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

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

 Deceptive Disarming
 Sweet Destroyer
 Tactical Retreat
 Home Improvement
 Sink or Swim
 Nice Present
 Serene Hush
 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
 Piyopiyo Procession
 Mimyuu's Hammer
 Tragedy in the Dead of Night
 Present Thief
 Bad Pudding
 Brutal Prank