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Gift Card
Lucky Sevens
While holding this card, your natural die rolls can range from 0 to 7, and the minimum roll result is 0 when rolling 0.
Cannot perform a Norma check after rolling a 0 for move on the same turn.
Level
1 ☆
Cost
0 ★
Limit
1 per Deck
DeckPointsIcon 2
Symbol
Lucky Sevens Symbol
Kulas
Uncommon Card
"I can even control my dice rolls." —Yuki

Lucky Sevens is a collectible Gift card that can be found in Community Pack 3.

Effect

When this Gift card is held, each of the player's natural dice rolls will range from 0 to 7, as opposed to the usual values of 1 to 6.

A number of additional effects will only apply when the player rolls a natural 0 on any die:

  • The roll's minimum result is 0 instead of 1. This means that after applying any modifiers (ATK, DEF, EVD, or MOV) to the dice total, if the result would be less than 1, it becomes 0 instead.
  • If the roll is a movement roll, the player cannot perform a Norma check on the same turn.

Upon use, this card will be discarded.

When holding this card, a Lucky Sevens Symbol icon will hover around the player. In addition, the player's selected dice cosmetic will be changed to a unique eight-sided die, themed after the Lucky Sevens artwork.

Sides
Lucky Sevens Dice 0
0
Lucky Sevens Dice 1
1
Lucky Sevens Dice 2
2
Lucky Sevens Dice 3
3
Lucky Sevens Dice 4
4
Lucky Sevens Dice 5
5
Lucky Sevens Dice 6
6
Lucky Sevens Dice 7
7

Strategy

Lucky Sevens is a card that does multiple things at once. It is able to:

  • Increase ATK on average. Although the increase is slight, it can achieve important break points like allowing Yuki to beat Sherry on average if they are both at full HP. The power increase is mostly useful on characters that rely on KOing their opponent in one hit like Tomomo, Yuki, Store Manager, Seagull, Yuuki, Alicianrone, and Flying Castle
  • Decrease average REC time for characters with 5 or 6 REC, since the card isn't lost on KO. This card can be massive for Tomomo, Store Manager, and Flying Castle since they are incentivised to be aggressive which constantly puts them in danger of being KO'd and getting punished heavily by their 6 REC.
  • Give an extra chance to evade an opponent with the 0 roll. This is mostly useful on characters like NoName if he is in head form, and Yuuki in case someone fought her in her DEF form so they can get an easy KO on her in her ATK form.
  • Allow players to reach targets that were previously unreachable if they roll a 7
  • Potentially give more stars from a Mass bonus0 Bonus panel if the player rolls a 7

However this card does have its drawbacks like:

  • Decreasing DEF on average. It actually decreases DEF by the same amount it increases ATK, so attacking someone who is holding Lucky Sevens is the same as attacking them while holding Lucky Sevens
  • Increasing the average REC time for characters with 4 REC or lower
  • Having terrible synergy with Dash!icon Dash!, Overtimeicon Overtime, Suguri (46 Billion Years)'s passive, and SprintSprint
    Every 6 Chapters, all players roll a base two dice for movement (up to 4 if using a card increasing your role). This effect lasts for the duration of the Chapter.
    since if any of the dice is a 0, the holder is unable to norma.
  • Making the player trigger a Mass drop0 Drop or Mass encount1 Boss panel again, making it worthwhile to discard the card while standing on those panels
  • Making star panels useless if the holder rolls a 0

Extra Info

  • Lucky Sevens increases the chances of things that are less than 50%, while decreasing the chances of things greater than 50%
  • Lucky Sevens does work with Full Speed Alicianroneicon Full Speed Alicianrone

Update History

100% Orange Juice Emoticon 100oj V3.5

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