingle
Nice Present
Princess's Privilege
Lonely Chariot
Ambush
Passionate Research
Rbits
Shield
Reverse Attribute Field
Dangerous Pudding
Piggy Bank
Here and There
Cloud of Seagulls
Holy Night
Oh My Friend
Scary Solicitation
Quick Restoration
Windy Enchantment
Flip Out
Long-Distance Shot
Stiff Crystal
Pudding
We Are Waruda
Sealed Guardian
Star-Blasting Light
Mimic
I'm on Fire!
Big Magnum
Final Battle
Shield Counter
Bad Pudding
Mimyuu's Hammer
Invasion
Go Away
Heat 300%
Assault
Tragedy in the Dead of Night
Flamethrower
Sky Restaurant 'Pures'
Piyopiyo Procession
Sealed Memories
Out of Ammo
Gift Exchange
Dinner
Super All-Out Mode
Forced Revival
Little War
Completion Reward
Gentleman's Battle
Accel Hyper
Extension
Brutal Prank
Present Thief
Scrambled Eve
Unlucky Charm
Exchange
For the Future of the Toy Store
☆ Marc
Series: Flying Red Barrel
HP: 4
ATK: 1
DEF: 1
EVD: -1
Attributes: Card Reliance
Hyper: Good, Expensive


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Nice Present
Princess's Privilege
Passionate Research
President's Privilege
Gentleman's Battle
Dash!
Saki's Cookie
Nice Jingle
Stiff Crystal
Ambush
I'm on Fire!
Big Magnum
Final Battle
Assault
Sky Restaurant 'Pures'
Piyopiyo Procession
We Are Waruda
Super All-Out Mode
Little War
Mix Phenomenon
Scary Solicitation
Accel Hyper
Extension
Play of the Gods
Unlucky Charm
Pudding
Extend
Rbits
Rainbow-Colored Circle
Dangerous Pudding
Piggy Bank
Invasion
For the Future of the Toy Store
Here and There
Dinner
Completion Reward
Quick Restoration
Brutal Prank
Windy Enchantment
Flip Out
Long-Distance Shot
Lonely Chariot
Mimic
Shield
Reverse Attribute Field
Tactical Retreat
Shield Counter
Bad Pudding
Mimyuu's Hammer
Go Away
Heat 300%
Exchange
Sealed Memories
Cloud of Seagulls
Holy Night
Out of Ammo
Forced Revival
Oh My Friend
Sealed Guardian
Present Thief
Scrambled Eve
Star-Blasting Light
Tragedy in the Dead of Night
Flamethrower
Gift Exchange
☆ Fernet
Series: Flying Red Barrel
HP: 6
ATK: -1
DEF: 2
EVD: -2
Attributes:
Hyper: Bad, Expensive


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Pudding
Shield
Dinner
Completion Reward
Accel Hyper
Scrambled Eve
Saki's Cookie
Nice Jingle
Mimic
Rbits
Big Magnum
Reverse Attribute Field
Tactical Retreat
Shield Counter
Mimyuu's Hammer
Piggy Bank
Tragedy in the Dead of Night
Sealed Memories
Out of Ammo
Gift Exchange
Oh My Friend
Gentleman's Battle
Extension
Quick Restoration
Brutal Prank
Present Thief
Dash!
Nice Present
Stiff Crystal
Extend
Princess's Privilege
President's Privilege
I'm on Fire!
Bad Pudding
Dangerous Pudding
Exchange
Flamethrower
Sky Restaurant 'Pures'
Here and There
Holy Night
We Are Waruda
Super All-Out Mode
Little War
Mix Phenomenon
Scary Solicitation
Windy Enchantment
Long-Distance Shot
Lonely Chariot
Ambush
Passionate Research
Rainbow-Colored Circle
Final Battle
Invasion
Go Away
Heat 300%
Assault
For the Future of the Toy Store
Cloud of Seagulls
Star-Blasting Light
Unlucky Charm
Flip Out
Piyopiyo Procession
Forced Revival
Sealed Guardian
Play of the Gods
☆ Peat
Series: Flying Red Barrel
HP: 3
ATK: 1
DEF: 1
EVD: 1
Attributes: Good Recovery, Card Reliance
Hyper: Good, Battle


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Dash!
Nice Present
Princess's Privilege
Assault
Little War
Saki's Cookie
Nice Jingle
Stiff Crystal
Ambush
Passionate Research
I'm on Fire!
Rainbow-Colored Circle
Final Battle
Dangerous Pudding
Piggy Bank
Invasion
Piyopiyo Procession
Here and There
We Are Waruda
Super All-Out Mode
Sealed Guardian
Mix Phenomenon
Scary Solicitation
Completion Reward
Play of the Gods
Star-Blasting Light
Windy Enchantment
Lonely Chariot
Pudding
Extend
Big Magnum
Heat 300%
Sky Restaurant 'Pures'
For the Future of the Toy Store
Forced Revival
Gentleman's Battle
Accel Hyper
Extension
Brutal Prank
Unlucky Charm
Flip Out
Long-Distance Shot
President's Privilege
Mimic
Rbits
Shield
Tactical Retreat
Bad Pudding
Mimyuu's Hammer
Go Away
Exchange
Cloud of Seagulls
Holy Night
Gift Exchange
Dinner
Oh My Friend
Quick Restoration
Reverse Attribute Field
Shield Counter
Tragedy in the Dead of Night
Flamethrower
Sealed Memories
Out of Ammo
Present Thief
Scrambled Eve
☆ Sherry
Series: Flying Red Barrel
HP: 5
ATK: 1
DEF: 1
EVD: 1
Attributes:
Hyper: Combat


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Nice Jingle
Pudding
I'm on Fire!
Final Battle
Piggy Bank
Invasion
Dinner
Little War
Accel Hyper
Scrambled Eve
Saki's Cookie
Lonely Chariot
Rainbow-Colored Circle
Big Magnum
Shield
Mimyuu's Hammer
Heat 300%
Assault
Sky Restaurant 'Pures'
Out of Ammo
Oh My Friend
Completion Reward
Gentleman's Battle
Extension
Quick Restoration
Brutal Prank
Windy Enchantment
Dash!
Nice Present
Stiff Crystal
Extend
Princess's Privilege
Passionate Research
Mimic
Rbits
Bad Pudding
Dangerous Pudding
Go Away
Tragedy in the Dead of Night
Exchange
Flamethrower
For the Future of the Toy Store
Piyopiyo Procession
Sealed Memories
Here and There
Cloud of Seagulls
Holy Night
Gift Exchange
We Are Waruda
Super All-Out Mode
Mix Phenomenon
Scary Solicitation
Present Thief
Unlucky Charm
Flip Out
Long-Distance Shot
Ambush
President's Privilege
Tactical Retreat
Shield Counter
Forced Revival
Sealed Guardian
Play of the Gods
Star-Blasting Light
Reverse Attribute Field
☆ Kai
Series: 100% Orange Juice
HP: 5
ATK: 1
DEF: 0
EVD: 0
Attributes: Main Character
Hyper: Good, Boost, Multi-turn


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Lonely Chariot
Passionate Research
Final Battle
Piyopiyo Procession
Super All-Out Mode
Little War
Gentleman's Battle
Accel Hyper
Windy Enchantment
Dash!
Long-Distance Shot
Nice Jingle
Nice Present
Pudding
Princess's Privilege
Ambush
I'm on Fire!
Big Magnum
Mimyuu's Hammer
Piggy Bank
Invasion
Heat 300%
Assault
Sky Restaurant 'Pures'
For the Future of the Toy Store
Cloud of Seagulls
Out of Ammo
Sealed Guardian
Completion Reward
Extension
Quick Restoration
Play of the Gods
Star-Blasting Light
Stiff Crystal
Extend
President's Privilege
Rainbow-Colored Circle
Dangerous Pudding
Exchange
Holy Night
We Are Waruda
Dinner
Forced Revival
Oh My Friend
Mix Phenomenon
Scary Solicitation
Scrambled Eve
Unlucky Charm
Saki's Cookie
Flip Out
Mimic
Rbits
Reverse Attribute Field
Bad Pudding
Go Away
Tragedy in the Dead of Night
Flamethrower
Sealed Memories
Here and There
Gift Exchange
Brutal Prank
Present Thief
Shield
Tactical Retreat
Shield Counter
☆ Marie Poppo
Series: 100% Orange Juice
HP: 7
ATK: -1
DEF: -1
EVD: -1
Attributes: Card Reliance, Always Wins
Hyper: Good, Movement


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Nice Present
Pudding
Passionate Research
Shield
Reverse Attribute Field
Tactical Retreat
Shield Counter
Quick Restoration
Long-Distance Shot
Stiff Crystal
Princess's Privilege
Lonely Chariot
Rbits
Mimyuu's Hammer
Here and There
Cloud of Seagulls
We Are Waruda
Mix Phenomenon
Scary Solicitation
Extension
Windy Enchantment
Dash!
Saki's Cookie
Nice Jingle
Extend
Rainbow-Colored Circle
Dangerous Pudding
Piggy Bank
Dinner
Completion Reward
Accel Hyper
Star-Blasting Light
Flip Out
Ambush
President's Privilege
Mimic
I'm on Fire!
Big Magnum
Bad Pudding
Invasion
Go Away
Heat 300%
Sky Restaurant 'Pures'
For the Future of the Toy Store
Sealed Memories
Holy Night
Out of Ammo
Super All-Out Mode
Oh My Friend
Gentleman's Battle
Play of the Gods
Unlucky Charm
Final Battle
Assault
Tragedy in the Dead of Night
Exchange
Flamethrower
Piyopiyo Procession
Gift Exchange
Forced Revival
Little War
Sealed Guardian
Brutal Prank
Present Thief
Scrambled Eve
☆ Marie Poppo (Mixed)
Series: 200% Mixed Juice!
HP: 7
ATK: -1
DEF: -1
EVD: -1
Attributes: Card Reliance
Hyper: Movement, Multi-turn
Randomly replaces any 4 non-home panels with Warp Move panels, which relocate players to any Warp or Warp Move panel and grants another movement roll. Using this card will also warp the player to a Warp Move panel.

Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Pudding
Shield
Reverse Attribute Field
Tactical Retreat
Shield Counter
Here and There
Long-Distance Shot
Nice Present
Stiff Crystal
Princess's Privilege
Lonely Chariot
Rbits
Mimyuu's Hammer
Cloud of Seagulls
We Are Waruda
Mix Phenomenon
Scary Solicitation
Dash!
Saki's Cookie
Passionate Research
Mimic
Nice Jingle
Extend
Rainbow-Colored Circle
Dangerous Pudding
Piggy Bank
Go Away
Dinner
Flip Out
Ambush
President's Privilege
I'm on Fire!
Big Magnum
Bad Pudding
Invasion
Heat 300%
Tragedy in the Dead of Night
Sky Restaurant 'Pures'
For the Future of the Toy Store
Sealed Memories
Holy Night
Out of Ammo
Gift Exchange
Super All-Out Mode
Oh My Friend
Final Battle
Assault
Exchange
Flamethrower
Piyopiyo Procession
Forced Revival
Little War
Sealed Guardian
☆ Tomomo
Series: 100% Orange Juice
HP: 6 (4)
ATK: 2
DEF: 0
EVD: 1 (0)
Attributes: Bad Recovery, Final Boss
Hyper: Bad, Expensive


Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Extend
President's Privilege
Mimic
Exchange
Brutal Prank
Scrambled Eve
Dash!
Rainbow-Colored Circle
Final Battle
Assault
Tragedy in the Dead of Night
Sky Restaurant 'Pures'
For the Future of the Toy Store
Piyopiyo Procession
Sealed Memories
Out of Ammo
Gift Exchange
Forced Revival
Mix Phenomenon
Extension
Present Thief
Unlucky Charm
Saki's Cookie
Flip Out
Long-Distance Shot
Nice Jingle
Nice Present
Stiff Crystal
Pudding
Princess's Privilege
Lonely Chariot
Ambush
I'm on Fire!
Rbits
Big Magnum
Tactical Retreat
Bad Pudding
Dangerous Pudding
Piggy Bank
Invasion
Heat 300%
Flamethrower
Here and There
Holy Night
We Are Waruda
Dinner
Super All-Out Mode
Little War
Sealed Guardian
Scary Solicitation
Completion Reward
Gentleman's Battle
Accel Hyper
Quick Restoration
Star-Blasting Light
Windy Enchantment
Passionate Research
Shield
Reverse Attribute Field
Mimyuu's Hammer
Go Away
Cloud of Seagulls
Play of the Gods
Shield Counter
Oh My Friend
♪ Enemies ♪
Chicken
Series: QP Shooting
HP: 3
ATK: -1
DEF: -1
EVD: 1
Attributes: Good Recovery
Hyper: Trap








Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Shield
Rbits
Rainbow-Colored Circle
Reverse Attribute Field
Tactical Retreat
Mimyuu's Hammer
Cloud of Seagulls
Mix Phenomenon
Dash!
Saki's Cookie
Long-Distance Shot
Nice Present
Stiff Crystal
Pudding
Extend
Princess's Privilege
Lonely Chariot
Shield Counter
Bad Pudding
Dangerous Pudding
Piggy Bank
Tragedy in the Dead of Night
Flamethrower
Sealed Memories
Here and There
Gift Exchange
We Are Waruda
Forced Revival
Sealed Guardian
Scary Solicitation
Flip Out
Nice Jingle
Ambush
Passionate Research
President's Privilege
Mimic
I'm on Fire!
Invasion
Go Away
Heat 300%
Exchange
Sky Restaurant 'Pures'
For the Future of the Toy Store
Piyopiyo Procession
Holy Night
Out of Ammo
Dinner
Little War
Oh My Friend
Big Magnum
Final Battle
Assault
Super All-Out Mode

Robo Ball
Series: Suguri
HP: 3
ATK: -1
DEF: 1
EVD: -1
Attributes: Good Recovery
Hyper: Battle








Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Saki's Cookie
Shield
Pudding
Rbits
Reverse Attribute Field
Tactical Retreat
Shield Counter
Mix Phenomenon
Dash!
Nice Present
Stiff Crystal
Extend
Princess's Privilege
Rainbow-Colored Circle
Bad Pudding
Dangerous Pudding
Piggy Bank
Tragedy in the Dead of Night
Flamethrower
Sealed Memories
Here and There
Gift Exchange
We Are Waruda
Dinner
Scary Solicitation
Flip Out
Nice Jingle
Ambush
Passionate Research
President's Privilege
Mimic
I'm on Fire!
Big Magnum
Mimyuu's Hammer
Go Away
Exchange
Sky Restaurant 'Pures'
For the Future of the Toy Store
Holy Night
Out of Ammo
Super All-Out Mode
Little War
Oh My Friend
Long-Distance Shot
Lonely Chariot
Final Battle
Invasion
Heat 300%
Assault
Piyopiyo Procession
Cloud of Seagulls
Forced Revival
Sealed Guardian

Seagull
Series: Flying Red Barrel
HP: 3
ATK: 1
DEF: -1
EVD: -1
Attributes: Good Recovery
Hyper: Combat








Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Mix Phenomenon
Dash!
Ambush
President's Privilege
Rainbow-Colored Circle
Shield
Reverse Attribute Field
Tactical Retreat
Saki's Cookie
Flip Out
Nice Present
Stiff Crystal
Extend
Princess's Privilege
Lonely Chariot
Rbits
Bad Pudding
Dangerous Pudding
Tragedy in the Dead of Night
Flamethrower
Piyopiyo Procession
Sealed Memories
Here and There
Cloud of Seagulls
Gift Exchange
We Are Waruda
Sealed Guardian
Scary Solicitation
Long-Distance Shot
Nice Jingle
Pudding
Passionate Research
Mimic
I'm on Fire!
Big Magnum
Final Battle
Shield Counter
Mimyuu's Hammer
Invasion
Heat 300%
Assault
Exchange
Sky Restaurant 'Pures'
For the Future of the Toy Store
Out of Ammo
Super All-Out Mode
Forced Revival
Little War
Piggy Bank
Go Away
Holy Night
Dinner
Oh My Friend
★ Store Manager

Series: Christmas Shooting
HP: 6
ATK: 2
DEF: 0
EVD: -1
Attributes: Card Hater, Bad Recovery,
Takes 1 damage when discarding an excess card, not from effects that force a Discard.
Hyper: Combat, Expensive





Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Bad Pudding
Exchange
Flamethrower
Piyopiyo Procession
Out of Ammo
Dash!
Nice Jingle
Lonely Chariot
Rainbow-Colored Circle
Big Magnum
Final Battle
Piggy Bank
Invasion
Heat 300%
Sky Restaurant 'Pures'
Holy Night
Gift Exchange
Dinner
Super All-Out Mode
Little War
Mix Phenomenon
Flip Out
Long-Distance Shot
Stiff Crystal
Extend
I'm on Fire!
Mimyuu's Hammer
Dangerous Pudding
Assault
For the Future of the Toy Store
Sealed Memories
Here and There
Cloud of Seagulls
We Are Waruda
Forced Revival
Saki's Cookie
Nice Present
Princess's Privilege
Ambush
Passionate Research
President's Privilege
Mimic
Rbits
Shield
Reverse Attribute Field
Tactical Retreat
Shield Counter
Go Away
Tragedy in the Dead of Night
Oh My Friend
Sealed Guardian
Scary Solicitation
Pudding
★ Shifu Robot

Series: Suguri
HP: 5
ATK: 1
DEF: 0
EVD: -1
Attributes: Card Reliance, Good Recovery,
Auto-regen +1HP every 3 chapters
Hyper: Combat






Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Pudding
Sky Restaurant 'Pures'
Dash!
Saki's Cookie
Nice Jingle
Nice Present
Stiff Crystal
Princess's Privilege
Lonely Chariot
Ambush
I'm on Fire!
Big Magnum
Final Battle
Invasion
Heat 300%
Assault
Piyopiyo Procession
We Are Waruda
Dinner
Super All-Out Mode
Little War
Mix Phenomenon
Scary Solicitation
Long-Distance Shot
President's Privilege
Rbits
Rainbow-Colored Circle
Reverse Attribute Field
Tactical Retreat
Mimyuu's Hammer
Dangerous Pudding
Piggy Bank
For the Future of the Toy Store
Here and There
Cloud of Seagulls
Forced Revival
Flip Out
Extend
Passionate Research
Mimic
Shield
Shield Counter
Bad Pudding
Tragedy in the Dead of Night
Exchange
Flamethrower
Sealed Memories
Holy Night
Out of Ammo
Gift Exchange
Oh My Friend
Sealed Guardian
Go Away
★ Flying Castle

Series: Flying Red Barrel
HP: 8
ATK: 1
DEF: -1
EVD: -2
Attributes: Bad Recovery,
When attacked, Castle can't attack back, but opponent can't use cards.
Hyper: Combat, Movement





Best Cards
Good Cards
Neutral Cards
Bad Cards
Worst Cards
Pudding
Extend
Mix Phenomenon
Dash!
Lonely Chariot
Rbits
Rainbow-Colored Circle
Big Magnum
Shield
Final Battle
Reverse Attribute Field
Tactical Retreat
Sky Restaurant 'Pures'
Saki's Cookie
Long-Distance Shot
Nice Jingle
Nice Present
Stiff Crystal
Princess's Privilege
Ambush
President's Privilege
I'm on Fire!
Bad Pudding
Mimyuu's Hammer
Dangerous Pudding
Assault
Tragedy in the Dead of Night
Flamethrower
Piyopiyo Procession
Sealed Memories
Here and There
Cloud of Seagulls
Gift Exchange
We Are Waruda
Dinner
Scary Solicitation
Flip Out
Passionate Research
Mimic
Shield Counter
Piggy Bank
Invasion
Heat 300%
Exchange
For the Future of the Toy Store
Holy Night
Out of Ammo
Super All-Out Mode
Forced Revival
Little War
Go Away
Oh My Friend
Sealed Guardian
71 Comments
Punchibi 28 Jul @ 7:37am 
I'm going to confess my sins here...

I just click on the randomizer button a bunch of times then start the game.
Kincaed 6 Jun, 2024 @ 9:47am 
Hopefully someone comes through one day and copies this format, and updates it for all the new stuff. It's really helpful for a beginner to get a sense of deckbuilding.
Yuussa 3 Jan, 2023 @ 4:31am 
Fernet noble??
[ λ³ ] nob 19 Aug, 2020 @ 3:23am 
If your hyper is strong then you get more value out of it than others would
Awesomest_Donut 18 Aug, 2020 @ 2:58pm 
I don't understand, why does everyone say that Passionate Research is good? All it does is deny hypers to others. In other words, even if your hyper is way better than other people's, that really doesn't warrant adding a card that allows others to deny you getting your hyper just as much as you gain hypers from it. To be honest, I just don't get it. Am I missing something, or did nobody else think this card through?
risbolla 25 Jun, 2020 @ 2:13pm 
excellent guide bro !
Sheeple 18 Dec, 2019 @ 10:20pm 
u missed yuki dangerous
♡Alice♡ 1 Sep, 2019 @ 12:45am 
Thank you for the guide! :fhappy:
UnLuckyCat  [author] 15 Mar, 2019 @ 7:57pm 
Sorry, I haven't been playing much lately to get to know the new characters and cards.
[ λ³ ] nob 14 Mar, 2019 @ 6:05am 
clearly not