Alicianrone
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This page needs to be expanded with information about recommended strategies. You can help 100% Orange Juice Wiki by expanding it.
Tips[ | ]
- Playing as Lone Rider
- , , , and are the only ways Lone Rider can trigger Lonely Road without .
- Healing cards like , , and allow Lone Rider to be much harder to KO than he normally is.
- Offensive battle cards like , and can help Lone Rider in securing a kill at any stage of the game where it may matter, whereas they won't be as effective against him if he has Lonely Road active due to his impressive bulk.
- is a very promising card for Lone Rider if he's being challenged first and any degree of desperate, as it can hijack an otherwise fatal battle hyper such as or . However, this will typically fail against naturally strong attackers such as and , who generally don't rely as much on battle cards to kill weakened enemies.
- is a fantastic trap card for Lone Rider to set up for himself. If he can correctly anticipate a roll onto a panel with it set, he gets another chance to pull off another impressive movement roll, which can help if he doesn't already have Lonely Road active. However, it can be difficult to pull off reliably, depending on the board's terrain.
- can especially be a boon in the late game if Lone Rider wants to net himself more stacks of , as the cost scales with how many stacks he already has.
- While looks like a great card since it's a support card meant for him, the disadvantages outweighs the benefit which makes this card very situational. In order to preserve his buffed stats, you would need to have two s or to use . Alongside the star cost of using it, and the penalty when you die from taking 1 damage from that card makes it very difficult to use it in early games. Furthermore, since there is no way to stop the Lonely Chariot's effect, specifically taking 1 damage every turn, it makes him very vulnerable even if he has +1 EVD from being able to roll a 6. Even if you would want to use Lonely Chariot to chase a character who hoards a lot of stars, aforementioned cards such as and are much more viable since they are much easier to use.
- Even with being a situational card in most scenarios, it pairs extremely well with if Lone Rider can manage to fetch one from the deck and already has at least +2 MOV from other effects, as it will completely negate its downside of constant chip damage. However, it may be more worth it to drop the card if the player is going for star norma, unless they have an astronomical star lead.
- is worth considering in certain builds to bolster his EVD, as Lone Rider is otherwise extremely likely to die at 1 HP, even with Lonely Road active.
- , albeit situational, can be worth considering, as in the event Lone Rider lands on this card, it is highly unlikely that the setter will be able to escape him once they warp to him. It should be noted that Lone Rider himself placing this card likely won't be in the player's best interests depending on turn order, however, as he may move first and open himself up for devastating retaliation.
- Playing Against Lone Rider
- Out of combat damage cards like , , and makes Lone Rider's defensive stats not matter as much, while also making his -1 EVD a much bigger problem.
- can spell disaster for Lone Rider depending on the progression of the game, as it will often lead to him losing a stack of , which he desperately needs to keep even with his competition. Pairing it with certain trap cards, such as , or can cause Lone Rider to stumble into a massive pitfall that he will most likely be completely incapable of recovering from in the late game.
- may be the only counterpick to Lone Rider in terms of dealing with his Upshift; Its hyper, , not only prematurely stops his movement roll, causing him to lose a stack of Upshift, but also forces him to engage in a battle with the user, potentially resulting in a KO.
- is a simple but effective tool in denying Lone Rider a kill, more so if one knows he's in possession of viable movement cards. However, in his case, it is largely dependent on the board size, as he can still pose a massive threat on smaller boards even if warped to a random position.
- , , and are good ways of reducing Lone Rider's stats, making his stat boosts not be as deadly, although players have to be a little weary of Lone Rider using Reverse Attribute Field and Serious Battle since Lone Rider only gets a boost to his evade if Lonely Road isn't active.
- is a low-level trap card that can drastically whittle away Lone Rider's otherwise notable defences, making him much less of a threat even with Lonely Road, and especially without it, thanks to his debuffed EVD stat.
- Defensive cards such as , , and can also be good to flee from him if he has Lonely Road.
- If Lone Rider is at 1 HP, using is still likely to KO him and make him lose a catastrophic amount of stars, and is particularly likely to do so if he has, at any point, failed to get Lonely Road.
Recommended Cards[ | ]
Standard | Recommended | Viable |
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Counter Cards[ | ]
Recommended | Viable |
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