Auto-Repair: At the start of your turn, every 3rd chapter, heal 1 HP and remove Absorptive Shell.
Revive with -1 MOV for 2 chapters.
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 1 HP and the Absorptive Shell stock effect.
- Absorptive Shell effect: Absorb 1 point of damage. (Consumed upon absorbing damage.)
- Every 3 chapters, if active at the start of turn, heal 1 HP and lose Absorptive Shell.
- Upon reviving, gain -1 MOV for 2 chapters.
Notes
- Absorptive Shell is not gained upon reviving if the player is revived through an instant-revival effect, such as or .
- Shifu Robot's healing passive does not apply if the player is under the effect of .
Overview
Shifu Robot is the character with the best REC stat (tied with
), 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 or . 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 essentially 2 HP with -1 MOV 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
- Shifu Robot now starts and auto-revives with 1hp, will generate Absorptive Shell on start and auto-revive (absorbs 1 damage).
- Healing counters are now always accrued when active and no longer removed when KO'd or at full HP, meaning Shifu Robot will now heal 1HP every third chapter at the start of their turn.
- Turbo Charged now heals Shifu Robot for 1 HP per turn for its duration, accelerating the auto-repair.
- Added a visual indicator for when Turbo Charged is active.
- Slow Start now lasts 2 chapters, and inflicts -1 MOV instead of -1 ATK.
- 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).
- 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.
- Chicken, Seagull, Shifu Robot, Robo Ball and Nath now have unique poses for every action.
- New Hyper cards and BGM added for the 6 playable "NPC" characters.
- Shifu Robot maximum HP is now 5 (down from 6).
- Extend and Hyper Mode should now resurrect Shifu Robot with full HP.
- Fixed Shifu Robot Color Pack I name in shop.
- Renamed Schiff Robot to Shifu Robot.
- Lowered Shifu Robot's max HP to 6 (down from 7)
- Playable versions of the three boss characters , Shifu Robot, and added to the game.
Effect Duration: As many chapters as stacks of Turbo Charged. Gain +1 ATK per stack. Lose 1 stack per turn.
If target is Shifu Robot, at the start of turn also heal 1 HP and remove Absorptive Shell, but do not heal from Auto-Repair.
Effect expires on KO.
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.
This card can have additional effects depending on the character that uses it.
- When this card is used by , the player will heal 1 HP at the start of their turn for the duration of the effect. This healing will remove Absorptive Shell. In addition, the player does not receive healing from Auto-Repair for the duration of the 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
or 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 reach a total of +5 ATK for an entire chapter.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 | 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
, , or 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 will require a bit of planning, as you will have to wait 1 chapter for the auto-heal to kick in to get the HP to use it.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
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 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. If possible, battles may also be delayed slightly to accrue some healing from the Hyper's auto-heal, at the cost of some ATK.
or on hand, or at the very least, combo the usage of the card with minor healing effects such as Regeneration or aBefore 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.
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. has a similar effect, though with more negligible changes in chance.
And at last,
The player should be wary of cards like 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. or 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 or , or the possibility of rolling into a set by , 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 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.
- is a must have for any Shifu Robot deck. It's arguably enough the best card to use in combination with 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.
- & are also incredibly useful with 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.
- is another great card to use in combination with 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.
- 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 to take down a high HP target.
- in combination with can allow Shifu Robot to reliably KO full HP targets with relatively little chance of failing.
- and are great cards to combine with , allowing Shifu Robot to take down even higher HP targets with much more confidence.
- in combination with 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 or other ATK boosting cards can extend Shifu Robot's reliable snipe range drastically.
- 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 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.
- can be used to defuse potentially dangerous situations, or potentially bring the player closer to their Home Panel for healing.
- and 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 . However, the opponents are more likely to draw these, potentially using them to escape a challenge.
- 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 .
- and 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 play. The same can be said for and .
- can also be used to prevent an opponent from playing potentially disruptive cards when challenging them after having used .
- is a good pick to make it easier to draw , while can make it easier to draw the healing and positioning cards Shifu Robot needs.
- can be used to more reliably get a hold of important healing cards such as & .
- Since Shifu Robot revives with 1 HP anyways, can be brought into the game with significantly less risk than any other character in the game.
- both helps Shifu Robot draw the cards it wants and reach its Home Panel sooner depending on its current position.
- can enable Shifu Robot to get a lot more Stars from KOs after having used 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.
- , , and to a certain extent are brutal against a Shifu Robot that has used its Hyper previously.
- 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.
- 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 , and 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 , , , and can seriously set it back.
- and 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, can make bullying it even more fruitful.
- can prevent Shifu Robot from healing itself via cards or potentially sniping players with , causing it to lose an extra ATK boost since it will have to wait a chapter.
- can easily snipe a 1 HP Shifu Robot and set it up for repeated bullying. , though more RNG reliant, can also do it.
- Taking against Shifu Robot can be a beneficial investment, given how often it will be at 1 HP.
Recommended Cards
Standard | Recommended | Viable |
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Counter Cards
Recommended | Viable |
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Malt
Auto-Repair: At the start of your turn, every 3rd chapter, heal 1 HP and remove Absorptive Shell.
Gain a stack of Burn Out every time you revive.
Stock Effect: Recovery is delayed 1 turn for each stack.
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 | ||||
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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:
Unit Colors
Name | Current Unlock Conditions |
---|---|
Pink color | Receive as a random drop after finishing an online game. |
Purple color | Purchase for 20000 in the Shop after reaching Level 50. |
Teal color | Purchase for 10000 in the Shop after reaching Level 25. |
Black color | Receive as a random drop after finishing an online game. |
Silver color | Purchase for 40000 in the Shop after reaching Level 75. |
Red and Blue color | Purchase for 60000 in the Shop after reaching Level 100. |
Christmas Outfit color |
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Chocolate color | Currently unavailable. |
Accessories
Name | Current Unlock Conditions |
---|---|
Santa Hat | Purchase for 5000 in the Shop after giving out 10 cards with as . |
Brown Antlers | Receive as a random drop after finishing an online game as Shifu Robot. |
Red Antlers | Receive as a random drop after finishing an online game as Shifu Robot. |
Red Crown | Complete all base-game campaigns and extra episodes on Normal difficulty or higher. |
Purple Crown | Complete all base-game campaigns and extra episodes on Extreme difficulty. |
Halloween Costume '16 | Receive randomly from the Mystery Bag. |
Poppo Mask | Purchase for 99999 in the Shop. |
Halloween Costume '17 | Receive randomly from the Mystery Bag. |
Reindeer Kigurumi | Complete Waruda Christmas Party on any difficulty. |
Leo Kigurumi | Currently unavailable. |
Pigformation | Currently unavailable. |
Cow Kigurumi | Purchase for 60Oranges in the Shop. |
Tiger Kigurumi | Purchase for 80Oranges in the Shop. |
Bunny Ears | Receive as a random drop after finishing an online game as Shifu Robot. |
Name | Current Unlock Conditions |
---|---|
Eyeglasses | Receive as a random drop after finishing an online game. |
Sunglasses | Receive randomly from the Mystery Bag. |
Other
Name | Current Unlock Conditions |
---|---|
Poses | Receive randomly from the Regular Crate. |
Poses
Colors
Accessories
Glasses
Trivia
- Shifu Robot appears in the artwork for and is quoted in the description of . It also appears in the artwork for .
- 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, theme ▶️ was played instead.
- Prior to Version 3.9.8, Shifu Robot's HP regeneration passive was named Auto-repair.