100% Orange Juice Wiki
Effect Duration: 1 chapter
Roll two dice for movement, battle, bonus and drop.
Hyper Info
30 ★
Mizuki Seo
"I'm accelerating." ―Suguri


Suguri's Hyper is Accelerator. When used, the player will roll double the dice for all movement rolls, battle rolls,  Bonus rolls, and  Drop rolls for 1 chapter.

If the player is using Suguri, Suguri (Ver.2), or Suguri (46 Billion Years), her sprite will be changed to use her Accelerator wings. The sprite change will last for the duration of Accelerator.

Suguri 00 hyper 00.png


Accelerator is a potentially very powerful Hyper card, that can act as both a deterrent and a powerful weapon. By doubling dice for all rolls, the Hyper enables the player to perform multiple actions such as catching far-away opponents, overcoming most opponents' defenses with a powerful attack, and escaping unharmed with a very high evasion roll. As a result, the Hyper is generally used for one game-changing power play where the player uses the card to overpower the current game leader or Boss and take their stars. For best results, however, it is generally best practice to pair the Hyper with additional event or battle cards to increase the opponent's odds of being KO'd. Cards such as  Final Battle and  Little War can give the player a huge advantage when paired as they will extend the amount of time the opponent spars with the player. Or, for a more direct-assault approach, the player can use  Accel Hyper alongside Accelerator to practically guarantee the opponent's defeat with 4 dice. Either way, the player can make it extremely difficult for the opponent to survive the match either through extending the battle or through raw force. Accelerator can also be augmented with certain board effects such as SprintSprint
Every 6 Chapters, all players roll a base two dice for movement (up to 4 if using a card increasing your role). This effect lasts for the duration of the Chapter.
or the double dice effect from PlaygroundPlayground
Places several PMinigame.png Minigame panels around the board. These panels will trigger a minigame for any player who lands on them. The panels are then removed at the end of the Chapter.
, which will both give 4 dice for an action. The Hyper can also act as a major deterrent against opponents, as any other character that attacks the player during the chapter that the card is activated will have to contend with two dice when fighting. Better yet, sometimes opponents forget the effect is active and attack the player anyways, further increasing the odds of the player KOing the opponent. A player can maximize the use of Accelerator by attacking multiple opponents in one turn, where the effect is active in all her fights. Lastly, since Accelerator does not adjust the player's stats, the card has the added bonus of being immune to the effects of  Reverse Attribute Field.

Accelerator, while powerful, does possess some key downsides, however. While the two dice for all actions means great potential for high attack rolls, it is only potential, not guaranteed, as the Hyper doesn't affect the player's stats. If the player is particularly unlucky, they may be unfortunate enough to roll snake eyes for attack or movement and fail to either reach, defeat, or survive the opponent. As a result, it may still be best to activate the Hyper when the player is very close to the opponent they want to attack. The Hyper is also extremely expensive at a price tag of 30 stars.  President's Privilege is beneficial in lowering the cost, but will result in the player using their entire hand to make a combo, leaving them vulnerable if an opponent approaches, especially in the late game. Also, since the Hyper does not boost the player's stats in any way, it is notably countered by Sham's Hyper  Delta Field, which will cause Accelerator's double dice to become completely useless.