As Nanako, the player will generally play passively and focus on star norma. The player will want to focus onand panels, and bring healing and defensive cards to benefit from Nanako's innate defensive strengths.
- Playing As Nanako
- Nanako takes, on average, the least amount of damage out of anyone on the roster against neutral ATK (0.83), the second-least against -1 ATK (0.58, only and in her Full Moon form beat this at 0.53), and also the second-least against +1 ATK (1.13, which is only bested by at 1.11). Her shocking durability is lent to her aptitude in tanking moderately high rolls fairly well, while usually dodging anything lower than a 3. It is important to moderate your HP and your competition at any opportunity, prioritize and panels for added restoration, as well as panels for expanded options.
- is by far her best healing card, recovering an entire third of her HP with each usage, while being less effective for a good chunk of the roster that has a higher HP stat or relies more on evasion. Constant recovery is key for her, as she will always be taking chip damage, and cannot survive prolonged combat. and are usable, but not as advisable, as they are much more helpful on other characters.
- Nanako's prime defensive option is , practically fixing the damage she takes to 0 as long as the difference between her rolls and that of her foe's are not polarizing. As with , is also a fantastic choice if you feel less than confident in evading. can also help against flimsier attackers, but is not the best card to bring thanks to its steep benefit for aggressors like and in her Devil form.
- As Nanako's is often best used as a retaliatory tool, it is usually safe to bring and to help minimize the advances of aggressors (playing Nanako offensively is suboptimal in the first place). They can easily shut her out of making a comeback if she suffers an unlucky death, though.
- Getaway options like , and help Nanako avoid potential certain death scenarios a lot more easily, while not necessarily harming her as much due to her passive playstyle (unless she is warped to a cluster of panels during a Battlefield field event).
- Playing Against Nanako
- Card control absolutely debilitates Nanako, as her stats mean very little if she has no way of circumventing brute force from piercing her paper-thin core such as steady heals. and are among the prime options, with being the most brutal, as it puts one of the game's most potent lead stealers in the hands of an enemy player more often than not.
- For similar reasons, is also a card that Nanako should avoid decking.
- Cards that impact Nanako's statline like , and also devastate her, turning her from a potent sub-tank into an absolutely paper-thin rascal with almost no redeeming qualities. Though less impactful, alters her statline in a way that makes her take slightly more damage on average for a whole 3 chapters, as it drops her DEF in turn for a slight EVD boost, which hardly matters to her as evading a 3 is usually a desperation move to begin with.
- Out-of-damage battle cards, especially , make Nanako especially prone to getting sniped, especially when paired with characters that have means of dealing indirect combat damage such as .
- Offensive cards like , and makes Nanako's shell much easier to crack, while not aiding her as much thanks to the harsh tradeoffs each card has contextually. , though more usable by her, is also not worth bringing, as she will die to it on average if the user has at least +1 ATK.