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Sora (Military)/Hyper
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Sora (Military)/Hyper
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==Strategy== '''Awakening of Talent''' is a modified version of {{Ci|Extraordinary Specs}} that provides Sora (Military) with a powerful multipurpose tool that guarantees a 5 roll for all actions the player takes (excluding [[Playground Minigames|minigames]]). Unsurprisingly, the card is almost always used for combat, as Sora (Military)'s base stats will cause the Hyper to give the player rolls of 6 for attack and evasion and 5 for defense, providing both a strong defense and offense. While this effect is slightly weaker than the one provided by Extraordinary Specs (which guarantees a 6 roll and lasts a full chapter), it is slightly cheaper and provides more utility and combination potential thanks to its rare [[Card_Mechanics#Card_Types|dual-type]]. The ability to use the card as either a Battle or Boost card enables more versatility. As a Battle card, Awakening of Talent can be used as an emergency shield against attacking opponents or can be activated on the same turn as an Event or Boost card. To maximize output, the player will generally want to combine the Hyper with Event or Battle cards that either maximize the roll or combat length. This might include cards such as {{Ci|Final Battle}}, {{Ci|Little War}}, {{Ci|Accel Hyper}}, {{Ci|Super All-Out Mode}}, or {{Ci|Big Magnum}}. Any of the cards stated will make it very difficult for the opponent to survive unless they have full HP and roll a high defense roll. However, the card is not limited to combat. For instance, it can be used as a makeshift {{Ci|Lonely Chariot}} to reach a home panel, or to override other dice-modifying effects such as {{Ci|Delta Field}}. Despite its versatility and relatively low price, Awakening of Talent is not a perfect card. The main drawback of the Hyper is that it is not incredibly powerful by itself. While the Hyper guarantees a roll of 5, this translates to a total attack roll of 6, which as previously mentioned is slightly less than the 7 granted by Extraordinary Specs. Unlike 7, a 6 can potentially be evaded by any character with at least a +1 EVD stat. Consequently, the player must combine the card with either an Event or Battle card or else the Hyper will more than likely fail to KO the opponent, unless they are low on HP or have neutral or negative EVD. As to be expected, this can lead to disappointing outcomes. Likewise, by using 2 cards, the player will generally have to target a player with 100+ stars to recuperate the star cost of the combo. This in turn, can potentially lock the card's usefulness until the late game, for better or worse. Lastly, the card only lasts until the end of the current turn rather than a full chapter, generally making it useful for only a single battle.
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