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'''Magical Inferno''' is a brutally powerful hyper, that can be used as a deterrent, a powerful weapon to take out many players, or a sniping tool for the opponent currently leading the game depending on the situation. The hyper is unique in that it is the only card that can both guarantee a KO and takes half of the opponent's stars as if a battle occurred. Similar to {{Ci|Ubiquitous}} and {{Ci| Special Stage}}, this ability gives the card a potentially massive star payout depending on the timing of the card. At best, the player can KO all the opposing players, giving them well over 100 stars and easily paying off the price of the card. A well-timed Magical Inferno can essentially "remove" certain opponents from the game by setting them far behind in the later chapters of the game, especially if they fail their recovery roll multiple times. In the right circumstances, the card can steal victory from the lead opponent, render them unable to fight back, and enable the player to win instead. The card also works as an excellent deterrent once the player reaches norma 3. Most opponents, if they cannot reach Mio, will choose disadvantageous paths to prevent themselves from standing next to Mio. Overall, with the right timing, and a bit of luck, Magical Inferno can reap massive rewards for the player.
 
'''Magical Inferno''' is a brutally powerful hyper, that can be used as a deterrent, a powerful weapon to take out many players, or a sniping tool for the opponent currently leading the game depending on the situation. The hyper is unique in that it is the only card that can both guarantee a KO and takes half of the opponent's stars as if a battle occurred. Similar to {{Ci|Ubiquitous}} and {{Ci| Special Stage}}, this ability gives the card a potentially massive star payout depending on the timing of the card. At best, the player can KO all the opposing players, giving them well over 100 stars and easily paying off the price of the card. A well-timed Magical Inferno can essentially "remove" certain opponents from the game by setting them far behind in the later chapters of the game, especially if they fail their recovery roll multiple times. In the right circumstances, the card can steal victory from the lead opponent, render them unable to fight back, and enable the player to win instead. The card also works as an excellent deterrent once the player reaches norma 3. Most opponents, if they cannot reach Mio, will choose disadvantageous paths to prevent themselves from standing next to Mio. Overall, with the right timing, and a bit of luck, Magical Inferno can reap massive rewards for the player.
   
Magical Inferno has 3 key disadvantages that prevent the card from being impossible to win against. As previously stated, the card cannot strike over gaps. As a result, the hyper's performance is inconsistent based upon the board. On a board like [[Highway Heist]] and [[Dark Citadel]] the hyper may dominate thanks to the prevalence of straight lines. However, on a board like [[Santa's Workshop]] the card's power will be nullified and it will practically be a weaker version of {{Ci|True White Christsmasher}} as the player will more often than not only be able to strike the opponent on the panel next to them. The player may just also just never be lucky enough to have an opponent line up with Magical Inferno, even on boards where it should theoretically be easy to accomplish. The second and most obvious problem with Magical Inferno is its price. While other hyper cards can match or beat the price of Magical Inferno overtime, Magical Inferno has the most expensive base price of any hyper at 50 stars. This can make it extremely difficult to make a star profit until very late in the game. The issue can be mitigated with {{Ci|President's Privilege}}, but doing so will also add an extra pressure on the player to reach norma 4 before activating the card. The last major disadvantage of the hyper is that it cannot be used on opponents on the same panel as Mio. Consequently, opponents will likely attack the player if given the choice to pass them, as doing so will keep them safe from Magical Inferno. Likewise, if the player is being actively attacked by a bully, their only hope is that they move further than the attacker on their next turn to get the opponent in range of Magical Inferno.
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Magical Inferno has 3 key disadvantages that prevent the card from being impossible to win against. As previously stated, the card cannot strike over gaps. As a result, the hyper's performance is inconsistent based upon the board. On a board like [[Highway Heist]] and [[Dark Citadel]] the hyper may dominate thanks to the prevalence of straight lines. However, on a board like [[Santa's Workshop]] the card's power will be nullified and it will practically be a weaker version of {{Ci|True White Christsmasher}} as the player will more often than not only be able to strike the opponent on the panel next to them. The player may also just never be lucky enough to have an opponent line up with Magical Inferno, even on boards where it should theoretically be easy to accomplish. The second and most obvious problem with Magical Inferno is its price. While other hyper cards can match or beat the price of Magical Inferno overtime, Magical Inferno has the most expensive base price of any hyper at 50 stars. This can make it extremely difficult to make a star profit until very late in the game. The issue can be mitigated with {{Ci|President's Privilege}}, but doing so will also add an extra pressure on the player to reach norma 4 before activating the card. The last major disadvantage of the hyper is that it cannot be used on opponents on the same panel as Mio. Consequently, opponents will likely attack the player if given the choice to pass them, as doing so will keep them safe from Magical Inferno. Likewise, if the player is being actively attacked by a bully, their only hope is that they move further than the attacker on their next turn to get the opponent in range of Magical Inferno.

Revision as of 01:24, 4 January 2020

Magical Inferno
Magical Inferno
KO all units on any other panel in the same uninterrupted column or row as the panel your unit is on. You gain stars from each KO'd unit as though KO'd in battle. Then end your turn.
Hyper Info
Event
Level
3
Cost
50 ★
Symbol
[[File:|30px|link=]]
Hono
"Inferno!" ―Mio

Mio's hyper is Magical Inferno. When activated, Magical Inferno will release a blast of fire that will KO all opponents in the same uninterrupted column or row of panels as Mio and give Mio half their stars. The player's turn will then end. (An opponent is required to be in striking range for the hyper card to be activated. The fire has to run on a straight line of panels with no gaps to hit the opponent and it cannot hit opponents on the same panel as Mio.)

Strategy

Magical Inferno is a brutally powerful hyper, that can be used as a deterrent, a powerful weapon to take out many players, or a sniping tool for the opponent currently leading the game depending on the situation. The hyper is unique in that it is the only card that can both guarantee a KO and takes half of the opponent's stars as if a battle occurred. Similar to Ubiquitousicon Ubiquitous and Special Stageicon  Special Stage, this ability gives the card a potentially massive star payout depending on the timing of the card. At best, the player can KO all the opposing players, giving them well over 100 stars and easily paying off the price of the card. A well-timed Magical Inferno can essentially "remove" certain opponents from the game by setting them far behind in the later chapters of the game, especially if they fail their recovery roll multiple times. In the right circumstances, the card can steal victory from the lead opponent, render them unable to fight back, and enable the player to win instead. The card also works as an excellent deterrent once the player reaches norma 3. Most opponents, if they cannot reach Mio, will choose disadvantageous paths to prevent themselves from standing next to Mio. Overall, with the right timing, and a bit of luck, Magical Inferno can reap massive rewards for the player.

Magical Inferno has 3 key disadvantages that prevent the card from being impossible to win against. As previously stated, the card cannot strike over gaps. As a result, the hyper's performance is inconsistent based upon the board. On a board like Highway Heist and Dark Citadel the hyper may dominate thanks to the prevalence of straight lines. However, on a board like Santa's Workshop the card's power will be nullified and it will practically be a weaker version of True White Christsmashericon True White Christsmasher as the player will more often than not only be able to strike the opponent on the panel next to them. The player may also just never be lucky enough to have an opponent line up with Magical Inferno, even on boards where it should theoretically be easy to accomplish. The second and most obvious problem with Magical Inferno is its price. While other hyper cards can match or beat the price of Magical Inferno overtime, Magical Inferno has the most expensive base price of any hyper at 50 stars. This can make it extremely difficult to make a star profit until very late in the game. The issue can be mitigated with President's Privilegeicon President's Privilege, but doing so will also add an extra pressure on the player to reach norma 4 before activating the card. The last major disadvantage of the hyper is that it cannot be used on opponents on the same panel as Mio. Consequently, opponents will likely attack the player if given the choice to pass them, as doing so will keep them safe from Magical Inferno. Likewise, if the player is being actively attacked by a bully, their only hope is that they move further than the attacker on their next turn to get the opponent in range of Magical Inferno.