100% Orange Juice Wiki
Advertisement

Shifu Robot
Transparent.png
Shifu Robot (unit).png
Base Stats
HP
5
ATK
+1
DEF
±0
EVD
-1
REC
-
Passive
Start and revive with 2 HP. -1 ATK for 3 turns after revival. If active and below maximum HP for 3 consecutive turns, heal 1 HP.
Basic Info
Origin
Hono
Voice Actor
[{{{link}}} {{{voice}}}]
Theme
For the enemy unit version of this character, see: Shifu Robot (Boss)

Shifu Robot (シフロボ Shifurobo) is one of the playable characters in 100% Orange Juice!.

Passives

  • Starts the game and revives with only 2 HP.
  • -1 ATK for 3 turns after revival.
  • Heal 1 HP every 3 chapters while alive if HP is not full.

Overview

Shifu Robot is the character with the best REC stat (tied with Mimyuu), instantly reviving the next turn after being taken down. It sports a balanced stat line, with an increased ATK stat, decent HP and reduced EVD stat, allowing it to perform relatively well in battles. It also automatically heals 1 HP every 3 chapters, allowing it to sustain itself relatively well. The caveat to all these advantages is that it revives and starts the match at 2 HP, leaving it very vulnerable and susceptible to a downward spiral of repeated bullying when at low HP.

These traits make Shifu Robot very frail and vulnerable at low HP, yet also make Shifu Robot decently difficult to take down when at high HP, allowing it to pick and choose its battles with almost unparalleled self-sustain. At low HP, the player will need to avoid  Encounter panels and other players as much as possible, turning to any healing options such as  Home panels, its passive, or healing cards like  Saki's Cookie or  Dinner. Once at full HP, Shifu Robot can then decide to to go for either Stars or Wins Norma as the situation requires, taking  Encounter panels and challenging opponents with little risk of running out of HP in the long run.

Summary

Pros
+Auto-healing
+Above average HP and ATK
+Has the best REC stat in the game
+Hyper is able to last for multiple chapters
Cons
-Always reviving at 2 HP with -1 ATK makes it prone to being repeatedly bullied
-Below average EVD makes it even harder to survive at low HP
-Hyper causes it to be at low HP even more frequently

Update History

100% Orange Juice Emoticon 100oj.png V3.9.8
  • Now starts and revives at 2 HP (up from 1).
  • Upon revival, now gains -1 ATK for 3 turns.
  • Auto-repair now heals at the start of turn if active for 3 consecutive turns (changed from every 3 chapters).

100% Orange Juice Emoticon 100oj.png V3.8
  • Added Burn Out passive to Shifu Robot in Co-op: Add "Burn Out" effect on KO. For each stock, increase REC by 1 and delay recovery 1 turn for each stack. 1 stack expires every 5 chapters.
  • Shifu Robot now starts and revives after 2 turns with 2 HP in co-op.

100% Orange Juice Emoticon 100oj.png V1.17.3
  • Chicken, Seagull, Shifu Robot, Robo Ball and Nath now have unique poses for every action.

100% Orange Juice Emoticon 100oj.png V1.15
  • New Hyper cards and BGM added for the 6 playable "NPC" characters.
  • Shifu Robot maximum HP is now 5 (down from 6).

100% Orange Juice Emoticon 100oj.png V1.11
  • Extend and Hyper Mode should now resurrect Shifu Robot with full HP.

100% Orange Juice Emoticon 100oj.png V1.7.7
  • Fixed Shifu Robot Color Pack I name in shop.

100% Orange Juice Emoticon 100oj.png V1.7
  • Renamed Schiff Robot to Shifu Robot.

100% Orange Juice Emoticon 100oj.png V1.5
  • Lowered Shifu Robot's max HP to 6 (down from 7)

100% Orange Juice Emoticon 100oj.png V1.3.2

Turbo Charged
Turbo Charged.png
Drop to 1 HP.
Gain +1 ATK per lost HP.
Effect Duration: As many Chapters as lost HP.
Lose 1 ATK per turn for the duration.
Effect expires on KO.
Hyper Info
Boost
Level
2
Cost
20 ★
Symbol
[[File:|30px|link=]]
Classic wo Shinjiro
"Rumble rumble rumble." -Shifu Robot

Effect[]

Shifu Robot's Hyper is Turbo Charged. Upon use, the player's HP will be set to 1, and the player will gain +1 ATK for every point of HP lost, indicated by the Turbo Charged stock effect. The player will lose one stack of this effect every chapter. In addition, the player will lose all stacks upon KO.

Strategy[]

Turbo Charged serves as a very powerful ATK boost card that comes with a lot of risks. Since it drops Shifu Robot's HP to 1, care must be taken when using it. You will either need to make sure your opponent won't be able to retaliate, since Shifu Robot does not have the tools to avoid damage unless a card like  Rainbow-Colored Circle or  Desperate Modification is played, or you will have to heal up before challenging someone, losing out on some of the ATK boost for a lot more safety. The card is usually used at max HP and to specifically make use of the ATK boost on the chapter it is used, with the lingering ATK boost being more of a bonus. When used at full HP, Shifu Robot will have +5 ATK for an entire chapter.

 Portable Pudding is arguably enough the best card to combo with this Hyper, as it allows you to heal straight up again, removing any risk the Hyper would usually bring. It can also allow for exciting mind games, such as using the Hyper in front of a player in hopes they will challenge you, then turning the tables on them by healing up, most likely KOing them once you retaliate with your ATK boost.

Below is a table of the chances of you winning a fight without the opponent retaliating based on your ATK, also known as a "One-shot".

1-Hit KO

Chance

QP

5HP

4HP 3HP SUGURI

4HP

3HP SHERRY

5HP

4HP 3HP FERNET

6HP

3HP
+4 ATK 41.67% 58.33% 72.22% 72.22% 83.33% 27.78% 41.67% 58.33% 8.33% 41.67%
+5 ATK 58.33% 72.22% 83.33% 83.33% 91.67% 41.67% 58.33% 72.22% 16.67% 58.33%
+6 ATK 72.22% 83.33% 91.67% 91.67% 97.22% 58.33% 72.22% 83.33% 27.78% 72.22%

If you don't have Portable Pudding on hand, unless the reward is worth it or you are desperately trying to turn a game around, using the Hyper on its own against opponents with >=5HP and a >=0 DEF stat is typically not worth the risk. Combining the Hyper with cards like  I'm on Fire!,  Big Magnum or  Accel Hyper on the other hand can drastically improve your chances of KOing your opponent, allowing you to take on full HP targets with much more confidence. Note that using  Big Magnum will require a bit of planning, as you will typically have to use the Hyper on the chapter before the auto-heal kicks in to get the HP to use it.

 Gentleman's Battle will typically require one of the aforementioned cards to be worth using, as you will only get to use it when 1 Stack of Turbo Charged has run out, reducing your ATK to +4 without additional cards. When the situation presents itself however, Shifu Robot is offered great flexibility as it can pick a safe spot on the map and snipe whoever it wants, often turning games around on the spot.

Alternatively, using  Party Time before the Hyper can set the scene for devastating plays, as it allows Shifu Robot to put all players within range regardless of their HP to attack with its boosted ATK. The downside to this card, however, is that Shifu Robot might fail to reach the target and that Shifu Robot might end up in uncomfortable situations if some players have too much HP.

To ensure that Shifu Robot will actually survive after using the Hyper, the player should have healing cards like  Dinner or  Pudding on hand or, at the very least, time the usage of the card with Shifu Robot's passive or other healing effects, such as Regeneration or a  Home panel. Failure to do so will leave Shifu Robot in its most vulnerable state, prone to lose whatever stars it gained with the usage of the Hyper.

Before using the Hyper the player should also assess the likelihood of them actually reaching the target they want to challenge; if the target is further than 3 spaces away it generally is not worth the risk of not reaching them and being a sitting duck for any other player to KO you.

 Desperate Modification will only grant improved chances of KOing a target when the odds are already stacked against you, such as against a full HP Fernet (16.67% > 25% when DM is used with an ATK boost of +5). In any other situation, it will typically keep the chances of a successful One-Shot the same, or make them worse.  Lucky Sevens has a similar effect, though with more negligible changes in chance.

And at last,  Quick Restoration can be used when you want to "weaken" opponents in battles before using the Hyper, keeping your HP high so you can get the full ATK boost in case the battle has put them into appropriate range next turn.

The player should be wary of cards like  Shield Counter or  Reverse Attribute Field which can lead Shifu Robot to fail the encounter and get KO'd. At the same time, running around the board at 1 HP will incite players to use cards that deal damage at a distance such as  Long-Distance Shot or  x16 Big Rocket, or the possibility of rolling into a  Mimyuu's Hammer set by 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
, losing the stock effect.

Tips[]

Playing As Shifu Robot
  • When at 1 HP, positioning is key, especially in the early game. Take longer, unpopular paths to make time for Auto-Heal to kick in and when an opponent is likely to KO you after your turn, consider landing on Encounter, Drop or Boss panels to make it as unappealing as possible to challenge you.
  • Healing cards are imperative here, both to make the best use of  Turbo Charged and to avoid being repeatedly bullied after recovering. Because of their importance, focus draw panels over star panels whenever you don't have any and try only using them when you cannot wait for Shifu Robot's passive to heal you instead.
  •  Portable Pudding is a must have for any Shifu Robot deck. It's arguably enough the best card to use in combination with  Turbo Charged allows Shifu Robot to turn the tables when being challenged at low HP, and generally allows Shifu Robot to try to rely on its auto-heal passive as much as possible with no risk.
  •  Dinner &  Pudding are also incredibly useful with  Saki's Cookie being an early game savior. It's important to diversify healing cards, as only packing late-game cards might spell disaster for early game Shifu Robot.
  •  Party Time is another great card to use in combination with  Turbo Charged since it can be used against already damaged players, reducing the risk of retaliation significantly. It can also enable Shifu Robot to KO multiple targets at once, making the most of its long lasting ATK boost, or as a defensive measure to skip a turn and stay behind players in case its at low HP. The main downside is that it can also be used against Shifu Robot when its at 1 HP, setting it up for repeated bullying.
  •  Desperate Modification is a great pick for both defensive and offensive purposes. It can greatly increase the chance of Shifu Robot surviving when challenged at 1 HP after reviving, potentially stopping a devastating repeated bullying session, and can also be used as a last-ditch effort in combination with  Turbo Charged to take down a high HP target.
  •  Accel Hyper in combination with  Turbo Charged can allow Shifu Robot to reliably KO full HP targets with relatively little chance of failing.
  •  I'm on Fire! and  Big Magnum are great cards to combine with  Turbo Charged, allowing Shifu Robot to take down even higher HP targets with much more confidence.
  •  Gentleman's Battle in combination with  Turbo Charged can allow Shifu Robot to snipe most 4 MAXHP characters in the game with little risk of failing. While Shifu Robot will be forced to miss out on +1 ATK due to being unable to play both cards in the same turn, it can use that delay to heal using its passive and/or a Home panel, reducing risk in case of bad rolls. Combining the cards with the aforementioned  Accel Hyper or other ATK boosting cards can extend Shifu Robot's reliable snipe range drastically.
  •  Quick Restoration can help Shifu Robot offensively and defensively. Defensively, it will naturally allow Shifu Robot to keep its HP high, while offensively it can be used to weaken targets in advance while keeping Shifu Robot at high HP. This can allow Shifu Robot to either decide to go for the KO with a max power  Turbo Charged in case the previous battle went favorable, or continue on passively in case the battle wasn't enough to put the opponent in reliable KO range.
  •  Here and There can be used to defuse potentially dangerous situations, or potentially bring the player closer to their Home Panel for healing.
  •  Dash! and  Overtime can be great ways to reach the player's Home Panel faster for healing, stay out of harm's way when low, or to catch an opponent after having used  Turbo Charged. However, the opponents are more likely to draw these, potentially using them to escape a challenge.
  •  Rainbow-Colored Circle is a good defensive card, as it can allow Shifu Robot to more reliably survive low HP battles, while making it unlikely for opponents to benefit from it when challenging them after having used  Turbo Charged.
  •  Tactical Retreat and  Serene Hush can enable Shifu Robot to more reliably survive at low HP. However, care must be taken, as both of these cards can potentially ruin a high-stakes  Turbo Charged play. The same can be said for  Rbits and  Shield.
  •  Deceptive Disarming can also be used to prevent an opponent from playing potentially disruptive cards when challenging them after having used  Turbo Charged.
  •  Passionate Research is a good pick to make it easier to draw  Turbo Charged, while  Nice Present can make it easier to draw the healing and positioning cards Shifu Robot needs.
  •  Sweet Destroyer can be used to more reliably get a hold of important healing cards such as  Pudding &  Portable Pudding.
  • Since Shifu Robot revives with 1 HP anyways,  Forced Revival can be brought into the game with significantly less risk than any other character in the game.
  •  Home Improvement both helps Shifu Robot draw the cards it wants and reach its Home Panel sooner depending on its current position.
  •  Sink or Swim can enable Shifu Robot to get a lot more Stars from KOs after having used  Turbo Charged at high HP, since the -1 ATK is negligible when boasting +5 ATK. On the flipside, it can also be used against Shifu Robot with ease, considering how often it will be at low HP.


Playing Against Shifu Robot
  • If the player is able to pursue Shifu Robot in the early chapters of the game, when it is still at low HP, the player can KO it for 2 easy wins.
  •  Reverse Attribute Field,  Shield Counter,  Serious Battle and to a certain extent  Poppoformation are brutal against a Shifu Robot that has used its Hyper previously.
  •  Sealed Guardian is highly effective against Shifu Robot. Not only does it make it unable to use its Hyper, it also sets it up to get bullied multiple times in a row by other characters.
  •  Tactical Retreat can be used to escape otherwise fatal encounters in case Shifu Robot has previously used its Hyper.
  • Traps that most likely will deal damage to Shifu Robot such as  Mimyuu's Hammer,  Invasion and  Piyopiyo Procession can often lead to it being KO'd due to the high frequency of it moving at low HP, setting it up for repeated bullying.
  • Traps that make Shifu Robot lose its cards such as  Flamethrower,  Bad Pudding,  Present Thief,  Tragedy in the Dead of Night and  Brutal Prank can seriously set it back.
  •  Gift Exchange and  Scrambled Eve can make Shifu Robot lose access to the very cards it depends on, especially when at low HP.
  • Considering the frequency Shifu Robot wants to aim for its Home Panel and how often it is at low HP,  Wanted can make bullying it even more fruitful.
  •  Out of Ammo can prevent Shifu Robot from healing itself via cards or potentially sniping players with  Gentleman's Battle, causing it to lose an extra ATK boost since it will have to wait a chapter.
  •  Long-Distance Shot can easily snipe a 1 HP Shifu Robot and set it up for repeated bullying.  Cloud of Seagulls, though more RNG reliant, can also do it.
  • Taking  Sink or Swim against Shifu Robot can be a beneficial investment, given how often it will be at 1 HP.


Recommended Cards[]

Standard Recommended Viable

 Portable Pudding
 Pudding
 Dinner
 Saki's Cookie
 Party Time
 Big Magnum
 I'm on Fire!
 Gentleman's Battle

 Accel Hyper
 Quick Restoration
 Dash!
 Overtime
 Here and There
 Rainbow-Colored Circle
 Passionate Research
 Desperate Modification

 Deceptive Disarming
 Rbits
 Sweet Destroyer
 Tactical Retreat
 Home Improvement
 Sink or Swim
 Nice Present
 Serene Hush
 Shield
 Forced Revival

Counter Cards[]

Recommended Viable

 Long-Distance Shot
 Shield Counter
 Serious Battle
 Reverse Attribute Field
 Sealed Guardian
 Sink or Swim

 Out of Ammo
 Cloud of Seagulls
 Gift Exchange
 Scrambled Eve
 Tactical Retreat
 Wanted
 Poppoformation
 Piyopiyo Procession
 Mimyuu's Hammer
 Invasion
 Flamethrower
 Tragedy in the Dead of Night
 Present Thief
 Bad Pudding
 Brutal Prank

Dialogue R sm.png

Kiriko

This page contains out-of-date information and may be unreliable. You can help 100% Orange Juice Wiki by updating it.
Face kiriko 00 05.png
This article is outdated. You can help 100% Orange Juice Wiki by updating it.

Shifu Robot (Co-op)
Transparent.png
Shifu Robot (Co-op) (unit).png
Base Stats
HP
5
ATK
+1
DEF
±0
EVD
-1
REC
-
Passive
Start and revive after 2 turns with 2 HP. If active and below maximum HP for 3 consecutive turns, heal 1 HP.
Gain a stack of Burn Out every time you revive.
Stock Effect: Recovery is delayed 1 turn for each stack.
Basic Info
Origin
Hono
Voice Actor
[{{{link}}} {{{voice}}}]

Co-op

Shifu Robot's stats, passive, and Hyper are unchanged in Co-op mode. Despite having a positive ATK stat, Shifu Robot retains its instant recovery and is not subjected to REC debuffs.

Co-op Rank
Attacker Guardian Support Avenger Dealer
A C A B C

Bounty Hunt

Shifu Robot's passive and Hyper are unchanged in Bounty Hunt mode.

Shifu Robot's base stats give it 34 starting stars and a markup of +15% at shops.

Character

To unlock Shifu Robot as a playable character, along with its unit card and Hyper card as binder collectibles:

  • Purchase for 30000Stars Icon.png in the Shop after reaching level 35 in Multiplayer.

Unit Colors

Name Current Unlock Conditions
Orange Icon.pngOrange color Purchase for 15000Stars Icon.png in the Shop.
Blue Icon.pngBlue color
Green Icon.pngGreen color
Yellow Icon.pngYellow color
Pink Icon.pngPink color Receive as a random drop after finishing an online game.
Purple Icon.pngPurple color Purchase for 20000Stars Icon.png in the Shop after reaching Level 50.
Teal Icon.pngTeal color Purchase for 10000Stars Icon.png in the Shop after reaching Level 25.
Black Icon.pngBlack color Receive as a random drop after finishing an online game.
Silver Icon.pngSilver color Purchase for 40000Stars Icon.png in the Shop after reaching Level 75.
Red and Blue Icon.pngRed and Blue color Purchase for 60000Stars Icon.png in the Shop after reaching Level 100.
Christmas Outfit Icon.pngChristmas Outfit color
Chocolate Icon.pngChocolate color Currently unavailable.

Accessories

Name Current Unlock Conditions
Santa Hat Icon.pngSanta Hat Purchase for 5000Stars Icon.png in the Shop after giving out 10 cards with  Present for You as Aru.
Brown AntlersBrown Antlers Receive as a random drop after finishing an online game as Shifu Robot.
Red AntlersRed Antlers Receive as a random drop after finishing an online game as Shifu Robot.
Red CrownsRed Crown Complete all base-game campaigns and extra episodes on Normal difficulty or higher.
Purple CrownsPurple Crown Complete all base-game campaigns and extra episodes on Extreme difficulty.
Halloween Costume '16 Icon.pngHalloween Costume '16 Receive randomly from the Mystery Bag.
Poppo Mask Icon.pngPoppo Mask Purchase for 99999Stars Icon.png in the Shop.
Halloween Costume '17 Icon.pngHalloween Costume '17 Receive randomly from the Mystery Bag.
Reindeer KigurumisReindeer Kigurumi Complete Waruda Christmas Party on any difficulty.
Leo KigurumisLeo Kigurumi Currently unavailable.
PigformationPigformation Currently unavailable.
Cow KigurumisCow Kigurumi Purchase for 60Oranges Icon.pngOranges in the Shop.
Tiger KigurumisTiger Kigurumi
Name Current Unlock Conditions
Eyeglasses Icon.pngEyeglasses Receive as a random drop after finishing an online game.
Sunglasses Icon.pngSunglasses

Other

Name Current Unlock Conditions
Poses 2 Icon.png 3 Icon.png 4 Icon.png 5 Icon.png 6 Icon.png Receive randomly from the Regular Crate.
Voice Pack Own DLC275px.

Poses

1 Icon.png Default
0 10000 00.png
Brobo 00 00.png
2 Icon.png Attack
0 10000 00.png
Brobo 00 01.png
3 Icon.png Damage
0 10000 00.png
Brobo 00 02.png
4 Icon.png Success
0 10000 00.png
Brobo 00 03.png
5 Icon.png Failure
0 10000 00.png
Brobo 00 04.png
6 Icon.png Dice Throw
0 10000 00.png
Brobo 00 05.png
7 Icon.png Default
0 10000 00.png
not found
8 Icon.png Attack
0 10000 00.png
not found
9 Icon.png Damage
0 10000 00.png
not found
10 Icon.png Success
0 10000 00.png
not found
11 Icon.png Failure
0 10000 00.png
not found
12 Icon.png Dice Throw
0 10000 00.png
not found

Colors

0 10000 00.png
not found
0 10000 00.png
not found
0 10000 00.png
not found
0 10000 00.png
not found
0 10000 00.png
not found
0 10000 00.png
not found

Accessories

Glasses

Trivia[]

  • Shifu Robot appears in the artwork for and is quoted in the description of  Turbo Charged. It also appears in the artwork for  Overseer.
  • It was originally named Schiff Robot before Version 1.7.
  • Prior to Version 1.15, Shifu Robot had no music theme of its own; when leveling up, Suguri's theme ▶️ was played instead.
  • Prior to Version 3.9.8, Shifu Robot's HP regeneration passive was named Auto-repair.

Update History[]

100% Orange Juice Emoticon 100oj.png V3.9.8
  • Shifu Robot mechanics have been adjusted.
  • Now revives with 2 HP (up from 1).
  • On revival, now receives -1 ATK debuff for 3 chapters.
  • Auto-repair now only counts turns while alive and damaged. Turn counter is reset while KO'd or at full HP. No longer called Auto-repair.

100% Orange Juice Emoticon 100oj.png V3.8
  • Added Burn Out passive to Shifu Robot in Co-op: Add "Burn Out" effect on KO. For each stock, increase REC by 1 and delay recovery 1 turn for each stack. 1 stack expires every 5 chapters.
  • Shifu Robot now starts and revives after 2 turns with 2 HP in co-op.

100% Orange Juice Emoticon 100oj.png V1.17.3
  • Chicken, Seagull, Shifu Robot, Robo Ball and Nath now have unique poses for every action.

100% Orange Juice Emoticon 100oj.png V1.15
  • New Hyper cards and BGM added for the 6 playable "NPC" characters.
  • Shifu Robot maximum HP is now 5 (down from 6).

100% Orange Juice Emoticon 100oj.png V1.11
  • Extend and Hyper Mode should now resurrect Shifu Robot with full HP.

100% Orange Juice Emoticon 100oj.png V1.7.7
  • Fixed Shifu Robot Color Pack I name in shop.

100% Orange Juice Emoticon 100oj.png V1.7
  • Renamed Schiff Robot to Shifu Robot.

100% Orange Juice Emoticon 100oj.png V1.5
  • Lowered Shifu Robot's max HP to 6 (down from 7)

100% Orange Juice Emoticon 100oj.png V1.3.2

Advertisement