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Tips[]

Playing As Kiriko
  • Landing on  Draw panels should take priority for Kiriko if the player starts without a  Final Surgery as it is crucial to the player's success.
  •  Nice Present is relatively essential as Kiriko, based around her cards, thus the player should try to use any method to find them.
  • If the player cannot seem to draw Kiriko's Hyper  Lonely Chariot can be used as an excellent substitute to finish off the player. A less guaranteed yet, usually effective method is to play  Cloud of Seagulls as it is notorious for striking the player.
  • The field events such as, MinelayerMinelayer
    Every 3 Chapters, a Trap Card will be set on a randomly determined panel. These Trap Cards are not affiliated with the Center Deck, and will therefore not return to the Center Deck afterwards. The cards include: Dangerous Puddingicon.png Dangerous Pudding, Bad Puddingicon.png Bad Pudding, and Mimyuu's Hammericon.png Mimyuu's Hammer
    , Air RaidAir Raid
    Every 5 Chapters, all units will take 1 damage at the beginning of the Chapter.
    , and BomberBomber
    Every 2 Chapters, place a visible bomb 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.
    should be used to the players benefit to either KO Kiriko, or reduce her health to use her Hyper.
  • Powerful battle card that synergies well with Kiriko's passive such as  Big Magnum can be held until the final chapters of the game to quickly KO other players if they are going to win.
  •  Play of the Gods is a risky card the player can use that can either benefit or damage the player based on chance. In the worst case scenario, the card will result in someone else activating  Final Surgery, however, the card is the player's best hope for activating  Sealed Guardian early on for cheap.
  •  Portable Pudding does not heal HP, but rather resets it. While it will subtract 1 Max HP due to being a battle card, it is a way Kiriko can heal without having to resort to being KOed.
  •  Dance, Long-Eared Beasts! can heal Kiriko, as its effect is considered an HP gain, as opposed to a healing effect.
  • Kiriko is immune to Natsumi's passive and hyper. This is both a strength and weakness, as it prevents the opponent from gaining any stars with Natsumi, but comes at the cost of enabling Natsumi to bully Kiriko without healing her.
Playing Against Kiriko
  • Bully characters like Star Breaker are the best counter to Kiriko as they can potentially deal the highest damage, thus KOing Kiriko and other players before they reach 1 HP. Bullies and constant combat on a whole can quickly whittle down Kiriko's large health stat.
  • Cards such as  Play of the Gods,  Scrambled Eve,  Brutal Prank, and  Gift Exchange can easily rob Kiriko of her Hyper, thus removing her main source of power.
  • Healing cards such as  Saki's Cookie,  Pudding, and  Dinner are all useless to Kiriko, and are thus effective counters as they prevent her from finding her Hyper or useful cards in the deck.

Recommended Cards[]

Standard Recommended Viable

 Cloud of Seagulls
 Indiscriminate Fire Support
 Nice Present
 Portable Pudding

 Big Magnum
 Dark Side of Business
 Extend
 Forced Revival
 Lonely Chariot
 Metallic Monocoque
 Mimyuu's Hammer
 Mix Phenomenon
 Play of the Gods
 Sealed Guardian
 Sealed Memories
 Serene Hush
 Tactical Retreat
 Unpaid Work

Counter Cards[]

Recommended Viable

 Brutal Prank
 Dinner
 Present Thief
 Pudding
 Quick Restoration
 Saki's Cookie
 Sky Restaurant 'Pures'
 Tragedy in the Dead of Night

 Accelerating Sky
 Bad Pudding
 Bloodlust
 Dangerous Pudding
 Final Battle
 Flamethrower
 Gift Exchange
 Heat 300%
 Little War
 Long-Distance Shot
 Mimic
 Out of Ammo
 Piyopiyo Procession
 Poppo the Snatcher
 Poppoformation
 President's Privilege
 Scrambled Eve
 Sink or Swim
 Sweet Destroyer
 Treasure Thief
 Wanted

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