Co-op Mode is an alternate game mode in 100% Orange Juice!. It originally debuted as an early concept on July 25th, 2018 with the Beach Party event, and was later reintroduced to the game as a permanent mode on May 16th, 2019 with the Minions of the Master event.
Co-op Mode is a game mode where, instead of competing against each other, all 4 players must pick a special co-op role and work together as a team to defeat a powerful Co-op Boss, who functions as a fifth character on the map. Players will not be racing for Norma against each other, but will instead achieve Norma together in order to raises their stats and use stronger cards. Players must defeat the boss to win the game, and will lose if all of them are KO'd at the same time. Utilizing the abilities of each co-op role is essential to the players' success.
Setup[ | ]
To switch to Co-op Mode, the player must toggle the icon located next to the board menu. This can be done in both custom singleplayer games and online games. The player can also join an online Co-op lobby, by selecting the "Co-op" tab at the top of the online lobby list.
Important Changes[ | ]
Before examining the particulars of the mode, below is a basic list of rule changes the player should be aware of:
- Along with selecting a board, the host must also select a co-op boss and difficulty before the game starts.
- Special co-op boards, made specifically for the mode, are available to play on (depending on the selected difficulty).
- Field events cannot be enabled in this mode, and are instead replaced with mixers.
- All players choose a co-op role during character selection. Characters gain additional passives and abilities depending on their co-op role.
- Characters with a base ATK above 0 have an increased base REC stat, calculated by the formula [base REC] + [base ATK].
- The effects of some cards and character passives are altered.
- During deck selection, all cards are assigned either 0, 2, or 5 deck points. The combination of cards that may be chosen are limited based the player's current deck points. Some cards are also ineligible to be decked in Co-op Mode.
- The co-op boss plays alongside the other players as a 5th unit on the board.[note 1]
- Instead of winning using norma, the game is won when the boss's HP reaches 0, and lost if all four players are KO'd at the same time.
- All stars, wins, norma levels, and ability to stop at Home panels are shared between all 4 players.
- Chapter star bonus is accumulated in the shared star pool, rather than being gained by each player individually.
- Both types of norma checks (stars & wins) are simultaneously enabled.[note 2]
- Every player's hand is visible to all other players.
- Players will lose only 1/8 of their stars on KO.
- Bonus panels are not capped at level 3.
- Encounter panels have different enemies, which vary depending on the Boss.[note 3]
- Stars norma requirements are multiplied by 1.5, and Wins norma requirements are multiplied by 2. Norma level 6 cannot be achieved in this mode.
Level | Stars | Victories |
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1☆ | 15 | 2 |
2☆ | 45 | 4 |
3☆ | 105 | 10 |
4☆ | 180 | 18 |
Character Changes[ | ]
Co-op Mode makes adjustments to some characters' stats and passives, both to adapt characters to the mode's unique mechanics, as well as to prevent certain characters from being overpowered in the mode.
REC Changes
In Co-op Mode, characters with a base ATK stat above 0 receive an increase to their base REC stat. For these characters, the new REC stat is calculated by the formula: [base REC + base ATK]. Characters with a base ATK stat of 0 or below have unchanged REC stats.
REC stat also remains unchanged, due to its passive.For some characters, this results in a REC higher than 6, meaning the character needs to roll a 6 to revive for more than one turn. For instance, a character with 7 REC will need to roll 6 to revive for two chapters before it increments down to 5 or higher.
REC | Characters |
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, , , , , , , , , , , , , , , , , , , , | |
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Passive Changes
Some characters have had their passives adjusted in Co-op Mode.
- now revives after 2 turns instead of 1 turn, and no longer gains -1 MOV for 2 chapters after reviving.
- has an additional Burn Out passive: Gain a stack of Burn Out after you revive. Recovery is delayed for 1 turn for each stack.
- no longer gains -1 DEF when attacking.
- same-panel passive will not trigger against nor heal enemies.
- has an additional Burn Out passive: Gain a stack of Burn Out after you revive from a battle KO. Recovery is delayed for 1 turn for each stack.
- now gains +1 to ATK, DEF, and EVD if the opposing unit is inflicted by Melting Memories.
- now takes no more than half her max HP in damage when defending (rounded up).
- 's passive applies to enemy units instead of other players, will steal stars equal to the player's level, and will no longer prevent challenges if the star cost can't be fully paid.
- passive now gains 1 stack of Hardened Scales for every 2 points of damage reduced by using Defend.
- now loses only Lvl x1 stars when denying challenges.
Passive Interactions
Other characters have mostly unchanged passives, but have unique interactions with the various different systems in Co-op Mode.
- , , , , and lose the same amount of Stars on KO as everyone else.
- Boss panel, even if it attacks second. can counterattack when triggering a
- , , and do not have both types of norma checks enabled, and cannot personally redeem their restricted norma type for the team.
- Encounter panels. will not summon on
- +1 ATK for every lost HP passive does not stack with , meaning the player will only receive +1 per HP lost, not +2.
- passive affects chapter star bonus as usual; however, if there are two or more Nico players in the game, the amount of additional stars gained is determined by the Nico player with the most Gift cards in hand.
- Binding Smoke passive will not affect players.
- damage-doubling passive now applies to different cards, depending on their co-op effects.
- battle damage passive applies to the special Robo Ball encounters when fighting .
- wins passive does not apply to KO's achieved by Robo Ball encounters or Robo Pals from .
Field Changes[ | ]
As previously mentioned, special boards are available in co-op. The board selection depends on which boss and difficulty the player chooses.
Board Panels
Most boards in co-op feature a special panel for the boss to start the game on.
Icon | Name | Effect |
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Boss Home Panel | The boss starts the game on this panel. Functions as a Boss panel when stepped on. |
When playing on a board that does not feature a Boss Home panel, the boss starts the game on the rightmost end of the lowest row of panels. This location is based on an orthogonal view of the board, rather than the player's in-game view. For example, when playing on the Practice Field board shown to the right, the boss starts the game on the lowest bonus panel.
Field Events
Although most field events are replaced with mixers, Co-op Mode features 1 unique field event designed to make the boss harder the longer the game progresses. This field event is permanently active and cannot be turned off.
Name | Chapters | Effect |
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Terror
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2 | Random Boss panels spawn around the board. The amount of spawned panels increases as the game progresses. This effect lasts for the duration of the Chapter and does not affect Home, Warp, or Warp Move panels.
At the start of chapter 40, effect frequency increases from every 2 Chapters to every Chapter. |
The
event that occurs in other game modes does not occur in co-op, since boss panels spawn through Terror instead.Home Sweeper
Home panels, allowing Terror to replace them with Boss panels.
is a special Hyper card played by the boss if it hasn't been defeated by chapter 40. Home Sweeper permanently removes home markers andCard Changes[ | ]
Effect Changes[ | ]
Many card effects have been changed for Co-op Mode. While some of them have been completely reworked, others have simply been adjusted to only work on the boss and its minions instead of other players, and vice versa.
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Hyper Card | Changes |
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Effect Interactions[ | ]
Some cards have unchanged descriptions, but have unique interactions with the various different systems in Co-op Mode.
Standard Card | Interactions |
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Will only affect opponents.
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Cannot be triggered by opponents.
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Cannot be triggered by opponents.
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Cannot be triggered by opponents.
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The top 3 cards of the deck are now visible to all players.
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Cannot be triggered by opponents.
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Hyper Card | Interactions |
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Can only target players.
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Takes Norma completed by allies into account.
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Will only affect opponents.
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Damage will only be dealt to opponents.
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Stopping effect will only affect opponents.
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Can only target opponents.
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Binding Smoke will only affect opponents.
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The cards that are able to be generated are now determined using their co-op effect.
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Now places traps face-up, making them visible to all players.
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Cannot transform Boss panels.
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Placed bombs are now visible to all players.
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Can only target opponents.
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