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100% Orange Juice Tier List

Nov 19th, 2016
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  1. This list was made before NPC hypers, Scrambled Aru or Nath+Tomato&Mimyuu launched.
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  3. Obviously subject to change and my own opinions- I probably value Kae and Nanako too highly, and Kai too low.
  4. Rankings based on overall consistency (likelyhood of winning with below average luck) followed by overall swinginess (likelyhood of turning a game around in one move) followed by dependency on specific maps, events and draws. Unsurprisingly, this hurts characters with less options generally.
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  12. S+ Tier: Marc, Kyoko
  13. S Tier: Tomomo (1P), Sora
  14. A+ Tier: Poppo, Suguri, Sherry
  15. A Tier: Aru, Yuki, Kae
  16. B+ Tier: Nanako, Sham, QP
  17. B Tier: Krila, Kai, Peat, Mixed Poppo
  18. C+ Tier: Kyousuke, Saki, Syura
  19. C Tier: Fernet, Hime, Dangerous QP
  20. D+ Tier: Sweet Breaker, Tomomo (4P), Military Sora
  21. D Tier: Star Breaker, Seagull
  22. F+ Tier: Alte, Shifu Robot, Chicken
  23. F Tier: Store Manager, Flying Castle, Robo Ball
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  26. Thought Process:
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  28. S+ Tier: Marc, Kyoko
  29. Marc and Kyoko are pretty easily two of the strongest characters in the game- they both have very reliable hyper cards. I value Marc slightly above Kyoko because Marc has the easiest time of everyone in going for 14 wins with her hyper, x16 Big Rocket. The ability to snipe someone across the map for 2 wins, likely also denying those wins AND stars to someone else can't be overstated. +1 attack makes the random mobs fairly easy to take out, +1 defense makes surviving them likely and allows for weakening foes with regular battles. The biggest drawback of Marc is also one of her biggest strengths: her hyper gets very expensive in the late-game, but that just means she has less stars to lose! Marc is a versatile character who can go for wins or stars and generally avoid dying or switch focus at any point in the match.
  30. Kyoko on the other hand avoids battles, traps, drops, and dying with a monstrous +3 defense. That's... about all she does. She can't fight, is guaranteed 1 damage from all battles, but since her hyper allows her to choose when she dies... she passively amasses stars and is very hard to take them from. How do you counter this? Well, by being Marc! Direct damage is Kyoko's one and only weakness. The Dinner card also screws with her suicide timing. You can argue that Kyoko is the more reliable character, but if she goes awry and takes a KO at a bad time, she's basically out of the running.
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  32. S Tier: Tomomo (1P), Sherry
  33. I don't think anyone will argue that 1P Tomomo can destroy most maps with a single star farmer kill late-game. Battlefield is borderline unfair. No real weaknesses in the hands of a human other than a null hyper and 6 revive, but 6 HP makes her hard to put down along the way.
  34. Sherry is similar to Marc in that she can snipe wins from across the map with Whimsical Windmill. Her stat spread is one of the best in the game, at 5 HP, +1/+1/+1. Normally to get +3 stats you need 3 HP (Peat, Nanako) or to be 1P Tomomo. Sherry packs that stat spread with the "disadvantage" that she always attacks second. That means Shield Counter can be used on the OFFENSE. Sherry benefits especially from Rainbow Colored Circle, as during her hyper this bumps her to +4 evade. She can play tanky and go for stars better than nearly anyone but Kyoko, or turn around and go for wins at the drop of a hat and potentially rack up SIX in a single turn. Add in Forced Revival, and you have an absolutely terrifying combination. Live in fear of the Combat Flight.
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  36. A+ Tier: Sora, Poppo, Suguri
  37. I value Sora over Suguri because of consistency. They're very similar characters, trading a point in defense for a point in evade- Sora has 1/0/1 to Suguri's 1/-1/2. Their hypers, too, are similar: guaranteed 6 vs. roll 2 dice for everything. 2 dice average out to 7, which makes Suguri potentially much stronger, but also more unreliable. The number of times I've rolled 4 or less when I needed a good roll... the guaranteed 6 can still be countered by another 6, but Extraordinary Specs has some mundane uses as well. Accelerator can be used like Dash, but a guaranteed 6 can be used to snipe the boss, land on someone else's home space or combat. Sora just has a lot of versatility and you're never safe if you're in range.
  38. Ubiquitous turns games around. Poppo can't really fight, but Reverse Attribute Field helps her like no other character in the game and is a strong *defensive* option. Shield and Shield Counter patch up her weaknesses as well. Ubiquitous steals stars and warps- a level 5 Poppo with 150+ stars can win by stealing 50 from someone near her home! Woe be to you if she draws 2 hypers, as well... how do you beat a Poppo? You have to get her down and keep her down, but with 7 HP that's very difficult to do. It's easy to see why Poppo Always Wins became a meme.
  39. Suguri is Sora but less consistent. You can argue she's better than Sora due to the ability to roll high, but if you're putting yourself in a position where you need to roll high for move, then high for attack, you're already in trouble. To me, the ability to roll low is a bigger drawback than the chance to roll high. You mileage here may vary, especially if your name is Tyler.
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  41. A Tier: Aru, Yuki, Kae
  42. Aru plays somewhat similarly to Poppo, in that she can amass a large amount of stars in a very short amount of time, on demand. Unlike Poppo, however, getting normas after this is a little trickier as she gains no benefit, positionally. She also can't use her hyper defensively to stop a win, unless someone else draws something they can use to stop a runaway. However, +2 evade makes her relatively hard to hit, and combining this with 5 HP makes taking her stars a tougher proposition than it sounds. She's not too strong on her own, but can easily slip under the radar and become a runaway in an instant. Most of the characters above are able to stop her in some way or another via careful hyper use, of which at least one is likely to be drawn from Present For You. Despite this, Aru is still a strong pick, and as cards are the lifeblood of an interesting game, she's guaranteed to bring the gift of shenanigans.
  43. With Tomomo nerfed in multiplayer, Yuki becomes the bully of choice. Her minus points don't really matter, standard revive means she can punish those who kill her somewhat frequently, and her hyper can be used as a last ditch offensive effort to hope to KO the leader, or defensive to hopefully KO her for a free HP refill! Still, she's dependent on getting win, but can switch to stars easier than any other bully character. A typical Yuki path is to go for 2 or even 5 wins, then switch to stars by stealing them from a dedicated star gatherer. Yuki is a bit of a gamble to get going as certain maps (Christmas Miracle comes to mind) will massively inhibit her effectiveness, but she can make anything work.
  44. Kae is an interesting counterpoint to Yuki- as on the offense, she's +1/-1/+1, while on defense she's 0/0/1. Her gimmick is that on offense, she suffers a 1 point defense penalty, and for every lost point of defense, she gains 1 in attack. This synergizes beautifully with her hyper, Blazing, which grants +1 attack and -1 defense to anyone afflicted with the status. If Kae gets in a position where she can hit you with Blazing from behind, you're probably dead to a +3/-2/+1 while being down on defense. It gets worse when combined with battle cards- Rainbow Colored Circle bumps this to +4/-3/+3, I'm On Fire to +5/-3/+1... if Kae wants you dead, you're probably dead. Unlike Yuki, she does need her hyper to really snowball in battle, but if she draws it she's the best multiplayer bully in the game. I give a slight edge to Yuki as she doesn't need a card, but Kae is a much more fun character to play and the two are very close.
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  46. B+ Tier: Nanako, Sham, QP
  47. Nanako is one of those characters that really doesn't look too useful until you start playing as her. 3 HP looks fragile, but +2 defense and +1 evade make her surprisingly tanky. Her hyper, Deploy Bits, can potentially grant up to +7 in any one stat- sure, it's rare and you won't usually get exactly what you need, but 7 additional stat points is better than any other battle card in the game except maybe Accel Hyper or a full hand Blue Crow the Second. This makes Nanako a very prickly target who can switch to the offensive if necessary to steal stars near the end. 3 HP makes her an easy target for Marc, but as far as squishy characters go, Nanako is the most stable.
  48. Delta Field makes everyone roll a 1. For everything. Boss feeding, targeted kills, general slowing down... even careful trap rigging be done with Sham. She adopts a very "wait and see" playstyle while being hard to hit with a 0/1/1 spread. Delta Field kicks in early and, with the right circumstances, completely turn the game around. The one drawback is no character but Sora can bypass the effect, so setting up a player vs. player battle really can't work. Still, if the cards align, Sham is a shoo-in for number one.
  49. QP is hard to place- how do you value the default stat in literally every stat, with 5/0/0/0? Well, it has to come down to her hyper, Hyper Mode. +2 attack, star/win denial on a loss and an Extend effect, all in one very early package make QP much better than her stat spread would suggest. Any battle card can help her out depending on the circumstances, which can make her a potentially risky target. She'll take damage and dish it right back out in almost equal measure. QP is the very definition of average- but in this game of extremes, being flexible is all the advantage she needs.
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  51. B Tier: Krila, Kai, Peat, Mixed Poppo
  52. Krila is a very weird character to play as- 6 HP means a tanky build, and her hyper places traps that debuff enemy attack for 1 battle and heal her by 1 HP. This can overheal- 11/6 HP has been seen and I'm sure higher has as well. This gives Krila a similar role to Poppo of HP tank, a job Krila can potentially do much better with a null defense stat and unlimited max HP. Even the bosses struggle to take down Krila once she gets going. The one real weakness to Krila is Star-Blasting Light: this card will almost definitely kill her on the spot and revert her to a worse version of Poppo: but even with this drawback, almost nobody plays the card! Krila is a very solid character pick, regardless of how many times Plushie Master is drawn.
  53. Kai is QP with an attacking bias- so why do I rank him lower? Protagonist's Privilege prevents enemy counterattacks for three rounds, which almost sounds better than Hyper Mode? Well... QP has a way to keep her stars from being stolen. Kai doesn't. Kai is forced to go on the attack, while QP can play defensively. Despite the similar stat spreads and Kai's seeming better, the extra stat point and different hyper limit his options, and thus drop him a couple places to me. Is this debatable? Definitely- but Kai is a character you almost never see played, so it's even harder to judge his relative worth.
  54. Peat is again, a similar character to one I've already discussed: Nanako. Instead of 2 points in defense, Peat gets 1 in attack and 1 in defense. This one change I think weakens him, as now he's an easy bully target while Nanako isn't. Blue Crow the Second adds 1 attack and defense (and removes one evasion) for each card in hand at the start of the battle. At best, this gives +4/+4/-2, which is enough to punish any mistimed attacks... unless he's already at 1 HP. Using this offensively is the best use, but even that requires a few factors to line up and doesn't fix that Peat is still one of the easiest characters to bully to death over the course of several turns.
  55. Mixed Poppo is the first character in this list I can't play as. Honestly, I'm not sure how to value her. Subspace Tunnel doesn't turn games around like Poppo's Ubiquitous, but her passive gains from warping (3 stars, 1 card, 9 stars, 1 card, 15 stars) give a lot of incremental advantages depending on the map. Space Wanderer with Random Warp is basically a free reign for Mixed Poppo to crush the opposition: while larger maps don't really give her enough room to get going. I may be overvaluing her, I may be undervaluing the ability of her hyper and passive, I honestly don't know. What I do know is that she's definitely inferior to her standard counterpart, and that puts her 3, almost 4 tiers down.
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  57. C+ Tier: Kyousuke, Saki, Syura
  58. Kyousuke is a combination tank and bully- but not at the same time. It's interesting enough to play as, and you can switch with any use of his hyper, but ultimately there's nothing really new here that other characters don't do better. Sherry in particular is a better tanky attacker, at the same time. Kyousuke counts on getting one kill at the right time and then switching back into defense mode, and that's just not something you can count on.
  59. Big Bang Bell can completely turn games around- I won Tomomo Hell by two of these to go from demonstrably last to easily first over the course of two chapters. That being said- Saki has to place her traps wisely to fake out other players. It's a fun enough playstyle, if not a very effective one most of the time. If Saki gets one good trap placement, she's golden, but if the Bell never goes off, she's a strictly worse version of Sham.
  60. Syura is weird in that she relies on playing at low HP to buff up to +2/+3/+2 or +3/+4/+3. This is really hard to gauge the power of because you have to draw Beyond Hell and then stay alive after using it- sure, you just stole 100 stars from the leader, but now you have 1 HP left and it's likely they'll just be stolen again. I've found Beyond Hell to be best as a defensive play- evade the attack with +3, and then punish with +3. This isn't exactly reliable, however, as nobody wants to attack a low HP Syura! So in multiplayer, she's stuck going on the offensive despite being geared for defense. Like Peat, one good attack puts her in good shape, but she too lacks the staying power to capitalize on that advantage.
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  62. C Tier: Fernet, Hime, Dangerous QP
  63. Fernet is a boring tank and a strictly worse version of Kyoko, unless Reverse Attribute Field is played since then she can evade. Not much to say here- Fernet can avoid dying but can't really do anything else. If the game drags on a while she's in good shape, but if it's fast paced from an Aru or Charity or Miracle, she struggles to keep up with the curve.
  64. Hime is a strictly worse version of Sora or Suguri- 5/1/-1/1 vs. 4/1/0/1 or 4/1/-1/2. That extra HP doesn't mean much at all as Hime is still an easy bully target, and Binding Chains is a level 4 hyper that... skips everyone else's turn. I don't think I've ever seen anyone play as Hime outside of the AI, and even the AI never wins with her without avoiding combat for most of the game. She's basically forced to play star collector while also being an easy punching bag- you basically have to not die with a fragile character with an almost null hyper. Not exactly an easy proposition...
  65. Dangerous QP is one of the most interesting characters the game has to offer. Her stats are strictly worse than QP- losing a point in evade- but her passive is quite interesting. For each pudding card she holds, she gains a point in attack, defense or evade. Dangerous Pudding boosts her attack, Bad Pudding her defense, and Pudding her evade. This is by far her greatest asset and her biggest weakness all in one: the cards she brings are almost guaranteed to be 3 of each pudding and a Passionate Research to hope to get off an early Sweet Guardian. Her hand is basically called by the puddings used for stat boosts, and most characters won't bring the pudding traps. Still, if you manage to get +3 attack... you're Kae without a hand. +3 defense... you're Kyoko without a hand and you have to deal with traps. +2 evade... Suguri without a hand and you have no battle advantage. Sure, in theory she can re-spec on the fly, but it's not going to happen unless everyone is playing as Dangerous QP. This is probably the most fun mirror match though!
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  67. D+ Tier: Sweet Breaker, Tomomo (4P), Military Sora
  68. Sweet Breaker is borderline useless. You need to use her hyper early, but it's late and very expensive. Without it, you're a 6 HP damage sponge with a 6 revive roll. Cards like Scrambled Eve ruin her game as well, as the benefit of +1 to each stat for every reversed card the opponent has gets instantly erased. I really don't see a non-trolling reason to play as her.
  69. Nerfed Tomomo is a strictly worse version of Yuki- trading a point in HP and recovery for a null defense and evade. Characters without +1 evade rarely evade, so -1 is hardly felt. -1 defense isn't a big deal either, especially with 5 HP. Magical Massacre is about as useless as it gets, and in fact is better for nearly any other character: Tomomo wants to avoid being KO'd by it due to her 6 revive, but at 4 HP needs to sit at 3/4 without any defensive benefits! Still, she can switch from wins to stars in the endgame, which puts her above Star Breaker.
  70. Military Sora is a strictly worse version of Sora. Instantly reviving is awesome... until you realize you start at 2/4 HP. Military Sora spends a lot of time being KO'd, and Awakening of Talent gives guaranteed 5s and can be used in battle... but runs out after it's used, instead of lasting until the next turn like Extraordinary Specs. Cards like Forced Revival and Dinner benefit her significantly- but why would anyone else use them?
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  72. D Tier: Star Breaker, Seagull
  73. Star Breaker has one problem: she's almost entirely map dependent. If she doesn't jump out to an early lead in wins, the boss will stop her from being able to do anything on a larger map. Not even Invisible Bomb can save her here, as it's likely another player will benefit. Yes, she can attack fine, but Yuki does it just as well, Kae survives better, and even Tomomo is able to switch to a star focus for the endgame. Without Battlefield, Star Breaker just fizzles out. WITH Battlefield and a small map, however, Star Breaker is about the best choice you can have...other than the other attack focused characters.
  74. Seagull or Alte... I'd rather play as the seagull so I'm feeding people less wins and can at least attack for the whole game if I need to. This especially holds after the NPC hypers were added: Jonathon Rush allows Seagull to target anyone on the board at any time and hit them with a small defense penalty. No one is safe!
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  76. F+ Tier: Alte, Shifu Robot, Chicken
  77. Alte is the single worst character in 100% Orange Juice, and here's why. Her stats are 0/-1/1 with 5 HP, which makes her an easy bully target early. She needs to draw 2 or 3 copies of her hyper in the first half of the game, and successfully predict which attack will kill her to get any benefit from it. Even as she does, to gain +1 attack per, all that gets her is a dirt nap that keeps her out of the game for 1-5 turns (usually 2 or 3). Even if Alte does manage to power up to her full potential of +3 attack, at this point the game is nearly over. To play well as Alte, you either need to ignore her hyper and get very lucky, or be the first to level 3 and have 2 hypers already stocked to become the best bully in the game- a role that already takes a fair amount of luck to perform. The best comparison is again Kae- 0/0/1 base vs. 0/-1/1. Kae is already ahead. Now let's power up both... Kae gets 3/-2/1 on the offense to 3/-1/1 for Alte. The problem is Alte will rarely get past +1 attack while Kae gets +3 minimum on any hyper driven attack. Alte is just outclassed in every way possible.
  78. Military Sora's biggest drawback is her revive brings her back at 2 HP. Shifu Robot does the same, but only to 1 HP. Congrats on feeding people wins unless you can get off a Dinner or Pudding. And now, even if you do, you can reset down to 1 HP for up to a +4 attack boost next turn, which should be enough to take down anyone in front of you... it's just too bad you have to be incredibly fragile to pull this off.
  79. -1/-1/+1. Okay then. Suguri does the whole low HP evady thing better in literally every way... except traps. Golden Egg allows Chicken to gain stars from drop panels- and more importantly, other players to lose stars on bonus panels! Still a bit of a joke pick, but we're starting to get viable here.
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  81. F Tier: Store Manager, Flying Castle, Robo Ball
  82. I haven't played as any of these characters, but lack of cards HURTS. 6/2/0/0 is essentially 1P Tomomo, without cards and without a point in evade. I think that drives the point home- Manager might be in the same tier as Star Breaker, but the lack of options is painfully boring. Banned for Life extends the same "can't use cards" drawback to another player... for a turn, until they throw it away like Unlucky Charm.
  83. On the plus side, the Castle is immune to battle cards and has 10 (as of 1.15, only 8) HP. Drawbacks... can't counterattack so all attacks on it are free, -2 (as of 1.15, -1) defense is the worst in the game... you're literally just a punching bag. Star Breaker absolutely destroys any hope of a good game by being able to deal 9 (now 7) damage at once, but Pudding can bring that back. Still, being a punching bag that even Kyoko can pick on is only a bad thing. Immovable Object actually does help with this- sure, you don't move for a turn, but anyone behind you MUST battle you, and you can counterattack. Combined with being immune to battle cards, Flying Castle might be able to steal a win with a couple good draws and rolls. Good luck keeping those stars though.
  84. -1/+1/-1. Wow, that's bad. Nanako does the whole low HP defending thing better in literally every way. Never use this. Even Reflective Shell doesn't really help- sure, for every damage taken you get +2 attack, but that caps at +3 and now you're a sitting duck. As mentioned earlier, Kae can get this very easily and has a point in evade too.
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