100% Orange Juice Wiki

This page is obsolete. The information on this page is being maintained at Co-op Overview and other Co-op-related mechanics pages.
Gamemode coop128.png

Co-op is a game mode which originally debuted temporarily on July 25th, 2018 with the Beach Party event. It was later reintroduced permanently to the game on May 16th, 2019 with the Minions of the Master event. The goal is to defeat raid-boss characters as a team.


Co-op is an alternate mode that can be selected in single player custom and online play by toggling the icon located next to the board menu on or off. In this mode, all 4 players will work together as a single team to defeat the boss, a fifth character on the map. Players will not be racing for Norma against each other but will instead use Norma to unlock their own abilities and to use cards. Players need to defeat the boss to win the game and the players will lose the game if all of them are KO'd at the same time. As the event relies on cooperation, it is quite difficult to complete the event alone, with purely CPU players.

  • Mode toggle switch.

  • Online lobby mode indicator.


Spring2019 tut 02.png

Once active, a limited number of boards are available for use in co-op depending on the boss and difficulty selected. Field events are automatically set to off, and field event settings cannot be changed for any co-op match. The player can select which boss they would like to battle and select one of 4 difficulty settings: Casual, Normal, Extreme, and Hyper. After these settings have been selected, the player can move onto character and role selection.

General Changes

  • All stars, wins, normas, and  Home panels are shared.
  • Both Norma checks (Wins & Stars) are always enabled for all characters.
  • Norma 3 bonus panel multiplier cap is removed.
  • Players will lose only 1/8 of their Stars on KO.
  • Terror field event will occur every other chapter. This spawns  Boss panels in increasing numbers every time it activates.
  • Home Sweeper field event on chapter 40. Will replace  Home panels with  Neutral panels. All panels besides  Warp and  Warp Move will be permanently  Boss panels
  • Wins requirement is doubled and Stars requirement is multiplied by 1.5:
Level Stars Victories
1☆ 15 2
2☆ 45 4
3☆ 105 10
4☆ 180 18


Roles are a unique way to play in co-op, with each character being designated to a role and letter rank. The roles are Attacker, Guardian, Supporter, Avenger, and Dealer, each of which features their own special abilities and hyper. The player may choose whatever role they want and can also see the role chosen by the other players above the card selector. Each character will receive a role rank of A-E and a set amount of Deck Points depending on their rating. Generally, the stronger the character's rank is in the role, the fewer deck points they are provided for the role.

  • A character's role rank.

  • Deck points provided.

  • All players role choice & role level.

Base Abilities

Each of the roles sport new abilities to help players survive and defeat the boss. They can be leveled up by playing their respective role and doing actions related to it. Avenger & Dealer are locked at the start, but they can be unlocked by reaching Lvl 10 in other roles, or if the player had unlocked them previously in events.

Type Base Abilities Norma Buffs
Summer2018 role0.png
  • Always move first during combat with a boss.
  • Permanent +1 REC.
  • Norma 2: Permanent +1 ATK.
  • Norma 4: Additional permanent +1 ATK.
Summer2018 role1.png
  • Can spend 1 HP to give an ally a shield that absorbs up to 2 points of damage, similar to Robo Ball's  Reflective Shell hyper. The shield is the same color as the Guardian's player color and lasts until the affected ally takes a hit in combat, finishes a battle or gets KO'd outside of battle. Each guardian can only distribute one shield at a time- trying to distribute a second shield will simply move the existing shield to the new target.
  • Norma 2: Permanent +1 DEF.
  • Norma 4: Additional permanent +1 DEF.
Summer2018 role2.png
  • Can heal players for 1 HP at no cost if they land on their square or if they pass by them.
  • Can spend stars to revive players if they land on their square or if they pass by them. Star cost will depend on the revive roll of the fallen ally. The formula is (recover roll requirement x 3 stars).
  • Norma 2: Permanent +1 to move rolls.
  • Norma 3: Permanent +1 EVD
  • Norma 4: Additional permanent +1 to move rolls.
Summer2018 role3.png
  • (Unlocked at Attacker level 10)
  • Receive +1 ATK per HP lost in combat.
  • Norma 2: Permanent +1 max HP
  • Norma 3: Permanent -1 REC.
  • Norma 4: Additional permanent +1 max HP
Summer2018 role4.png
  • (Unlocked at Support level 10)
  • Can pass a random card from their hand to a chosen player if they are holding 2 or more cards.
  • Draws one extra card whenever drawing a card.
  • Norma 2: Permanent +1 hand size.
  • Norma 3: Permanent +1 HP.
  • Norma 4: Additional permanent +1 hand size (Max 5).

Role Level

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Role level, not to be confused with role letter rank, is a numerical value indicating how much experience the player has earned in a specific role. Each time the player defeats the boss, they will receive experience toward the role they were playing as. The higher the boss difficulty, the more experience the player receives. It should be noted that in single player, the player will receive a penalty if they use control + shift during the match. Below is the experience necessary to level up.

Level Experience Needed Level Experience Needed
1 100 14 4130
2 230 15 4650
3 390 16 5200
4 580 17 5780
5 800 18 6390
6 1050 19 7030
7 1330 20 7700
8 1640 21 8400
9 1980 22 9130
10 2350 23 9890
11 2750 24 10680
12 3180 25 11500
13 3640

The player will also unlock bonuses for their role as they progress through the levels. This includes more deck points, a role-specific hyper, and a cooldown ability. Level 2, 4, 6, 8, and 10 are +1 deck point for all roles, and thus are not included below.

Type Level Additional Boosts
Summer2018 role0.png
5 Role Hyper (Ultimate Weapon in the Sun)
10 Cooldown ability (Fury)
Summer2018 role1.png
5 Role Hyper (Lifeguard on the White Beach)
10 Cooldown ability (Guardian Spirit)
Summer2018 role2.png
5 Role Hyper (Guardian of Blooming Flowers)
10 Cooldown ability (Restoring Light)
Summer2018 role3.png
5 Role Hyper (Unforgiving Avenger)
10 Cooldown ability (From Beyond)
Summer2018 role4.png
5 Role Hyper (Summer Games)
10 Cooldown ability (Demand)

Role Hypers

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Once a player reaches level 5 in a role, the player's will receive access to a special role-specific hyper card that is designed to boost the passive abilities of the role. These hypers are all Norma 3 cards. The player can either choose to use the role hyper or their character's original hyper, by pressing the switch logo on the role selector menu. While hypers are specific to a role, there are tricks the players can use however to get a different roles hyper. Hypers can be transferred between players with  Gift Exchange. If this action is taken, the Hypers will remain as the cards they were when they were originally drawn. As a result, an Attacker can end up with a Supporter's Hyper. The player can also use Nico's hyper,  Miracle Walker which can draw a role hyper since the hypers drawn are random.

Ultimate Weapon in the Sun.png
Attacker's Hyper
Lifeguard on the White Beach.png
Guardians Hyper
Guardian of Blooming Flowers.png
Supporter's Hyper
Unforgiving Avenger.png
Avenger's Hyper
Summer Games.png
Dealer's Hyper

Cooldown Ability

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Once the player passes role level 10, they will receive a special ability based on their role. This ability is accessible as an extra button on the right at the start of the player's turn. These abilities are watered-down versions of the role hypers mentioned above, but have the advantage of being free and readily available. Each one has a different cooldown between uses.

Ability Cooldown Effect
Role0 ability.png
6 Chapters Effect Duration: 1 Chapter: Deal +1 damage for each in-battle attack (after calculation).
Role1 ability.png
Guardian Spirit
8 Chapters All allies gain Stock Effect (1): In the next battle, take 1 less damage. Effect Duration: 2 Chapters.
Role2 ability.png
Restoring Light
8 Chapters Revive one KO'd ally with half HP (Rounded up for odd numbers)
Role3 ability.png
From Beyond
8 Chapters Effect Duration: 2 Chapters: If KO'd during batttle, return to up to 3 HP (unless max HP is below 3).
Role4 ability.png
6 Chapters Treat the next panel you step onto as a Draw panel.

Deck Points/Decks

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Deck points are provided to the player automatically once they choose their role. The higher the letter rank the character has in that role, the less points the player will receive to make a deck. Powerful cards generally cost more deck points, 5 points, while weaker/generic cards cost 0 deck points. As previously mentioned, the player can unlock more deck points by leveling up their role. By level 10 the player will have an additional +5 deck points to the base value provided for the role.

Type Base Deck Points Deck Points At Level 10
A 10 15
B 13 18
C 17 22
D 21 26
E 25 30

All cards cost either 0, 2, or 5 deck points. It should be noted that some cards are not available for use in co-op mode (mainly cards that are impractical for co-op). Below is the listing of all cards available and their deck point price.

Cards that cost 0 points Cards that cost 2 points Cards that cost 5 points Cards that can't be used


Instead of field events, Co-op Mode has its own set of board events called Mixers. Every day, one to three Mixers are chosen randomly and then applied to all co-op games that take place on that day. This is on a server-side basis and not user-side, meaning that a day's Mixers will be the same for everyone. Mixers reset every day at 00:00 PST and cannot be altered by the user, but they can be turned off if one does not wish to use them. Mixers that increase the difficulty of the match give increased EXP rewards at the end of the match.

Mixer Frequency Effect
Air Raid Every 5 Chapters All units will take 1 damage at the beginning of the Chapter.
Amplify Every 6 Chapters All units will randomly receive a bonus stat (BoostStat0.png Attack stat +1, BoostStat1.png Defense stat +1, BoostStat2.png Evasion stat +1). Lasts for 2 Chapters.
Backtrack Every 8 Chapters All units move in the reverse direction. This effect lasts for the duration of the Chapter.
Bomber Every 2 Chapters A visible bomb is placed on a random panel. The bomb will explode within 1 to 4 Chapters, and units within 2 panels in a cross-shaped area of the bomb panel will take damage.
Charity Every 5 Chapters All players will receive 1 card at the beginning of the Chapter.
Confusion Every 7 Chapters All player's cards are rearranged and put face-down, making the cards unreadable to both the owner and other players. This effect lasts for the duration of the Chapter.
Freeze Every 5 Chapters 1/3 of the board's panels become  Ice panels. This effect lasts for the duration of the Chapter and does not affect  Home panels.
Minelayer Every 3 Chapters A Trap card ( Dangerous Pudding,  Bad Pudding, or  Mimyuu's Hammer) will be set on a randomly determined panel. (These are not affiliated with the Center Deck's contents)
Miracle Every 5 Chapters All  Bonus,  Drop,  Encounter,  Draw,  Move,  Warp Move,  Heal, and  Damage panels will become 2x panels. This effect lasts for the duration of the Chapter.
Random Warp Every 5 Chapters All units will be warped to a randomly chosen panel at the beginning of the Chapter.
Regeneration Every 5 Chapters All units recover 1 HP at the beginning of the Chapter.
Sprint Every 6 Chapters All units roll double dice for movement. This effect lasts for the duration of the Chapter.
Treasure Every Chapter A chest is placed on a random panel (up to board size limit). Landing on the panel with the chest will give the player its contents.
Treasure chest stars.png Gives stars equal to the current number of Chapters
Treasure chest cards.png Gives a random hyper card.
Healthy Boss Ongoing Boss has an additional 10 HP. (For Summer Beast, this only applies to its first life.)
Star-chaser Ongoing All players gain double stars on  Bonus panels.
Beggar Ongoing All players drop double stars on  Drop panels.
Aggressive Heroes Ongoing All players gain an additional +1 to ATK.
Defensive Heroes Ongoing All players gain an additional +1 to DEF.
Evasive Heroes Ongoing All players gain an additional +1 to EVD.
Blazing Ongoing All units will gain +1 ATK and -1 DEF.
Flipped Every 3 chapters Unit stats will be reversed at the start of battle. (All positive values will become negative and vice versa.)
Menacing Boss Ongoing The Boss gains an additional +1 to ATK.
Hard-shelled Boss Ongoing The Boss gains an additional +1 to DEF.
Slippery Boss Ongoing The Boss gains an additional +1 to EVD.
Joker Ongoing All cards can be played for no cost.
Bankrupt Ongoing All card costs are increased by 10 stars.

Character and Card Changes

A few characters have rather notable changes and passive tweaks that are important for the player to understand when playing in co-op. Certain characters are more or less viable then they usually would be, as a result of these adjustments.

  • Example of new REC stat on Peat.

  • Example of modified hyper.

Stat Changes

  • For all characters, new recovery stats are calculated by the formula: Recovery = base recovery + (+attack).

Passive Changes

  • Chicken, Robo Ball, Seagull, and Mimyuu lose the same amount of Stars on KO as everyone else.
  • Star Breaker can redeem Stars Norma like any other character.
  • Tequila's passive and the Avenger role's +1 ATK per damage taken effect do not stack, meaning the player will only receive +1 per HP lost, not +2.
  • Natsumi's passive will not heal opponents.
  • Mira's Binding Smoke passive will not affect players.
  • Sora & Sham (Cuties) can redeem Wins Norma like any other character.


Below is a comprehensive list of all changed cards, including Hyper cards. Any card not listed has remained unchanged.

Card Changes
Will only affect opponents.
Will only affect players.
Will only affect opponents.
Is now Norma 2. Gives +10 stars and +1 Win instead of +50% stars.
Effect is now "While in effect, players cannot be forced to lose stars."
Renamed to "Air Support", and the effect is "During the next battle, all players gain +2 Defense."
Will only affect players.
Gives +1 ATK and +1 DEF for every 10 stars spent instead of 20 and will not consume stars past the amount it takes to get to +9 ATK.
Effect is now "When used, the Boss will skip its next action." (Boss will still move but won't play its next card)
Will only affect opponents.
Will only affect opponents. (Boss won't move but will still play cards)
Will only affect players, and the -1 DEF effect will only apply to players who are Kae. Only lasts 2 turns.
Will only affect players, and no longer gives stars.
Will only affect opponents.
Now a Battle Card, and effect has been changed to "During this battle, the opponent gains the following effect: All dice rolls will be 1."
Will only affect opponents, and will only do 5 damage (down to 1 HP).
Effect is now "Summon 2 Pirate Crew Members to fight a random enemy. Enemy goes second."
Now heals two HP.
Will only affect opponents.
Gives -2 REC to players KO'd by its effect.
Deals the user's max HP to either themselves or the Boss.
Effect is now "Gain level x 10 stars."
Deals 4 damage and will only affect opponents. They are visible to all players.
Binding Smoke will only affect opponents.
Will only do 5 damage. Will only affect opponents.
Effect is now "For each KO'd ally, deal 3 damage to all enemies."
Will only affect opponents.
Cost is Stars / 10, and its effect has been changed to "The Boss will skip its next action." (Boss will still move but won't play its next card)
Can only be used as a Battle Card, and its effect has been changed to "Opponent fights Shifu Robot instead. Can only be used against the Boss."
No longer gives stars.
Now allows the player to always attack first in battle, in addition to its usual effects.
No longer consumes stars, and only affects players.
Will only affect opponents.
No longer applies the Santa's Gift debuff.
Now deals the user's max HP as damage to the enemy.
Now makes the user unable to be targeted by Boss abilities.
Effect is changed to "Receive 2 Pudding cards. These cards are removed from game upon use or discard."
Will only affect opponents.
Will only affect opponents, and now steals stars equal to the user's level.
Effect is changed to "During this battle, gain +1 Attack, +1 Defense, and -1 Evasion for each two cards the players have."
Now makes the user fight the Boss.
Will only affect opponents.

Boss Basics

Co-op bosses are special super-powered boss characters who play alongside the players during a match, however, like single player bosses, can also be encountered when the player lands on a  Boss panel. Co-op bosses always have the first move at the start of each chapter and carry a host of boss only cards that they can use at the beginning of their turn. They also always attack first during combat unless stated otherwise. The player will be able to see the bosses, HP and card hand at the top of the screen during the entirety of the match. In order to win the match, the players must defeat the boss.

  • Boss HUD and hand.

  • Player loss screen.

Boss Difficulty

Bosses feature 4 different difficulties: Casual, Normal, Extreme, and Hyper. Each difficulty is considered a boss level from 1-4 which changes how much damage is dealt by certain boss cards. A second key aspect for difficulty is card level. Bosses begin each match with a deck of 5 cards, and once they have used all of them, they will upgrade the lowest level one and shuffles the deck. The boss will continue this process until chapter 40. For example, a normal boss starts with a level 0-0-1-1-1 deck, it'll get 8 transformations by chapter 40 so it should end up as 3-2-2-2-2 at most. The bosses difficulty chosen determines what level the cards are, to begin with. The boss level chosen also restricts which boards are available for the players to play on. In the end, more Exp and oranges are rewarded for defeating higher difficulty bosses.

Difficulty Boss level Starting 5 cards level Board Available
Casual 1 0, 0, 0, 1, 1 All Boards
Normal 2 0, 0, 1, 1, 1 All Co-op Boards
Extreme 3 0, 1, 1, 2, 2 Boss-specific Co-op Boards
Hyper 4 1, 1, 2, 2, 2 One Boss-specific Co-op Board

Hyper Difficulty

While not very different, Hyper difficulty is special for 2 reasons. As previously stated, the player will only have access to one board to fight the boss. This board is of course designed to give the boss the edge. The second and most notable change, however, is that Hyper difficulty does not follow the above card upgrade rules. Once all of the starting 5 cards have been used, one of the cards at random will be upgraded (Not just the lowest level one) and deck will be shuffled. This can result in much stronger cards much quicker, and given the high initial level the cards, Hyper mode features cards the player will not see in lower difficulties.

Bosses List

Event Characters









Wild Enemies

The boss also changes the enemies that will appear on  Encounter panels. The enemies will be the expected minion for that boss, so, for instance, Robo Balls when the boss is M10 Robot. Players will encounter 1 of 3 possible wild enemies in which one stat is boosted by +2 unless the stat is already +1, in which it is boosted to +2. Which stat has been boosted will be indicated by the outfit the enemy is wearing. Further info can be found on each boss's page.


Each boss has its own set of boards, which are modified versions of the normal boards, with the exception of M10 Robot and Star Devourer hyper difficulty stages, which are brand new stages reusing old assets (M10's Cyberspace uses Sealed Archive's background tinted blue with Shipyard's Robo Balls and Shifu Robots flying by, while Star Devourer's Poppo's Abyss uses a yellow colored version of Tomomo's Abyss' background. Further info can be found on each co-op boss's page.