100% Orange Juice

100% Orange Juice

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Co-op Character, Role, and Card Compendium (Vanguard Role Update)
By Emuser
If you are lost on co-op and want ideas for what your aim is with roles and which characters to try out with each role, you can check this as a starting point or to brainstorm random ideas. I don't want to tell people what to play 100% or say what they should or shouldn't do, but the point of this is to detail what each character + role and cards can do as much as I can bring to light. This is based on one person's experience with many hours in co-op and is not law, please comment with anything you may feel is worth noting or looking into further if I have not mentioned it. I have added contributions with credit given so don't be shy if there is anything you think is worth considering and I ultimately add it!
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Starting Roles
At the start of each co-op game, you must make a selection to pick a character and in addition to character, a co-op role. The role determines what your game plan will be for the incoming game. Each character will have a role rating for A through E for each role, the higher the letter grade, the less points provided for deck construction. A ranks are not always guarantees that something is good, and E ranks are not always indicators of things you should never do with a character. There are lots of tricks in co-op where you have to spend time and see what some characters are still capable of.

With any role you will want to reach level 10 ASAP so that you unlock all of the card points for the role possible and to unlock the role hyper and role ability that comes with each role. Playing single player games with fast forward will provide quick role xp, but you won't gain any xp like you would playing online. You can try single player games or spectate co-op games to see how roles work if you have no co-op experience before jumping into online games yourself. It is recommended to avoid Hyper difficulty bosses until you get to level 10 in a role as you won't have all your options unlocked for a role until level 10.





Attacker: The main source of damage for the team in most games. Attackers are important against most bosses and every team will typically want at least one Attacker or a situation could arise where there's no chance for survival if the game goes on too long. Characters that do not have negative ATK and typically a hyper that will help to boost damage or chances of fighting enemies are ideal for this role. Picking Attacker automatically adds +1 to REC, which is an issue if multiple people pick this role. Don’t put all of your chips into this role so you aren’t a one trick Attacker player.

Attackers are able to attack the boss first regardless of who engages a challenge. Sometimes an Attacker may want to stop in front of a boss instead of always fighting directly to avoid an incoming boss card or to block the boss' movement for a nearby teammate in front of the Attacker since the boss normally stops upon attacking the first player it meets. Always check the board, teammate placements, cards the boss is about to play and any other mobs before going for a direct challenge with a boss. Attacker is generally the most straight-forward role, but there are times smart plays can still be made where you can protect a teammate from getting attacked, so always be paying attention to where everything is on the board.

At level 10, role hyper Ultimate Weapon in the Sun is unlocked, you can switch out your character hyper for the role hyper during deck building. The role hyper adds +3 damage to your attacks in your next battle but they must hit. Its cost was lowered in the Pool Party update so it is a more considerable pick now. At level 5, Fury is unlocked as the role ability, which is only usable in a battle but adds +1 to damage if an attack lands. It is useful as extra damage against a boss or to KO a pesky mob enemy that needs to die such as a Haruo Chicken.

Norma Buffs:
2: +1 ATK
4: +1 ATK





Guardian: Guardian, often referred to as Defender, was one of the lesser roles in co-op but blessed with radical changes in the Pool Party update. They are a huge help against some bosses such as Jonathan or Summer Beast who have many cards that deal damage or spawn plenty of mobs, but also more notably the new boss Swimming Coach. The main objective of a Guardian is to give shields to teammates which will nullify 2 damage from the next hit a receiver takes. If the receiver net defend roll is equal to or higher to an attack received in battle, damage will become 0. The shield will now remain on the receiver until they take any type of damage, a nice buff from the shield of older days.

Guardians can only have 1 active shield out at a time and instead of costing 1 HP to give to a teammate now have a cooldown during the turn after use, so Guardians have to be mindful and decide whether or not anyone is in enough danger to warrant using a shield or to hold on to their stock for something bigger later on. Shields will be color-coordinated based on the Guardian's player slot (i.e. Player 1 Red, Player 2 Blue etc.) so that there is no possible confusion in games two or more Guardians play in at the same time.

Guardians are not expected to be dealing big damage all the time, but a character with a good hyper can still contribute at times and could be helpful. Due to Guardian being a backseat role not focused on doing big damage but keeping the team alive, role hyper might be picked more often with this role to provide the team more stacks of damage nullification to slow down the team from getting KO'd.

Guardians now start with an ability with a 4 turn cooldown called Iron usable in battle. If your DEF roll equals or beats an incoming ATK, you take no damage. Note that Iron does not stack with any spirit defense, so using it when you have any spirit defense active would be a waste. Reaching level 10 will unlock the role hyper Lifeguard on the White Beach, which provides 2 spirit defense to the team in each character's next battle. Damage is nullified completely if DEF roll + spirit beats or equals an ATK roll. Reaching level 5 will unlock the Spirit role ability, which gives a +1 spirit defense to your team over 2 turns.

Norma Buffs:
2: +1 DEF
4: +1 DEF





Support: Supports, sometimes referred to as Healers, are often a secondary requirement to a solid team foundation. Similarly to Guardians, Supports will not always be expected to be going for lots of battles and being a big source of damage for the team as their main role is to stay alive, heal, revive, and support their team any way they possibly can with various cards or hypers. They are still able to sometimes help out in a pinch depending on their hyper, but staying alive is a priority for a Support character compared to much else except KO'ing a weakened enemy.

Any character with a positive EVD value or low REC is a good candidate for a Support character due to how Norma buffs work. Extra movement will help you catch teammates to heal them or to revive them which costs (their current REC value x 3 stars). Do what you can to avoid confrontation as much as possible and don't go for any giant risks where avoidable unless there is a good chance i.e. KO'ing a weakened mob monster with a direct attack.

Since reviving a teammate can be a powerful game-saving ability, hyper choice between character hyper or role hyper can be a toss up. This choice will vary wildly by character so it is up to you to decide based on the team you see being built during deck construction.

At level 10, Guardian of Blooming Flowers role hyper will unlock, which will revive a KO'd ally to full health. At level 5, Restore will be unlocked as a role ability which revives a fallen teammate with 50% HP rounded up. This is typically important to revive an Attacker that has been KO'd and stuck due to high REC values or anyone else to prevent the whole team from being KO'd and losing the game. Always try your best to revive someone in a way that they won't be dying immediately afterward.

Norma Buffs:
2: +1 MOV
3: +1 EVD
4: +1 MOV
Unlockable Roles




Avenger: Avenger role is unlocked after reaching Attacker level 10 or previously as a global counter reward during the 2018 Beach Party event. Avengers thrive in taking a huge punch from an enemy and retaliating with a huge attack buff relative to damage taken for the battle. For every HP lost in a battle, the Avenger gains +1 ATK extra while the battle is active. Due to this passive, Avengers have to play differently than attackers as they need to attack 2nd to get the benefit of their revenge attacks. Attacking first never lets an Avenger use this special revenge attack capability they have. As a result, Avengers usually want to land on boss panels as their main attack source or to land in front of an enemy expecting an attack shortly after once they move into the player.

The typical character that should be picked with this role should usually have at least 5 HP and neutral ATK value, anything under these values and the value of picking Avenger begins to be lost unless there is some special gimmick they have to warrant use under this role such as Noble Fernet. Negative evade values are also a better trait to have for the role so that a player can purposely fail evading a large attack roll and convert their HP into a big counterattack. After norma buffs, Avengers will have a +2 Max HP bonus and a -1 REC bonus, which helps characters live a little longer and get back in the game sooner after a KO.

At level 10, role hyper Unforgiving Avenger is unlocked, which will bring back the user to full HP if KO'd in battle within 3 turns of the hyper activation. This is HUGE especially for high HP characters like Kiriko or Flying Castle. Beyond is Avenger's role ability that brings a user KO'd in battle back to 3 HP but only if it occurs within 2 chapters after activation. Beyond has been changed to be available as soon as Avenger is unlocked as it is a huge part of Avenger's game plan for 100% guaranteed counterattacks after surviving any attack an enemy may have thrown in battle so don't let it go to waste.

Norma Buffs:
2: +1 HP
3: -1 REC
4: +1 HP





Dealer: Dealer is unlocked after reaching Support Level 10 or previously through a global counter reward in the 2019 Summer Games event. Dealers can give cards to teammates via their Deal ability, but was changed majorly in the Pool Party update. It used to be that a Dealer needed 2 cards minimum in their hand and a random card would go to a not-KO'd player of their choosing. The new effect however is that a Dealer now needs 3 cards to use Deal but can choose ANY player (KO'd or not) and can choose the specific card that is dealt out. Characters to play for Dealer will vary, as some have hypers that can be tremendous support for their teammates (i.e. Ellie, Suguri, Halena hypers) and others usually have no major benefit to passing hypers (i.e. Natsumi, Fernet, Star Breaker hypers) and in these cases would be picked as a means of doubling down on trying to obtain copies of said hypers faster. The impact the Dealer has on damaging enemies can vary due to sending the cards that would let Dealers do the big damage to teammates or choosing to go for a play themselves, so they are the closest thing to a wild card character type.

After Norma buffs, Dealers will receive a +2 hand limit bonus and +1 HP, so is a good role to play for characters that could benefit from an extra point of HP such as Peat or Pilot Marc. At level 10 Summer Games role hyper is unlocked, which provides a stock effect of making the next panel landed on a guaranteed draw 2 cards effect while ignoring any effect of the tile the player lands on. Due to giving up the character hyper, Summer Games might not be picked super frequently depending on the character used. This is one of the most niche role hyper picks since this is best used as a card to pass to a specific teammate for more drawing power for them to get a specific hyper, but each Summer Games drawn will take away from the hyper pool in the deck which is why it is a tricky pick more often than not. At level 5 the Demand role ability is unlocked, which does the same thing as the role hyper except that it is only valid on the turn it is activated in and is not a Stock effect. This is an important tool to open with in games and a form of protection in the later game against bad tiles the player wants to avoid such as damage, drop, or boss tiles so should be used more wisely the longer the game goes on. If you trigger a trap that warps your character or you get KO'd before your turn ends, Demand will not trigger and you won't get 2 cards.

Norma Buffs:
2: +1 Hand Limit
3: +1 HP
4: +1 Hand Limit




Vanguard: Finally a new role in 2025 huh? Crazy stuff. Gonna be a WIP on things Vanguard related for a while until I play more over the following week since it just released on October 21st 2025. Vanguard(VG) is like a passive-aggressive role where you use your teammates as connections to enemies whenever enemies are the ones to challenge to battle. The first ability known as Reinforce(RF) acts like Bourbon's hyper where an enemy challenges an ally and the reinforcer fights ahead of the ally to do a "Reinforced Battle"(RB). If the Vanguard survives this battle, the reinforced ally gets +1 in ATK DEF and EVD for the next battle that would've occurred originally. If the VG dies though, the next ally only gets +1 ATK for the next battle. Also, the Vanguard can use Interrupt at the start of a Reinforced Battle (8 turn cooldown) where if the Vanguard survives, the battle that would've continued on to the next ally is cancelled. It's a strange effect that you don't always want to use, as it can cut off an Attacker that otherwise would've wanted to fight. It is also worth noting since it is easy to miss or glaze over, but reinforcing anyone and keeping the RF up will apply -1 MOV to the Vanguard while it is out, and there is no way to remove an active RF except for the target to be challenged by an enemy.

The characters that benefit most from this role are those not lacking in DEF and have at least neutral stats to get the most out of any stat buffs. Interestingly enough, the VG entering a RB will also retain the traits of character and role passives, for example with Vanguard Castle: RF'ing an Attacker will let VG Castle attack first like the Attacker would have, but any other role the Castle RF's, the Castle will go 2nd and can't counterattack as usual. This role favors pairing with an Attacker to get the most out of it and characters that are willing to fight knowing the stat boosts they are expected to get in a game, as this role is heavily stat driven likely to get into more battles than average with proper planning ahead. -DEF characters so far are the hardest to use under this role as they sometimes can’t tank a single attack I.e. Beach Breaker with +3 ATK.

At level 5, role ability Bolster is unlocked, which removes any effects placed on a chosen player by boss or minions, giving 1 HP plus additional HP for each effect removed. Overhealing over max HP is possible with yellow colored number to signify overheal HP. If target has no effects stocked, then Cleansing Aura is stocked on the target instead which blocks the next effect from being applied to the target ally. 5 chapter cooldown.

The role hyper unlocked at level 10 is Vanguard of the Burning Sands which removes all effects on self and allies placed by bosses or minions, and all allies gain 2 HP as well.

Norma Buffs:
2: +1 DEF
4: +1 EVD, +1 HP
Latest Character/Card Changes
As requested by mariosonicman1, I will begin detailing changes characters and/or cards receive between each update or new release (if any changes) in a new section here.

Triple Trouble Co-op Event
Tons of characters got adjustments to role ranks, way too many to list here. The most notable change based on all I've seen over time playing casually was Dealer Krila and ALL of Nath's roles having their role ranks raised, many supports got slightly buffed.

Shroom Zoom Rerun
Kiriko
Hyper now restores previously burned max HP for Strange Medicine buffs; 1 max HP restored for each unit KO'd

Yuki Dangerous
Too long, co-op rework

Chuu + Poyo Release
Suguri 46B
*Gained +1 to ATK stat, no buff to ATK from hyper anymore.

Watty + Pomeranius Release
Shifu Robot
*Changed passives again, too long to summarize here.

Shifu + Reika Release
Aru Scramble
*Can now choose when to use Santa's Gift to send a random card to a random teammate.

Ceoreparque
*Witch's Hair Lock now costs 0 stars to use, down from 10.

Nico
*Miracle Walker now costs 0 stars to use, down from (cards x 5).

Shifu Robot
*Changed Passives:
*Start and revive with 2 HP after 2 turns (up from 1 turn) + Burn Out stacks
*If active(not KO'd) and below maximum HP for three consecutive turns, heal 1 HP. (Healing buildup turns are not counted while at max HP anymore)

April Fools 2022
Iru
*DEF increased to 0, up from -1.

Mei
*White Christsmasher range increased from 0 to 1 and also discards your hand on use.
*True White Christsmasher range increased from 1 to 2.

Cuties
*Now gains extra stars from bonus panels instead of extra stars from all sources.

Suguri (46 Billion Years)
*Double Damage cost reduced to +50% (down from +100%).

School Crashers 2022
Mescal
*Added passive: If one of Mescal's Pirate Crew Members are KO'd, they will not spawn to protect Mescal for 3 chapters afterward.

Poppo Event 2021
Alicianrone
*Now gets +1 EVD vs +1 ATK and +2 EVD vs +2 or more ATK, up from +1 EVD vs +2 ATK and +2 EVD vs +3 or more ATK. Small buff but not too drastic.

Arthur
*Passive star bonus per start of each turn x number of shops changed to passive bonus only applied on Bonus panels or enemies landing on Toy Shops (enemies landing on shops needs testing in Co-op.)

Halena
*Stars gained from landing on own home changed from (Lvl x 3) to (Lvl x 2). A small nerf in the grand scheme of things but not too bad.

Iru
*0 DEF changed to -1 DEF (undone in April Fools 2022)
*Iru no longer goes 2nd after challenging an enemy to battle, changing her dynamic quite a bit.

Lone Rider
*0 DEF base down from +1 DEF base
*Passive changed from rolling 6 or higher to activate Lonely Road buff to now requiring a total roll higher than 6. Lonely Road now gives +1 DEF in addition to +1 ATK and +2 EVD as originally.
*Upshift cost increase from 5 + (5n active stacks of Upshift) to 10 + (10n active stacks of Upshift). This is still a useful ability but the cost has essentially doubled so requires more consideration to use.

Suguri 46B
*Can now play an extra card on the same turn that her hyper Observer of Eternity is used.

Tomomo (Casual/Sweet Eater)
*No longer loses Ice Cream from battle KO! This is a huge help but Tomomo still needs luck of actually getting her hyper into her hand.

Tsih
*Tsih's Stealth On hyper no longer triggers Encounter or Boss panels when active, giving it an additional defensive use in some situations but losing out on an easy access to attack the boss.
Characters (Alicianrone - Arthur)
Alicianrone (Rone)

Role
Summary
Attacker (B)
Frail but has some of the highest evade chances as Attacker possible against higher attack values.
Guardian (D)
Nothing special.
*Support (B)
Very potent support, EVD buff further contributes toward her evade gimmick. Recommended role for Alicianrone.
Avenger (D)
Very incompatible with this and not worth.
Dealer (B)
She can pass her hyper to teammates as a nifty movement/damage tool.
Vanguard (C)
Considerable, but will not shine until EVD buff at norma 4.

Hyper: Full Speed Alicianrone hyper can be better compared to role hyper with some luck as it helps with rolls and deals damage to any enemies along the way and Rone can also challenge an enemy along the way, but it is prone to RNG bad luck. Hyper choice is up to if you need a chance at big movement + some damage or more consistent support out of your hyper.

Alte

Role
Summary
Attacker (C)
Alte could get to +5 ATK with 3 Self-destructs and Norma buffs, but this takes time and luck of drawing hyper(s).
Guardian (D)
Will help patch her DEF weakness a bit.
Support (D)
Role hyper is considerable since Alte might not be able to use the extra attack stacks from Self-destructing as reliably later in a game.
*Avenger (C)
Boosts SD damage with more max HP and lower REC to get up faster, Alte's best role. Recommended role for Alte.
Dealer (C)
Anyone with Self-destruct can deal some good damage if they know they are about to be KO'd. Also useful to pair with another Attacker Alte trying to get Self-destruct hypers more consistently.
Vanguard (C)
Slightly conflicts with the role when it comes to buffing allies, but it does allow her to engage in more fights for SD more often.

Hyper: Self-destruct only works well with some roles. With Guardian and Support the role hypers may work better since she will help the team more directly and may not be able to make use of higher attack the same way in those roles as Attacker or Avenger would.

Arnelle

Role
Summary
Attacker (B)
A capable attacker overall with a hyper that will randomly clutch out victory or survival.
Guardian (D)
Patches her DEF weakness, leaning into high deck points for cards.
Support (D)
Probably her weakest role overall.
*Avenger (C)
Overall the most consistent role for Arnelle alongside Attacker. Recommended role for Arnelle.
Dealer (D)
Non-Arnelle teammates are unable to see the top deck card when holding Intelligence Officer, so some good coordination is needed to make this shine.
Vanguard (C)
Tougher than average to do good with.

Hyper: Arnelle's Intelligence Officer hyper is her main draw to picking her and when used in battle will vary based on the top deck card, which is visible if Arnelle has this hyper in her hand. It can be valuable to know for a player to draw the next card or save it for another teammate.

Arthur

Role
Summary
Attacker (C)
Not worth.
Guardian (C)
Average guardian overall.
Support (D)
Increased movement after norma buffs help to get to homes sooner to put Toy Shops on them, but probably not useful for much else.
*Avenger (A)
An ideal Avenger given Arthur's statline.Recommended role for Arthur.
Dealer (B)
Card draw engine potential. Playing this role will hopefully help to get his hyper asap and play it with a full hand on Norma 2. Note that Arthur must lay down the toy shops to also gain the stars bonuses from them. With some luck, Arthur could use a Mimic with converted hyper cards and turn them into a teammate's hyper. The challenge would be reliably getting a Mimic into his hand afterwards.
Vanguard (C)
Doesnt seem worth bothering with unless you REALLY specifically needed a Vanguard AND shops since he doesn’t get as much out of this role with negative stats.



Hyper: Arthur's Toy Shops no longer earn stars passively, but you can still draw cards from them. Arthur won't be pulling big punches outside of Avenger role and wants to focus on getting Toy Shops on home panels and avoiding unnecessary risks due to his bad REC. Note that other players' traps can delete Toy Shops, so be careful pairing Arthur with characters like Krila or Yuki D. Role hyper on Arthur isn't worth.
Characters (Aru - Chicken)
Aru

Role
Summary
Attacker (D)
Obviously weak.
Guardian (E)
Patches up DEF and gives lots of card points.
*Support (B)
+3 EVD and extra movement after Norma buffs along with her hyper gives her lots of support tools for the team. Recommended role for Aru.
Avenger (D)
She is weaker than other possible Avenger choices, but she has more chances to contribute to fights with this role.
Dealer (D)
Her hyper alone gives the team lots of cards and is a bit redundant to run alongside Dealer because Aru can start drawing TOO many cards and being wasteful. Role hyper is considerable mainly as a cheaper hyper alternative.
Vanguard (E)
Negative DEF and ATK makes her unsuited for the role.

Hyper: Her character is normally too good to ignore unless facing specific bosses like Hyper Ropochi where you may need the extra revive power with Support or Summer Games protection with Dealer.

Aru (Scramble)

Role
Summary
Attacker (D)
Even worse than regular Aru.
Guardian (D)
Patches up her DEF weakness similarly to regular Aru.
*Support (B)
It took a while, but she can be quite capable as a passive star generating Support if she can get her hyper. Recommended role for Aru Scrambled.
Avenger (D)
She is weaker than other possible Avenger choices, but she has more chances to contribute to fights with this role.
Dealer (A)
Serves a niche as a strong star gain engine if she is lucky enough to earn her hyper sooner than later. This role is mainly for putting all your chips into trying to get Aru's character hyper ASAP.
Vanguard (E)
Negative DEF and ATK makes her unsuitable for the role.

Hyper: Aru should stick with Santa's Job character hyper due to its ability to net stars while passing cards to teammates. Aru won't be throwing any big punches without Avenger role, but Santa's Job gives her a special niche gaining some stars in any role. At lower Norma levels or if the team is doing poorly, her hyper might end up a dud if she has cards too high of level in her hand that she can't pass. This also pairs well with a Dealer giving her cards to hand out for free stars and can be surprisingly cheesy to maintain a supply of stars as long as Aru keeps her hyper in hand.

Ceoreparque (Repa)

Role
Summary
Attacker (C)
High risk medium reward attacker if she can get evades after attacking. One interesting point of note is that if she activates Fury or role hyper and then successfully evades an attack, her passive will deal that damage as well. Hyper choice is up to freezing enemy movement for a turn or prioritizing potential damage with her evade gimmick.
Guardian (C)
Less than ideal as Guardian and does not improve her gimmicks in any way.
*Support (B)
Helps support evade gimmick, hyper choice is up to the player since they are both useful. Recommended role for Ceoreparque.
Avenger (E)
Pretty counterproductive to playing the role effectively at all, avoid.
Dealer (D)
Provides several points for deck building.
Vanguard (C)
Another considerable role for those that want to try a late EVD buff.

Hyper: Repa's Witch's Hair Lock hyper is decent but not foolproof since it will not stop a boss from playing a card, only from moving with its next movement roll if it is the target of Repa's hyper. Sometimes it is worth considering going with role hyper if you needed something different than just freezing an enemy from moving for one turn.

Chicken

Role
Summary
Attacker (E)
Obviously a weak pick. Highly not recommended to use as an Attacker.
Guardian (E)
A weak pick overall, hyper choice is up to the player depending on if they want potential star gains with Golden Eggs or providing spirit defense for the team.
*Support (D)
Best Chicken role, ultimately a gimmicky support character. Hyper choice is up to the player once again. Recommended role for Chicken.
Avenger (E)
Gives 5HP and 2 REC while providing lots of card points, but still not great except in extreme cases or for the memes.
Dealer (E)
Can be a late game star generator with hypers spread out across the team to get Golden Eggs on different homes faster and gets lots of card points, but not very capable of contributing much else to the game.
Vanguard (E)
Cute, but meh.

Hyper: Chicken's Golden Egg hyper is useful to get more stars when placed on a home panel for easy access and grants stars to the team even if an enemy steps on the trap unlike Piggy Bank! (clarified thanks to the Gamepedia Wiki for this game) Whether or not you want Golden Egg or a role hyper would be a tossup between getting stars sooner if Golden Egg is drawn, or using role hyper which can be useful even after Norma 4/5 is reached where Golden Egg no longer remains as useful.
Characters (Chris - Fernet)
Chris

Role
Summary
Attacker (E)
Horrendous. Chef and Manager do NOT gain ATK with higher Norma, making this Chris' weakest role.
Guardian (C)
She can play an average Guardian but her helpers not gaining norma buffs as well is unfortunate.
*Support (C)
A better role for Chris having Chef/Manager act as a barrier with a potential Manager trump card later. Recommended role for Chris.
Avenger (D)
Chris is lacking as an Avenger since she has -1 ATK base and can't combo this role with her character hyper.
Dealer (C)
Due to other players losing control of battles and card usage in battle when a Chef is active, passing Chris' hyper to others could actually be a hindrance if given to an Attacker or an Avenger with Beyond at an inopportune time. Store Manager is inaccessible to non-Chris users.
Vanguard (E)
Actually terrible of all Vanguards. If she covers for an ally in battle, her own Chefs or Managers DO NOT fight for her in that battle making this completely useless with her -ATK as well.



Hyper: Chris' Chef and Manager hypers are decent barriers attacking on behalf of Chris, but getting to Manager hyper could be blocked due to not getting the right cards needed. Due to Chris' inability to challenge enemies without Chef or Manager, it is ill-advised to use role hypers with Chris or you will lock out her main defining trait from play.

Cuties
Role
Summary
Attacker (C)
Odd Attacker that will always have an additional +1 ATK or +1 DEF each battle with no penalty to REC. More of a fun pick and role hyper is also considerable to increase her attack damage in this role.
Guardian (C)
A decent pick for Guardian overall, hyper choice is up to the player.
Support (B)
Standard support, norma buffs reduce move penalties during Special Stage hyper. Role hyper is also a decent alternative that may be more useful depending on the boss.
Avenger (D)
Inconsistent role due to conflicting stats and RNG stat changing passive.
Dealer (C)
Not typically powerful outside of gimmicks for protection/stall teams (i.e. Hyper Jonathan Chapter 50 attempts).
*Vanguard (B)
A frontrunner for either best or 2nd best role, they get a surprising amount of stat buffs to play with along with their passive and role hyper might be the stronger pick here. Recommended role for Cuties.

Hyper: Despite the text, you can still be attacked by any mobs or bosses that walk into you and always attack as that is not considered a "challenge" in OJ terms. Unfortunately it is expensive and can be very random whether or not stars are stolen successfully depending on the boss played against. You cannot target a user under Special Stage with say, Mimic in the event you wanted to copy their hyper, despite the card text being updated and not seemingly mentioning that allies cannot target each other while this is active. Role hyper is much better against bosses who don’t hold stars like normal such as SB and SC.

Ellie

Role
Summary
*Attacker (B)
Excellent well-rounded attacker with broken burst potential late game if she can draw her character hyper. Recommended role for Ellie.
Guardian (C)
Well rounded Guardian with no major downsides.
Support (D)
Well rounded support that can make the most of their movement after hyper activation, but generally her weakest role.
Avenger (B)
Well-rounded avenger and will help bring her REC down to 5 instead of 6. Hyper choice is a toss-up since they both provide a good effect for Ellie.
Dealer (B)
Hyper distribution can make teammates broken late game, or Ellie can still choose to use the hyper herself to still provide a big punch when needed.
Vanguard (A)
Has premium stats and a hyper to fit the role, and can have more chances to fight while her hyper is active. Definitely a better role for Ellie if you wanted a different flavor of aggression without the REC penalty associated with Attacker role.

Hyper: Stick with Ellie's Miracle hyper most of the time and pack a President's Privilege alongside her character hyper. Role hyper could be considered, but not packing her character hyper dampen's Ellie's potential quite a bit.

Fernet

Role
Summary
Attacker (D)
Has a gimmick with Dealer Kyousuke passing Cast Off to let Fernet have +4 ATK late game.
*Guardian (A)
Defense queen with role hyper. The role hyper Lifeguard on the White Beach was the superior hyper pick until Air Support got changed to a Co-op Air Strike variant. Air Strike is useful against bosses with multiple enemies, while against other bosses with less mobs/enemies role hyper would be better and more cost efficient. Recommended role for Fernet.
Support (B)
An average pick overall albeit offensively lacking.
Avenger (B)
Even though she has base -1 ATK, she has good defense and a usable 8HP after norma buffs. Her lower EVD will let her purposely get hit by rolls that she wants to counterattack after.
Dealer (A)
Pretty rough that Fernet went from E rank to A rank, but this is still used to try and get her hyper faster against Swimming Coach.
Vanguard (D)
She is tanky but not going to do consistent damage herself, so this revolves around more reliable Reinforce buffs using her higher DEF to not die as easily in battle.

Hyper: Now that Air Support has changed to Air Strike, Fernet has clear hypers she should pick depending on the boss. Air Strike is better for Haruo, Summer Beast, and Swimming Coach. For other bosses, she should consider role hyper instead.
Characters (Flying Castle - Islay)
Flying Castle

Role
Summary
*Attacker (B)
Castle can be a good pseudotank Attacker avoiding its bad no counterattack passive when challenged by Bosses. Recommended role for Flying Castle.
Guardian (C)
Patches Castle's defense up a bit to try and make better use of its big HP pool.
Support (E)
Does not fit into the Support role at all, better suited to any other role even though E rank would let it bring lots of 5 point cards.
Avenger (A)
This works because stepping on a boss tile is not considered a battle challenge and you can counterattack after defending. This role will help with it's huge REC problem and let it use either hyper to great effect with it's giant HP pool.
Dealer (D)
Not majorly helpful to pass Immovable Object to teammates, but not worthless when used to sit still for 2 turns and try to gain a more favorable layout of teammates + enemies positioning on the board if the user is in a bad spot.
Vanguard (B)
Capable with Attackers but you have to be weary of the inability to counterattack when going second reinforcing other roles.

Hyper: Castle's Immovable Object hyper only has very specific uses and would typically be better off playing with role hyper. With Avenger it is a legitimate choice between character and role hypers as they are both good.

Hime

Role
Summary
Attacker (B)
Average attacker, ensure you have the right hyper chosen depending on the boss fought to maximize her potential.
Guardian (D)
Makes character well rounded with +1 stats after Norma buffs.
*Support (C)
Standard support character, can be absolutely devastating setup with her Binding Chains hyper. Recommended role for Hime.
Avenger (C)
Average, probably her weakest role. Not impossible to play but she is better in other roles.
Dealer (C)
Can spread Binding Chains hyper across teammates to better time combos or setups based on turn order.
Vanguard (C)
A bit tougher than average due to -DEF.

Hyper: Hime's Binding Chains cuts EVD of all enemies on the field for two turns and leaves them unable to move on their next turn. Being able to cut EVD is a rarity and makes it very good against bosses with mobs such as Haruo or Summer Beast to pin them down and KO them with less chance to evade or escape. Despite the card text, the boss WILL still play its incoming card after Binding Chains is used. Everything else will be skipped including movement and specific things like Summer Beast's revive roll however. Role hyper might be considerable against bosses that lack mobs.

Iru

Role
Summary
*Attacker (B)
Iru can use Ultimate Weapon in the Sun role hyper before challenging an enemy to instantly deal 4 damage guaranteed + attack with Fury damage from the hyper for ♥♥♥♥♥♥♥ insane damage as long as it hits. Attacker is Iru's most damaging role, making her a true monster after several years. Recommended role for Iru.
Guardian (C)
Noteworthy against Swimming Coach since Iru can pick away at a weak mob/boss safely with her passive and the extra defense helps her survive a bit longer before KO.
Support (C)
Average, can pick away at a weak enemy for 1 damage which can be useful when Iru has no positive stats for battling.
Avenger (C)
Iru can no longer forcibly move 2nd after her battle challenge passive, so this doesn't work like it used to. Losing her ability to abuse Avenger's revenge damage after challenging an enemy relegated this to being below average for Iru, but that's ok since what made her good pivoted into the Attacker role in the end.
Dealer (A)
No major point passing her hyper to teammates except passing to a Suguri 46B that can pay 2x stars to double the damage of this hyper. A bit expensive for the role rank.
Vanguard (B)
Average but with the added Iru passive which is probably why she is bumped up to B tier.

Hyper: Iru's Extended Photon Rifle is useful for melting the shields of Ropochi or M10 when facing off against those bosses. It also has a more notable use to melt Goalposts and maybe other mobs of Swimming Coach and is the crucial pick vs this boss. Against other bosses, it becomes more preference what you think will be better for you.

Islay

Role
Summary
Attacker (C)
Islay is a poor Attacker. only contributing more once Boss panels become more common later in a game. Her character hyper will give her additional chances to attack from anywhere with an extra +1 ATK as well.
Guardian (B)
Sturdy but not being able to pick fights really sucks when you really need it.
Support (B)
Powercrept since newer DLC characters released, especially since her passive holds her back a bit.
Avenger (B)
Late game revenge attacker that lets Islay be relevant in battles constantly stepping on boss tiles.
Dealer (D)
Rival hyper can be a good tool to pass to teammates for late game since this lets any character attack first regardless of their role minus Sherry.
*Vanguard (A)
There's no better role for Islay to be more relevant at all times in a match now. Recommended role for Islay.

Hyper: Islay's Rival Hyper expensive but allows the user to attack an enemy and go first with +1 ATK so can be a lifesaver or a way to clutch out a win. Her character hyper is good if Islay goes Attacker or Dealer, but role hypers are considerable in her other roles.
Characters (Kae - Krila)
Kae

Role
Summary
*Attacker (A)
Best Kae role, glass cannon attacker without severe REC penalties due to being a neutral base ATK character, meaning her REC when playing this role is 5 REC. She has been adjusted to not have DEF -1 when attacking first in co-op anymore as a means of toning her down. Recommended role for Kae.
Guardian (E)
Extraordinarily gimmicky against Swimming Coach. overall not very useful since she loses ATK whenever she gets DEF gains.
Support (C)
Average but has good REC so she isn't down too long when KO'd.
Avenger (C)
An offbeat Kae role which makes her already low REC even more obnoxiously low at 3 REC after norma buffs. Due to her unusual statline and passive, she requires a good handle with Avenger role before she shines more here.
Dealer (C)
Passing her hyper to teammates only nets a tiny +1 ATK for 10 stars for the user plus nearby teammates but also -1 DEF to nearby enemies. Not a super strong pick but can be average if Kae must be Dealer.
Vanguard (D)
Average as a Vanguard, but her passive skews this into being worse than usual. For example Saki is generally a better choice with the statline Kae would end up with here.

Hyper:: Kae's main hyper is more considerable in most roles due to the potential to stack lots of allied units at once with Blazing should the opportunity present itself, but role hypers are also considerable minus Dealer.

Kai

Role
Summary
Attacker (B)
Well rounded attacker, safer and less burst potential compared to Ellie unless his Protagonist Privilege hyper is paired with cards like Little War that would let Kai attack twice and only be attacked once for the battle.
Guardian (C)
Well rounded Guardian with no major downsides.
Support (D)
Being able to attack first and avoid counterattacks with his hyper is a good thing to have as a support, but he has better roles.
Avenger (B)
Technically workable, but doesn't pair with his hyper very well leaving this as Kai's weakest role.
*Dealer (B)
Can hand team amazing hyper to make teammates always attack first and unable to be counter attacked regardless of attack order for 3 turns per hyper. A real game changer and the best thing about playing Kai in Co-op. Recommended role for Kai.
Vanguard (A)
A good complimentary addition to an aggressive team as Protag's Privilege applies if reinforcing an Attacker while hyper is active, but not other roles.

Hyper: Kai's Protagonist Privilege hyper is extremely good, letting any character using the hyper attack first and prevent the enemy from counterattacking once per battle for 3 turns in most situations.

Kiriko

Role
Summary
Attacker (C)
Thanks to her changes in Shroom Zoom Rerun, she can regain lost Max HP with her hyper when KO'ing units which promotes more aggressive battle card usage now. Most testing needing to see how far this can be pushed.
Guardian (D)
Kiriko can use the increased DEF to go along with her massive HP pool, but she might not be very good outside of Swimming Coach.
Support (D)
Her passive MASSIVELY hurts Kiriko in this role, but due to SZR changes this has some volatile potential with luck playing battle cards.
*Avenger (B)
Kiriko's best role, ideally the main role she should be paired with since her high HP and bad passives steer her towards Avenger role and saves her from being useless. Recommend role for Kiriko.
Dealer (D)
Mainly used to try and get Final Surgery hypers more quickly against Swimming Coach.
Vanguard (D)
Seems to be mediocre with role rank down to D presumably due to her inability to heal.

Hyper: Kiriko's Final Surgery hyper can get your team killed if played at the wrong time, but it will net a nice chunk of stars and give -2 REC to teammates KO'd by it using their low HP to get stars. Role hypers are much safer than Final Surgery since FS requires such extreme conditions not favorable to aim for and role hypers can contribute more directly to the team without sacrifices...

EXCEPT with the addition of Swimming Coach, Final Surgery is suddenly EXTREMELY useful to KO all of the goalposts and other weak mobs on the board for big star gains, making it overpowered against Swimming Coach unless going for the Hyper achievement where it cannot be used and role hyper should be used instead.

Krila

Role
Summary
Attacker (C)
Average overall.
*Guardian (B)
A good role that pairs well with her hyper to mitigate HP loss, keep enemy ATK down and lower damage for her whole team. Recommended role for Krila.
Support (D)
She is better in other roles because she can simultaneously be more aggressive while hypers go off and keep getting HP back (I.E. more ATK, DEF, HP/damage potential, or Dealer stuff).
Avenger (A)
A good role for Krila where she can play the role normally and use hyper traps to treat her like a pseudotank.
Dealer (A)
Can pass hyper to teammates so that they can use the hyper and reap the HP benefits such as Guardians or an Attacker that can get some free heals randomly. That D rank to A rank role adjustment tho MEGA RIP.
Vanguard (B)
An interesting consideration.



Hyper: Krila's hyper Plushie Master is very good due to its cheap cost and multiple benefits when an enemy lands on a trap. You will always want to use this hyper and not the role hypers. This lets Krila play her best roles and support her team seamlessly.
Characters (Kyoko - Lulu)
Kyoko

Role
Summary
Attacker (D)
Meme gimmick role for Kyoko with Dealer Kyousuke passing Cast Off to Kyoko letting her have +5 ATK after norma buffs. Use role hyper here.
*Guardian (A)
Defense goddess. Role hyper is better IMO but Crystal Barrier can be helpful against bosses that like to engage in battles often like Jonathan or M10. Recommended role for Kyoko.
Support (C)
She only gains extra movement with Support role due to no ability to evade, leaving this as a less than optimal choice.
Avenger (D)
Not the strongest role for Kyoko due to no evade, but can still work against bosses like Haruo and Ropochi high rolls as a tanky character with +2HP after norma buffs and the +3 DEF she already has.
Dealer (C)
Can hand out hypers to teammates for stalling/survival purposes. This was most notable as part of a stall team going for 50+ turn games against Hyper Jonathan but has since been powercrept by newer DLC. Outside of this niche, is better reserved for harder difficulties where you might need the protection-at-a-cost to avoid really degenerate stuff from the boss.
Vanguard (D)
No evasion and -ATK limits the number of fights she can get involved in without healing off damage but this is an idea with role hyper with the idea of trying to buff an ally as reliably as possible as long as Kyoko isn't at 1 HP or has Spirit protection.

Hyper: Crystal Barrier is defensive to a fault where it doesn't help the team win the game sooner so role hyper might be better or more worth the stars depending on the role or the strategy Kyoko and her team are aiming for.

Kyousuke

Role
Summary
Attacker (D)
Needs Cast Off to become a hard hitter but loses the hyper effect after getting KO'd.
*Guardian (A)
Tanky with role hyper, or a well rounded unit after Cast Off. Recommended role for Kyousuke.
Support (B)
Tanky support but cannot contribute much to doing damage or KO'ing enemies without Cast Off. Hyper choice is a toss up between becoming a mid to late game attack unit or to provide revives more consistently for the team.
Avenger (B)
Not well built for the role, you could try to use Cast Off to setup for a big Avenger revenge attack and then use role ability to stay alive but it is too much setup to be worth.
Dealer (D)
Meme team material only passing Cast Off hyper to Attacker Kyoko/Fernets/Watty/Kanata late game. Pretty much useless otherwise.
Vanguard (C)
A little odd but gimmicky with Cast Off, otherwise doesn't seem worth it with role hyper as C rank with -ATK is kinda bad.

Hyper: Kyousuke does not have the strongest character hyper by a wide margin and drawing multiples can mean dead hypers that potentially see no use so is an awkward pick at times.

Kyupita

Role
Summary
*Attacker (C)
Since Kyupita will attack first most often during this role, it pairs with stacks of Angel Eyes perfectly. The cheap cost and stacking potential of Angel Eyes makes role hyper not worth picking. Recommended role for Kyupita.
Guardian (C)
Overall an average pick.
Support (C)
Middling support character.
Avenger (C)
Not recommended since it conflicts with needing to go first to reap the benefits of Saint Eyes, constantly going against Avenger's need to go 2nd to do Avenger things.
Dealer (A)
Angel Eyes isn't a bad hyper to pass to teammates, but who might get to benefit from it will vary since those who can never attack first will never benefit from this hyper. Dealer is a very strong consideration for Kyupita if there is another Attacker he can support, but Attacker is easier to use if playing with an uncoordinated team.
Vanguard (C)
Since Saint Eyes would only kick in going first aka reinforcing an Attacker, could do a couple weird strats around that information say using Saint Eyes as personal buffs only for Kyupita issuing direct challenges and letting Vanguard passives kick in elsewhere.

Hyper: Kyupita's Angel Eyes hyper is a cheap effective hyper, unusual in that it will provide stacks of stat buffs active only when the user attacks first in a battle. In other roles not focused on attacking, role hyper might be more useful for the rest of the team.

Lulu

Role
Summary
Attacker (C)
Hyper choice comes down to fishing for Lucky Egg's stat boost or lucky card draw/star gain interaction vs using role hyper for a more consistent and cheaper damage buff on attack hit instead.
Guardian (B)
[tdShe lost the ability to inch her way to 2HP with how old shielding worked, but she is still capable in this role.[/td]
Support (C)
Average overall, hyper choice is a toss up between gambling for a good effect from her hyper, or more consistent revives for the team with role hyper.
Avenger (B)
A decent Avenger, can work a bit better if she gets a lucky hyper stack.
*Dealer (C)
Can potentially break the game with lucky hypers given to teammates, but it has a small chance to backfire and only lose stars. Recommended role for Lulu.
Vanguard (B)
This could be lowkey kinda disgusting if you can activate Lucky Lunch as well for glorious stat gains.

Hyper: Lulu's Lucky Egg hyper is expensive, has a small risk of being a dud, and also restrictive as it is only usable when the user has 2 HP or less remaining. Her hyper can be strong but less expensive role hypers exist as an alternative for those scared of bad RNG. President's Privilege is highly recommended to pack alongside her Lucky Egg hyper.
Characters (Marc - Marie Poppo Mixed)
Marc

Role
Summary
*Attacker (A)
Solid attacker but needs assistance to truly shine due to her lower HP and poor EVD. Recommended role for Marc.
Guardian (B)
Well rounded overall.
Support (D)
Can pack a fair amount of 5 point cards due to D rank.
Avenger (B)
Her lower HP hurts playing this role a bit, but she could be a lesser Avenger.
Dealer (B)
Can send 16x Rockets to teammates and lead to some good combos with some planning, 1 HP buff helps too.
Vanguard (A)
Solid but her lower HP hurts a bit.

Hyper: Marc's 16x Big Rocket hyper is expensive late game, but damage from anywhere on the board equal to current Norma level with any role she plays is not a bad thing to have. Packing a President's Privilege when selecting 16x Big Rocket is definitely not a bad idea for a chance to save stars later in a game if you can get both cards in hand.

Marc (Pilot)

Role
Summary
Attacker (A)
Solid attacker but needs assistance to truly shine due to her lower HP and poor EVD. Pilot Marc's character hyper is a bit more flexible compared to regular Marc and the stronger hyper pick here.
Guardian (B)
Well rounded overall.
Support (D)
Can pack a fair amount of 5 point cards due to D rank.
Avenger (B)
Her lower HP hurts playing this role a bit, but she could be a lesser Avenger.
*Dealer (A)
A more flexible Dealer than normal Marc with a hyper that can be used cheap for 1 HP damage, or take one charge up turn to grow to 3 HP damage. She can power up her hyper then pass it to a teammate to use on the same turn which is what makes Dealer Pilot Marc special. Recommended role for Pilot Marc.
Vanguard (A)
Solid but her lower HP hurts a bit.



Hyper: Pilot Marc's hyper has a smaller damage cap compared to regular Marc, but is more cost friendly with minor drawbacks that the player can work around. Character hyper is the good pick for Pilot Marc, also notably better against Swimming Coach compared to regular Marc due to her hyper's flexibility.

Marie Poppo

Role
Summary
Attacker (D)
She should do anything else since she can't do much special in this role.
Guardian (C)
Won't be able to do much reliably but shield or hyper.
Support (D)
Average since she can pack several 5 point cards but won't contribute to fights much at all.
*Avenger (B)
Poppo's shining role in tandem with her Ubiquitous hyper, She can get her team chunks of stars with her Ubiquitous hyper while simultaneously setting up to get attacked the following turn and deal great damage after damage intake in a battle. Recommended role for Poppo.
Dealer (D)
This role is most notable for a cheese strategy where 4x Dealer Poppo teams Demand at the start of a game and try to cheese Star Devourer out of stars for a quick win condition using multiple hypers. At the end of August 2021 Star Devourer was changed to start with 150 stars and better cheese strategies were found so this isn't as viable anymore.
Vanguard (D)
Doesn't seem worth unless there's a reason you really needed her hyper.

Hyper: Poppo's Ubiquitous hyper is the pick of choice to gain stars with and get to Normas faster, but it is almost pointless versus Swimming Coach and Summer Beast since they don't ever hold a surplus of stars as other bosses do. Against these two bosses role hypers would be better to use instead, but if you want to use role hypers Mixed Poppo is better to use if you own her as explained in her section.

Marie Poppo (Mixed)

Role
Summary
Attacker (D)
She can't do much special in this role minus lucky Subspace Tunnel shenanigans where she just so happens to be able to attack enemies multiple times in one turn depending on where move warp tiles appear. This is not reliable though, so not a strong role.
Guardian (C)
A decent tank with Guardian buffs but won't be able to do much but shield or hyper.
Support (D)
Mixed Poppo might be able to use her increased movement for more warps depending on the board.
*Avenger (A)
Mixed Poppo's shining role but not as good as regular Poppo unless the player gets lucky with some warp panel passive rewards. Recommended role for Mixed Poppo.
Dealer (B)
Because of the random nature of Mixed Poppo's hyper, she's generally a worse version of Poppo in coop, but this is perfect for chaos/trolling or for specific maps with warp ends so she can abuse her passives a bit. Can pass hypers to teammates as a chance for them to escape a bad situation which is also convenient to setup more move random warps.
Vanguard (D)
Doesn't seem worth it unless playing on a board with move warp panels as a common interaction.

Hyper: Mixed Poppo's Subspace Tunnel hyper is a double edged sword since she can generate stars and draw cards when warping, but it can be a MIXED bag due to random warps for all units leading to unexpected situations. It is worth noting Mixed Poppo is better than Poppo if you wanted to use a role hyper since they have identical stats except Mixed Poppo has a free passive she can benefit from unlike regular Poppo.
Characters (Maynie - Mira)
Maynie

Role
Summary
Attacker (C)
Maynie could be strong after building rage, but it takes luck due to the need for taking lots of 1 HP damage and overcoming worse REC to get more Rage Counters. If Maynie can't get her hyper, she is nothing special.
Guardian (C)
Can help to further cement her DEF and ensure she minimizes battle damage as much as possible for rage stacks.
Support (C)
Decent support that could become a trump card later into the match with hyper.
*Avenger (C)
The best role for interacting with her rage mechanic, using beyond to stay alive and get several more rage counters before KO. Recommended role for Maynie.
Dealer (D)
Non-Maynie teammates cannot benefit from her hyper beyond +1 ATK and +1 EVD for one turn at the cost of 30 stars. If there are other Maynies on the team, this role can be used to pass Raging Madness hypers to them easier. Generally not worth picking for Maynie unless there is at least 1 other Maynie teammate.
Vanguard (C)
Can be a late game monster if she gets lots of rage counters and her hyper successfully.

Hyper: In Co-op mode Maynie's Raging Madness hyper requires much more time to setup Rage Counters to reach higher stats, leaving Maynie to be a late game trump card once she is ready to go. If she uses a role hyper she can't make use of her Rage Counters so her character hyper should ALWAYS be picked.

Mei

Role
Summary
Attacker (C)
Meh.
Guardian (C)
Nope.
Support (D)
Keep going.
Avenger (D)
Not this either.
*Dealer (B)
The one role that gives Mei a game changer. Her goal is to deal cards out and use what she can to acquire Red and Blue gift cards, then pass those gift cards to teammates. Multiple Red and Blues can be held, leading to things breaking when the Attacker is passed multiple copes and gets STACKED. She can't pass R&B to teammates or acquire more quickly in any other role and she will also struggle to get Red and Blue if she draws an expensive/high level card she cannot play to clear her hand. No other roles are considered because of these roadblocks.

Mei needs to be careful when using Demand as she needs to ensure she can get 3 cards in her hand after getting R&B and then pass R&B successfully. Recommended role for Mei.
Vanguard (B)
Not as good as Dealer, but maybe her 2nd best role for what it is worth.



Hyper: Mei is one of the strangest characters in Co-op as she is only useful for Red and Blue. Her True Christsmasher hyper complements characters holding Red and Blue, but also got hugely buffed in April Fools 2022. Stick to her character hyper since Mei is better able to get R&B copies faster now.

Mio

Role
Summary
Attacker (C)
Average, but Mio shines elsewhere. Role hyper might be way more star efficient in this role, but Magical Inferno has uses against bosses with mobs if you can manage to play it at a right time.
Guardian (C)
Decent Guardian overall, but due to her character hyper being so expensive role hyper is not a bad consideration due to the massively cheaper star cost.
Support (C)
Decent support that might be able to contribute in late game with character hyper.
*Avenger (B)
An ideal role for Mio due to her higher HP pool. This is her role with highest relevancy compared to other roles since she will most likely not damage enemies as much in other roles. Recommended role for Mio.
Dealer (C)
Passing copies of her hyper to teammates may help facilitate some damage, otherwise average.
Vanguard (C)
Mediocre overall.

Hyper: Mio's Magical Inferno is brutally expensive in Co-op even if it can be a nice play to deal 5 damage to a boss and all mobs in the line of fire. Role hypers are more practical and help save stars in case other characters with expensive hypers are also played. Mio should consider packing 1-2 president's privileges if she intends on using her character hyper.

Mira

Role
Summary
Attacker (B)
Average attacker improved with role hyper use.
Guardian (D)
Makes Mira well rounded with +1 stats after norma buffs.
*Support (C)
Standard role for Mira's baseline. Recommended role for Mira.
Avenger (C)
Average avenger overall.
Dealer (E)
The main purpose of this role is to hand teammates their hyper to control split boards better, but Jailbird Mimyuu does this easier now.
Vanguard (C)
Tougher than average overall.



Hyper: Mira's Leap Through Space hyper typically does not have a major impact except on split boards or to set up pinning down important mobs of Haruo, Ropochi, or Star Devourer. Role hyper is often a better choice outside of those specific moments. Mira has equal role grades as Hime and Sumika while having a passive unlike those two, so Mira is noteworthy for being the most packed among the three (albeit very minorly) if wanting to use a role hyper.
Characters (Miusaki - Natsumi)
Miusaki

Role
Summary
Attacker (A)
She might not get to attack too many times before KO due to her terrible DEF and will take a while to get up after being KO'd due to 7 REC. She is also stuck with A ranking on Attacker which means less good cards to pack. Ultimately needs a lot of support for what she is here.
Guardian (D)
If you have ever wanted to play Miusaki and said to yourself "I wish my team had more Dinners", this is the role for you.
Support (B)
She can be an average Support and is a more considerable option for her after her destructive nerf.
*Avenger (A)
She can no longer tank multiple huge rolls after Norma due to her HP passive change in this mode. Being able to survive one hit guaranteed and using her hypers and Beyond to keep her alive is still useful, but she really got slaughtered in the Pool Party update. Recommended role for Miusaki.
Dealer (B)
Her Solid Witch hyper can still be a very useful tool to pass to a teammate especially with Dealer changes but the HP buff does not mean much anymore.
Vanguard (B)
Hard to say how good this will be on Miusaki due to her horrid -DEF and inability to take more than 2 hits often.

Hyper: Miusaki's Solid Witch hyper is better than most role hypers Miusaki could pick, stick with Solid Witch in all roles except Avenger where role hyper is worth considering as well especially after her passive nerf.

Nanako

Role
Summary
Attacker (C)
Loaded with good stats but low HP knocks the whole thing down a peg and makes her more reliant on shields and Supports. Fun but flawed.
*Guardian (B)
Majorly improved after Guardian buffs, much more potent and usable now. Recommended role for Nanako.
Support (B)
Decent support with good DEF and EVD, low REC, and a hyper she can use to try to attack/defend when needed.
Avenger (D)
Bad stats to be an effective Avenger. She does get 3 REC under this role, but she ends up average overall without a big HP pool to convert into damage.
Dealer (B)
Hyper can be a godsend for teammates and self-defense, and the extra HP can help Nanako more so than with other characters due to her natural DEF stat.
Vanguard (B)
This is basically riding a 3 HP character at the cost of having cracked stats, buffs, and hyper potential.

Hyper: The main drawback of Nanako's Deploy Bits hyper is that it is wildly volatile and inconsistent, so role hypers are an option if you don't feel like gambling.

Nath

Role
Summary
Attacker (A)
Can build up to be a monster without the REC penalties that hit +ATK characters normally due to having -1 ATK base. Tougher to use than her best role due to the maintenance/support/assistance needed to maximize it and not being able to use Tactical Retreat except vs mobs.
Guardian (A)
A newfound consideration for Nath to buff her DEF to stick around longer and try to not lose her passive stacks, leaving her at a monstrous +4 DEF at Norma 4 and 3 stacks.
Support (B)
Nath could get stat buffs with battle cards and make a surprising impact through a game.
Avenger (B)
Can use Beyond to help retain stacks without being KO'd, can work decently as a revenge attacker even without max stacks.
*Dealer (B)
Hyper is expensive but noteworthy in coop due to +1 ATK and +1 DEF on use as well as +1 ATK and +1 DEF for every extra 10 stars spent instead of 20 stars in the normal mode. This hyper could save the user and/or give them a chance to deal serious damage to the boss. Being able to pass a card that can turn any player into a +9 ATK and + DEF monster and the card's improvements in coop so that stars do not bleed beyond what was needed to get to +9 ATK is too good to pass up. Recommended role for Nath.
Vanguard (A)
Potentially good with more opportunities to engage in battles, she just needs battle cards.

Hyper: Nath's Another Ultimate Weapon is so potent that it is the main hyper that should be considered. Against Summer Beast or Swimming Coach she might want to using it without too many stars in stock or using role hyper instead since their full HP is separated by lives or impossible to cheese.

Natsumi

Role
Summary
Attacker (E)
Not even 30 deck points can save Natsumi from being a miserable Attacker.
Guardian (B)
She can heal some damage by landing on a teammate, but can't contribute much to fights at all and misses out on what makes her special as a Support character. Still not a terrible pairing however.
*Support (A)
Increased movement alongside her hyper and passive makes her built to be a Support character, sometimes able to heal teammates for 2HP if she lands on their panel directly. Since she gets the team 5 stars for healing with her role or through her passive, she is simply too special in this role to give up free stars for healing teammates. Recommended role for Natsumi.
Avenger (D)
She could be a weaker Avenger if she needed to play a role that may let her deal some more damage and heal with character hyper.
Dealer (B)
No major benefit to the team since her hyper being passed to a teammate does not change the targets at all. This is mainly to try and draw hypers more quickly for more heals but Natsumi will struggle to do anything else outside of KO'ing Swimming Coach Goalposts.
Vanguard (E)
Don’t do this to her man.

Hyper: Natsumi's Cooking Time hyper is a solid hyper that can heal your team a ton of HP in a flash. Natsumi never uses role hyper because this hyper is too good to ignore since drawing it will provide more opportunities to heal the whole team at once.
Characters (Nico - QP)
Nico

Role
Summary
Attacker (D)
An unreliable Attacker at best banking on RNG hyper shenanigans.
Guardian (D)
This can give Nico some extra DEF if you want to play her on a gift-oriented team.
*Support (D)
One of Nico's better roles and arguably her most solid role all around as she can still do support stuff if she has no luck with her hyper. Recommended role for Nico.
Avenger (E)
Not a good pick for this role even with a gift-oriented team, she is better in other roles.
Dealer (B)
By herself the role is very random, but if a 2nd Dealer is used alongside Nico and some stars align, a Mimic handed to Nico after Miracle Walker is used can net multiple copies of a hyper another teammate has. Having 1-2 friends can help bring out the most in Nico with coordination otherwise with randoms she most likely won't be as effective.
Vanguard (D)
Vanguard's gambling fiesta special.

Hyper: Unfortunately Nico's Miracle Walker is a giant RNG fiesta with wildly varying results which will only get more random as more characters release, so is considered a chaos card instead of something that works with reliability. Role hypers are never considered for Nico since Miracle Walker is the one thing she has that makes her stand out and can change the entire game randomly.

NoName

Role
Summary
*Attacker (A)
Good attacker that can punch back at least twice before being KO'd. Role hyper is the cost efficient choice under this role. Recommended role for NoName.
Guardian (C)
An average pick now for NoName to give him some DEF to stay in normal form longer.
Support (A)
Increased movement can help alleviate gimped movement in pot form, all around average.
Avenger (B)
A capable Avenger since Beyond is helpful to prevent going into Pot form, and picking role hyper makes NoName even more obnoxious and harder to KO.
Dealer (D)
An expensive hyper, but it is good protection to pass to teammates to avoid a boss battle.
Vanguard (B)
Seems like it could be decent overall.
[/tr]

Hyper: NoName's Overseer hyper is expensive but acts as a pass to get out of a boss fight and let Shifu Robot take the place of the user for one battle. Hyper choice is a toss up since Overseer can drain stars quickly if other players also have expensive cards to use.

Peat

Role
Summary
Attacker (B)
Peat's 3HP is not good enough to warrant 6 REC as an Attacker and needs additional support to not get killed by one bad roll. Dealer really kills the point of bothering with Attacker Peat to be quite honest.
Guardian (C)
Give Peat some stability to go with his meager 3HP.
Support (C)
Has ok stats for a Support but still a bit susceptible to bad RNG.
Avenger (D)
Dreadful, no synergy with this role AT ALL.
*Dealer (B)
Peat's best role, +1HP and the 5 card hand limit after Normas directly buffs his Blue Crow hyper, which can also be passed to teammates for a strong battle buff if they have enough cards in hand. This is the main role you are going to want to play with Peat since it helps to alleviate his HP issue a bit and brings out the most of his Blue Crow hyper. Recommended role for Peat.
Vanguard (B)
I don't think Peat's HP makes this worth using when other FRB characters can do it much more efficiently.

Hyper: Peat's stats unfortunately leaves more to be desired for how high his REC is and he needs to rely on his character hyper to throw heavy attacks at enemies and survive an attack afterward. Peat should never use role hyper since he NEEDS Blue Crow to function.

QP

Role
Summary
Attacker (C)
A well balanced Attacker, QP should 100% use her Hyper Mode hyper while using this role to save herself from a long KO duration once the player knows they are going to die soon.
Guardian (C)
A well balanced Guardian.
Support (C)
A well balanced Support.
Avenger (C)
Capable Avenger, hyper choice is a tossup as they do have subtle differences that you need to decide which one you prefer more.
*Dealer (C)
QP's standout role with a flexible multipurpose hyper. QP might not be dealing big damage herself all the time, but giving other Attackers her hyper easily helps them go for big attacks with little fear of being KO'd and down for multiple turns. Recommended role for QP.
Vanguard (C)
Well balanced again.

Hyper: QP's Hyper Mode hyper is generally the hyper of choice you would want to pick with QP, but there are merits to role hyper for Avenger as well.
Characters (QP Dangerous - Seagull)
QP (Dangerous)

Role
Summary
Attacker (B)
Can be a very strong attacker in teams that load the deck with Dangerous Puddings. Role hyper should be used with this setup to crank her attack damage to insane levels.
Guardian (C)
A well rounded Guardian for any team. Hyper choice is a tossup between self-sustaining herself with Puddings later in a game or focusing on giving her team Spirit Defense buffs.
Support (C)
Role hyper would generally be better for extra chances to revive teammates vs keeping yourself alive with more Puddings in this role.
Avenger (B)
With some lucky draws can become a decent Avenger. Hyper choice can be a tossup depending on team composition.
*Dealer (B)
The best role to use her character hyper with and her most unique role all around. Highly recommended to play alongside another QP Dangerous and/or a Sweet Maker for increased consistency passing Dangerous Puddings/sweets. Recommended role for QP Dangerous.
Vanguard (B)
Potentially crazy with pudding stacks.

Hyper: It may be easy to misread, but in Co-op QP's Sweet Guardian hyper ONLY provides two copies of the card “Pudding”. Devoting your hyper to these might not be helpful to the team killing the boss faster or surviving a big boss attack/card so role hypers may be a better fit for her more often.

Roboball

Role
Summary
Attacker (E)
Role hyper is better if you find yourself doing this because Roboball would never be able to use Reflective Shell unless attacked by a mob enemy.
Guardian (D)
Hyper choice is a toss up between sticking with your character hyper and seeing if you can be relevant in one fight, or if you would rather give your team stronger spirit defense buffs.
Support (E)
Hyper choice is a toss up between enduring a strong attack or reviving power.
Avenger (E)
Bad after realizing Reflective Shell cannot stack with revenge damage passive, the Avenger passive will be negated upon hyper use for that battle unfortunately.
*Dealer (E)
Reflective Shell can be counterproductive when handed to +ATK characters since the hyper sets ATK to 0 when used and can't be used by Attackers unless they are attacked by a mob enemy first. Role hyper might be a better choice depending on the team composition. Recommended role for Roboball.
Vanguard (E)
Slightly tanky for a brief moment and that’s about it.

Hyper: Roboball's Reflective Shell hyper effectiveness is usually limited to non-Attacker users or Sherry since it requires going 2nd in a battle.

Saki

Role
Summary
Attacker (D)
She has middling stats, but she is at least able to bring several 5 point cards.
Guardian (D)
She could play the role but the competition for Guardian picks is steep now and Saki is not a strongest pick.
*Support (D)
A mediocre pick overall, but the low REC and extra EVD after Norma buffs are decent traits for a Support. Recommended role for Saki.
Avenger (D)
Does not have the stats to be more than a slightly below average Avenger.
Dealer (C)
A weaker pick in general due to less deck points to make room for Path Blockers.
Vanguard (D)
Another consideration with EVD buffs later on.

Hyper: Saki's Big Bang Bell can be a beast if given time to grow, but needs Path Blockers to make an enemy land on the trap reliably. Saki could try using role hypers, but at that point there would be other characters with better stats that could be used instead. Her lower role ranks help to better fit at least one Path Blockers into the deck, but it is still expensive. Saki's main issue is that she's exceedingly card point hungry for Big Bang Bells that may never see the light of day or be triggered at all in a game.

Seagull

Role
Summary
Attacker (D)
Seagull is the absolute worst character in the game in terms of surviving attack rolls as an Attacker so is most susceptible to getting one shot trying to attack anything. Role hyper is a consideration if Seagull plays this role to maximize its attacking damage but still, absolutely horrendous.
Guardian (E)
Hyper choice is a tossup between selected attacks to pick off weak mobs, or to provide Spirit Defense to the team.
Support (E)
For those that truly want to feel the NPC experience (pain).
Avenger (E)
Good luck lol.
*Dealer (E)
Seagull's best thing it can do, it wants to pass its hyper to Attackers or Avengers so that they can position themselves and get in key attacks when needed. Recommended role for Seagull.
Vanguard (E)
Actually painful. Would not recommend. Ever.

Hyper: Seagull's Jonathan Rush is ok in Co-op, but this hyper is a toned down version of Islay's hyper. Seagull's hyper costs 20 stars and gives -1 DEF to the enemy while Islay's costs 30 stars and gives +1 ATK to the user. Note that anyone using this hyper isn't considered a challenge, so it will not activate Iru's 1 damage passive for example.
Characters (Sham - Sora)
Sham

Role
Summary
Attacker (C)
An average Attacker overall with your choice of hyper for flavor: Delta Field for defense but is more expensive, role hyper is cheaper and lets her do more damage on hit but no defensive use.
Guardian (B)
Decent overall. Hyper choice is a tossup between more team protection with role hyper, or self protection with a chance of dealing damage in battle with Delta Field.
Support (B)
An solid support overall.
Avenger (D)
Probably her weakest role regardless of hyper picked.
Dealer (C)
Sham is able to hand Delta Fields to teammates which is useful as protection in battle depending who needs it most.
*Vanguard (B)
Perfectly complements Sham's stats in buffs later in a game and further ensures her hyper works without a hitch after a reinforce. Recommended role for Sham.

Hyper: Sham's Delta Field is changed in Co-op to a battle card that makes the enemy roll 1 on dice(s). This is a pretty decent hyper to lower damage in battle or get an easy evade and then more easily damage afflicted enemies.

Sherry

Role
Summary
Attacker (B)
Terrible, she will always attack 2nd in battle regardless of if she challenges, is challenged, or lands on a boss tile. Not recommended except to make things harder for yourself.
Guardian (B)
She can reliably tank hits due to her above average stats. Role hyper further contributes to making her team tankier.
Support (B)
Another decent role for Sherry, role hyper is the safer pick for Sherry with this role.
*Avenger (A)
Takes advantage of Sherry always going 2nd and makes her a solid revenge attacker. Unforgiving Avenger is super good here over her character hyper. Recommended role for Sherry.
Dealer (D)
Sherry does not get much special out of being Dealer other than Attackers being able to use her Whimsical Windmill hyper and going first despite the hyper's card text. Sherry can still play an average Dealer due to her ability to challenge enemies when needed unlike Islay and Malt who have the same statline and battle passive.
Vanguard (A)
Either the best or 2nd best role for Sherry thanks to her raw stats, she can attack first if reinforcing an Attacker o_o

Hyper: Sherry's Whimsical Windmill hyper is risky to use due to the 30 star cost and how the user has to attack 2nd when used unless used by a non-Sherry Attacker. Its use is limited as the user will only fight the boss with this hyper and no mobs, so role hypers are often the more reasonable picks unless Sherry is playing Dealer where the hyper has some gimmicks.

Shifu Robot

Role
Summary
*Attacker (B)
The once mega busted role for Shifu Robot, now has some actual downsides to getting KO'd in battle. Shifu Robot will revive with 1HP + 1HP Shield now, but after nerfs to REC if dying too frequently along with Burn Out stacks for each death, Shifu Robot needs real support from Supports and Guardians to stay on top now or the value of picking Attacker Shifu Robot will be lost. Recommended role for Shifu Robot.
Guardian (C)
Even with Guardian buffs, risky if the player gets bad RNG in a match and keeps getting KO'd.
Support (B)
This used to be a thing where Shifu Robot would take chances trying to be repeatedly targeted by Hyper Ropochi to draw damage away from teammates then revive immediately afterward. With Burn Out and minimum 2 turn REC introduced however, this doesn't work anymore.
Avenger (D)
Shifu Robot will struggle to maintain the HP needed to play the role effectively. The one notable gimmick with this role is if you can get its HP to max and then play its Turbo Charged hyper and then combine that with Beyond, Shifu is capable of some major damage.
Dealer (D)
It could work if you are able to effectively communicate and successfully make usage of Turbo Charged.
Vanguard (B)
This seems like it could be nuts with Turbo Charged and a game plan i.e. giving Shifu Robots shields to keep the buffs from dying..

Hyper: Shifu Robot's Turbo Charged hyper has the potential to do tons of damage but is incredibly risky because it brings the user down to 1 HP and all stacks are removed immediately if KO'd. Portable Puddings and Puddings need to be packed and Guardians and Supports should be ready to keep the user alive if this hyper is to be used. The role hypers are much safer and usable more often across all roles.

Sora

Role
Summary
*Attacker (B)
A very strong role for Sora if she can get her hyper and stack it with Fury/other battle cards. Most notably if she can combo this with President's Privilege and/or Hyper Accel, she will be able to use it for cheap or roll a devastating 15 attack + fury for 16 possible damage at max Norma. Recommended role for Sora.
Guardian (C)
Gives her balanced stats after Norma buffs, average overall.
Support (C)
Decent support character and with increased movement may help to catch further targets/panels after hyper activation.
Avenger (C)
Not a role very fitting of Sora based on her lower HP and middling stats for this role.
Dealer (C)
While her hyper is expensive, it can be a godsend sending it to a teammate that can setup a combo or do a big play if the hyper is passed to them.
Vanguard (B)
Solid and potential for her hyper to be useful in more battles with good reinforcing.

Hyper: Sora's Extraordinary Specs hyper is so strong that she should always use her character hyper over any choice of a role hyper. It gives users an opportunity to become a relevant threat at key moments under any role.
Characters (Sora Military - Suguri)
Sora (Military)

Role
Summary
*Attacker (A)
A good role for Sora even after Burn Out was introduced which gives a stack anytime she revives from a KO that came from battle. She still boasts lower REC overall than most Attackers as well as a revive from a Support being free if she is encountered after a KO from battle. One needs to take care using her against Jonathan. Ropochi. and especially Troublemakers on higher difficulties due to their various abilities that deal damage outside of battle and how Military Sora will often be at lower HP after engaging in battles. Recommended role for Sora.
Guardian (B)
A tricky role to play. Sora will be at lower HP a fair bit more often than a normal character due to auto revives but could use Spirit or Role Hyper to curb getting KO'd as often.
Support (B)
Increased movement helps to catch targets, and being able to get up faster if KO'd in battle is a valuable asset as a Support, at least until Burn Out stacks.
Avenger (D)
Not a role very fitting since she will be at lower HP more often than not.
Dealer (C)
Military Sora's hyper is more flexible to send to teammates compared to regular Sora's due to Awakening of Talent costing 20 stars for 5 rolls vs Extraordinary Specs costing 30 stars for 6 rolls, so this is a decent consideration.
Vanguard (B)
Less potent than regular Sora, but easier to use overall with a hyper that can also act as a panic button for unexpected situations.

Hyper: Similarly to normal Sora, Military Sora's Awakening of Talent hyper is so strong that it should always be picked over any role hyper. Military Sora's hyper is a bit more flexible and a little cheaper than Extraordinary Specs but rolls a guaranteed 5 and can be used in battle as a battle card and not just as a boost card on the field.

Star Breaker (Starbo)

Role
Summary
*Attacker (A)
A strong Attacker straight out the gates, but needs strong support to overcome horrible 8 REC. Her hyper is a bit costly at 30 stars but provides a lot of potential damage to the board and will KO things unlike the normal mode. Recommended role for Star Breaker.
Guardian (B)
A well rounded pick after Guardian buffs to try and keep her alive a bit longer before KO.
Support (C)
Helps turn Star Breaker into an all rounder character with increased movement that may help her catch pesky units for fights.
Avenger (B)
Avenger Starbo is a well-rounded revenge attacker that can self-sustain with Beyond and lower her REC to 6 to alleviate some of her REC pains.
Dealer (A)
An average beatstick type of character mainly used to get her hyper more quickly.
Vanguard (A)
Decent on raw stats alone.



Hyper: Star Breaker's Star Blasting Fuse hyper brings so much potential DPS to the table that she should avoid role hyper except with Support or Avenger depending on the boss.

Store Manager

Role
Summary
Attacker (B)
Store Manager will become a strong Attacker after Norma, but not being able to play any battle cards really sucks.
Guardian (B)
An average pick available after Guardian buffs if you needed more of a tank on the team.
Support (C)
Playing a Support that can only use Gift cards is not so great.
*Avenger (B)
Turns Store Manager into a sturdy revenge attacker that helps a bit with its REC problem. Recommended role for Store Manager.
Dealer (B)
Can give teammates cards it would never be able to use through Deal ability, which helps keep cards out of his hand to avoid drop damage while being an average beatstick character.
Vanguard (A)
If you don't want to go the Avenger route, this is probably his best role to use his raw stats more frequently.

Hyper: Store Manager's Banned for Life hyper is noteworthy in that it is the only hyper that has the effect of negating the boss' next action/card, and only costs 10% of your current stars. This is the only hyper that should be picked as role hypers cannot be played anyways. Swimming Coach mob spawns cannot be interrupted, but Haruo is susceptible to having one of it's chicken spawns blocked through Store Manager's hyper played right before.

Suguri

Role
Summary
Attacker (B)
High risk high reward attacker that can blow up bosses with hyper and some evade luck if paired with things such as President's Privilege and Accel Hyper and other attack boosting cards.
Guardian (D)
Gives her balanced stats after normas and provides lots of card points, but Suguri is normally so frail she should focus on her strengths instead of becoming an average character.
*Support (B)
+3 EVD, Increased movement may help to catch additional targets/panels after hyper activation. A very good role for Suguri where she can hit a good middle ground of being a Support character and being able to use hyper to turn the tide of battle. Recommended role for Suguri.
Avenger (D)
Not a role very fitting of Suguri at all since it requires using everything Suguri has against her.
Dealer (C)
While her hyper is expensive, it can be a godsend for teammates with luck. Makes Suguri an average character where the extra HP point can help her tank a hit she might not have survived otherwise.
Vanguard (C)
Due to her glass cannon status, she is weaker early but can be crazy later with Accelerator and a good reinforce for more than one battle with proper planning.

Hyper: Suguri's Acceleration hyper carries some risk to it but has a chance of being a huge game changer so should be the main hyper Suguri uses except in some extreme cases with Hyper difficulty bosses.
Characters (Suguri 46B - Sweet Breaker)
Suguri 46 Billion Years

Role
Summary
Attacker (A)
A decent Attacker after her latest changes. If Joker is a daily mixer, she can become terrifyingly powerful.
Guardian (C)
A mediocre pick compared to other possible choices.
*Support (A)
+3 EVD and other neutral stats makes her an ideal support character. Recommended role for Suguri 46B.
Avenger (C)
Below average Avenger due to conflicting stats.
Dealer (A)
Can deal various cards obtained from hyper to teammates, but results may vary wildly.
Vanguard (A)
Seems solid but maybe a little expensive for a 4 HP character.

Hyper: While 46B's Observer of Eternity hyper can be extremely powerful, it is wildly random and can be expensive to play out due to stars needed to abuse double damage effects. On another note, If 46B uses President's Privilege followed by a double damage activation effect, the player still pays the entire 150% cost of the played card and President's Privilege is also wasted. 46B is a wildly busted pick on days that the Joker mixer appears since her double damage abilities are free when Joker is active.

Suguri Ver 2

Role
Summary
Attacker (B)
Average with role hyper, frail but can scrape off annoying 3 or 4 rolls on ATK relatively fine thanks to her auto-heal capabilities.
Guardian (D)
A once legendary role for Suguri Ver 2. The 1 HP healing per turn isn't as special since shielding no longer drains HP. Role rank got lowered to make up for losing her previous throne status, but everyone else can be Guardian now and she has no monumental purpose here anymore. Godspeed old Guardian Suguri V2 o7.
*Support (B)
Most sensible role overall for V2. Recommended role for Suguri Ver 2.
Avenger (B)
A bit of an odd role but can be completely self-sufficient with some good rolls and less bad luck if she uses role hyper to double down on Beyond uses thanks to auto heal.
Dealer (E)
This will help her with her restrictive hand limit, but her hyper is very weak and she might be better off with role hyper instead which is really sad because Summer Games isn't exactly a super great pick either.
Vanguard (B)
Considerable if you want evade buffs later in a game but don't want to go Support, but tougher to use efficiently due to lower HP and DEF.

Hyper: Suguri Ver 2's Revival of Stars hyper is very weak in Co-op mode as the hyper has no effect on existing Boss panels or Boss Home panels despite the card description. Role hypers will have more long term impact on the game so you will want to opt for a role hyper more often than not unless you value a hyper that is more useful earlier in a game.

Sumika

Role
Summary
*Attacker (B)
An excellent Attacker with good coordination among her teammates. Cloning cards discarded/used such as Dinner, Accel Hyper, and anyone's hyper can make Sumika an unreal force to be reckoned with. Recommended role for Sumika.
Guardian (D)
Makes character well rounded with +1 stats after Norma buffs.
Support (C)
Capable Support with smart hyper usage.
Avenger (C)
Average Avenger, honestly Sumika's weakest role.
Dealer (B)
Can hand cards obtained from hyper to teammates, BUT they stop being free and playable at any level and return to their normal values if she passes these cards obtained from the hyper. She can pass Reproduction of Records to a teammate and they play it to get around this issue and is a powerful tool for Sumika and her team as a result.
Vanguard (C)
Average overall.

Hyper: Sumika's Reproduction of Records hyper is one of the most advanced cards which normally requires paying attention to the deck and cards drawn constantly to get the most out of it. Getting familiar with the specifics on how cards affect or don't affect the discard pile is key to getting the most out of her hyper. It is highly considerable but role hypers for consistency are an alternative if you don't like the nature of her character hyper.

Sweet Breaker


Role
Summary
Attacker (C)
While her hyper is dual purpose with boss card disruption and giving her a cheap +1 buff in all stats against enemies active at time of hyper activation for 3 turns, still a middling choice.
Guardian (B)
Helps make Sweebo a tank due to her high base HP.
Support (D)
Mediocre Support overall that won't do much special.
*Avenger (B)
A solid Avenger that can contribute better to defeating enemies compared to other roles due to her higher HP to work with. Recommended role for Sweet Breaker.
Dealer (E)
Not very noteworthy, maybe even poor despite how she has lots of card points.
Vanguard (B)
Between hyper choice and various buffs in this role, she can be pretty flexible relying on her higher HP and letting stats get better later in a game.

Hyper: Sweet Breaker's Melting Memories hyper was changed in Co-op to allow her to be more engaging while differentiating her from Store Manager. Now she shuffles the boss card order and gets +1 stat buffs against existing enemies for 3 turns with the same cost of (X Stars/10) as her old hyper. It isn't a super powerful effect and the shuffle could make things worse for the team, but the X/10 star cost means it's usable almost anytime which still makes it valuable.
Characters (Syura - Tomato & Mimyuu)
Syura

Role
Summary
Attacker (C)
Excels at other roles but could be a wild Attacker with her character hyper and a bit of luck.
Guardian (B)
An average Guardian overall.
Support (B)
A decent Support that can become a tricky character to hit at 1HP thanks to EVD, passive, and hyper buffs.
*Avenger (C)
Megabrain Avenger where she can get more off her hyper under this role due to 2HP buff while having only 3 REC. Avenger makes Syura incredibly unique because of all the various buffs it gives her if you can play around the unusual game plan she has here. Recommended role for Syura.
Dealer (B)
Handing her hyper to teammates might not always help, but it not bad to have on hand since it costs nothing to use.
Vanguard (B)
A decent choice for slowly getting down to 1 HP maybe.

Hyper: Syura's Beyond Hell hyper is completely free to use and can be played any time, so is useful even as a form of defense if the user has only lost 1 or 2 HP. Beyond Hell should be the main thing Syura picks due to it's flexibility.

Teotoratta

Role
Summary
Attacker (C)
A flawed pick for Teotoratta. Even though she has 5 REC and net positive stats, she cannot start fights on battle panels to get extra wins/stars which really sucks that she is incapable of getting early win normas for the team.
Guardian (B)
A decent Guardian overall, but can't battle mobs on encounter panels for any random wins.
Support (A)
Once again a good role due to her passive avoiding battles on battle panels, which is a big deal for a support character.
*Avenger (B)
Good Avenger overall with role hyper, notable for having 7 HP and 3 REC with Norma buffs. This is very unique for Teotoratta and my recommendation for a role to play with her, but Support and Guardian are also strong picks for her. Recommended role for Teotoratta.
Dealer (E)
"Improved" going from A rank to E rank across two updates but still a gimmicky pick overall when the hyper only acts as a small safety net without letting you win the game sooner/harder.
Vanguard (B)
For when you want well rounded stats as the main thing you rely on while denying encounter panels.

Hyper: Teotoratta's Beast Witch hyper may not be a very powerful hyper, but at least it works now after the Pool Party update. Before it only worked on Encounter panels and not Bosses or their mob monsters. That is switched around now so Beast Witch works against Bosses and mobs + boss cards that would drain stars, but not Encounter panels. Role hyper is still typically the way to go, but at least now Beast Witch isn't useless as it is can be a safeguard to prevent losing early stars.

Tequila

Role
Summary
Attacker (C)
Generally unremarkable, this role completely ruins Tequila being able to get revenge ATK buffs since this role prevents him from moving 2nd in most battles.
Guardian (B)
A stronger and considerable pick now for Tequila after Guardian buffs if he wants to play a tankier role with higher DEF.
*Support (B)
Majorly slept on Support that can throw some big punches at enemies basically being an Avenger due to his passive that can also do Support stuff simultaneously. Recommended role for Tequila.
Avenger (B)
Even though Tequila's passive does not stack with Avenger, he still fits perfectly into the role and would work since he will still get 2HP and -1 REC buffs, Big Magnum is gross(good) to combo with this role with good planning.
Dealer (C)
Decent as a dealer, nothing majorly noteworthy but usable thanks to his revenge ATK passive.
Vanguard (A)
Opposite synergy of a typical Vanguard, thrives reinforcing those that are NOT Attackers so he can use his good DEF and guard/buff teammates that can't attack first.

Hyper: Tequila's Do Pirates Fly in the Sky hyper is changed to be more direct and consistent instead of spreading traps across the board, it makes 2 pirate crew members challenge a random enemy. Its a surprising hyper which allows nearly risk-free attack attempts on enemies but a little pricy.

Tomato and Mimyuu

Role
Summary
Attacker (D)
Hyper and setup reliant to bring out the most out of this role with Waruda Machine. A bit too much work for an Attacker since Mimyuu is weak as an attacker and Tomato has 5 REC.
Guardian (D)
Low REC values on both characters mean they aren't down long after a KO and can shield frequently. They also have lots of room for 5 point cards and can deal heals through Mimyuu hyper or go for a battle with Tomato's Waruda Machine. Tricky but can be quite useful.
Support (C)
Low REC values let them move often without being down for long ever. Mimyuu hyper will spread heals for the team and Tomato Waruda Machine will let her go for a big attack sometimes. Recommended role for Tomato and Mimyuu.
Avenger (E)
Too little HP to make big use of this role but can be used to give Tomato 3 REC.
Dealer (D)
A great role with setup, can easily pass Tomato hypers to teammates and draw more cards to further fuel Waruda Machine.
Vanguard (D)
I'm not smart enough to know if there's something worth struggling with here.




Hyper: This duo's hyper should always be picked over role hypers or there's little point in bothering with them. Mimyuu will plant Execution cards which heal 2HP for whoever draws them, while those same cards will convert into Waruda Machines if drawn by Tomato which can be a very strong battle card.
Characters (Tomomo Casual - Yuki)
Tomomo (Casual)
Role
Summary
Attacker (C)
A risky role with 10 REC in Sweet Eater form, absolutely needs a good Guardian and Support keeping her on her feet.
Guardian (D)
A stronger pick after Guardian buffs to retain Sweet Eater form for longer once activated.
Support (D)
An average Support that can pick some fights if she can transform.
Avenger (C)
Gives Tomomo a bit of self-sustain to retain Sweet Eater form for longer with the help of Avenger's Beyond ability.
*Dealer (A)
Best role for Sweet Eater Tomomo now that Ice Creams won't disappear upon KO. Recommended role for Casual/Sweet Eater Tomomo.
Vanguard (C)
Negative base ATK, not good until she transforms. Seems very risky since multiple things can go wrong and if she can't get transform and maintain it, this will be a complete dud.



Hyper: Not using character hyper for Tomomo Casual would be terrible as role hypers would lock out access to Miracle Red Bean Ice Creams aka the big reason to play this character. NEVER ever use role hyper. In Sweet Eater form, her hyper turns into Magical Revenge which can be decent if an opportunity presents itself.

Tomomo (Softened/Online)

Role
Summary
Attacker (A)
Tomomo can do it, but 9 REC is brutal and she needs good Guardians and Supports to keep her alive.
Guardian (C)
Tough to play but can help with survivability she desperately needs.
Support (D)
Too much REC and too little HP to use effectively as Support.
Avenger (C)
If someone wants to play Tomomo as a revenge/off-beat attacker, this role will help a bit with her HP and REC problems.
*Dealer (B)
Probably the best role for Tomomo to play an off-beat attack type of role thanks to an extra point of HP. Hyper is decent to wipe mobs if 1 ally is KO'd albeit a little pricy. Recommended Role for Tomomo.
Vanguard (A)
Goes all in on giving more stats Tomomo may need.

Hyper: Tomomo's Magical Massacre costs 40 stars instead of 20 in Co-op, but is a good hyper to use when a teammate is KO'd, which will deal 3 x (number of KO'd teammates) worth of damage to ALL enemies. This means most mobs can be wiped entirely if 1 teammate is KO'd(not Goalposts unfortunately). This is a really handy utility for the team which Tomomo should use.

Tsih

Role
Summary
Attacker (B)
With +2 ATK from norma buffs, +2 ATK from holding a gift card, and +2 ATK from using her hyper, she can definitely blow up a mob or deal big damage to the boss if she is able to setup fully.
Guardian (E)
Tsih's stats do not align with this role at all and she is better off focusing on her strengths that she does manage to have instead.
*Support (B)
+3 EVD makes her uniquely tricky for bosses to damage her at times if she can also get her hyper, also gives her a chance to fight back with hyper giving her a cheap attack boost. Recommended role for Tsih.
Avenger (D)
Not the best stats or HP for this role.
Dealer (B)
A legit consideration for the purpose of trying to fish for a gift card sooner.
Vanguard (D)
This could be a volatile pick if you can manage to get a hold of a gift card, but feels like it's too specific to work consistently.

Hyper: Tsih's Stealth On hyper is changed in Co-op so that the user cannot be targeted by Boss Cards/Abilities which choose random targets for 3 turns but the user will still be able to be challenged to battle by an enemy. Examples of cards that can be avoided include Haruo's Final Warning, M10's Engage, Jonathan's Rush and Double Rush, and Ropochi's Big Po Special. Against Star Devourer, this hyper would only avoid Snatcher. As of Poppo Event 2021, Tsih no longer triggers encounter or Boss panels while her hyper is active which is a mixed bag.

Yuki

Role
Summary
*Attacker (A)
[tdThe main role Yuki excels in but held back by low DEF and terrible REC. Going with role hyper will maximize her damage in battles and the more consistent choice as her Gamble hyper is a 50/50 coinflip to deal max health damage to a boss or self KO(8 REC is bad). [b]Recommended role for Yuki.[/b][/td]
Guardian (C)
Could help Yuki survive longer by buffing her DEF but not her strongest role.
Support (D)
Mediocre, definitely her weakest role because of the high REC.
Avenger (B)
An effective role for Yuki to abuse her decent HP and lower DEF and take 1 point of REC away. Role hyper is much safer here compared to the insane person's Gamble choice.
Dealer (C)
Role hyper is considerable to use over Gamble if you don't like coin flips, but depending on your team passing Gamble to a teammate could lead to disgusting damage such as Avenger Kiriko/Castle/Arthur, Suguri 46B with her double damage boost, or anyone who doesn't mind trying and has a way to revive in case it backfires. If passed to a Halena under Safe Journey, she can completely negate the damage if she ends up being the target, so Gamble can be really useful with special circumstances.
Vanguard (B)
Using her naturally high ATK to get buffs in other spaces she needs is alright.

Hyper: Yuki's Gamble hyper is risky and leaves her down for a long time due to high REC if she is the one targeted by the hyper. A character at full HP/1 less than max can survive if they are hit while a Guardian shield is protecting them. Role hyper can be used for a safer hyper or use Mimic to get a hyper from another teammate if you don't like RNG.
Characters (Yuki Dangerous, Yuuki)
Yuki (Dangerous)

Role
Summary
Attacker (B)
Serves a niche as an Attacker with the ability to spread packed traps with her hyper quickly but randomly. Chaotic but not overpowering. The main weakness with her improved passives in this role is that KO'ing a wild unit worth 2 wins will only net 1 win which can make it slower to norma via wins in early game.
Guardian (C)
Brings nothing special to the table except chaotic trap placements.
Support (D)
She can play an ok Support, but nothing spectacular once again.
Avenger (C)
A considerable choice if you don't know what else to do with her.
Dealer (D)
Her hyper won't be useful to pass to anyone else, but with her reworked passive of Tragedy in the Night turning into Pudding in her hand, this gives her a new niche of extra Pudding cards showing up in the match with the new workaround.
Vanguard (B)
Doesn't seem like much noteworthy.

Hyper and Miscellaneous Extra Notes: Evil Mastermind runs off of trap cards and you can't see what cards it places, which sucks because there's too much randomness as a result. Role hyper is more immediately reliable across all roles for Yuki D since her hyper isn't going to be consistent and can even backfire at times with enemies landing on traps such as Piggy Bank or 2nd Poppo Bank. Arthur shops given to Yuki D used to be a strat to build up wins, but this was changed so that only enemies stepping on a trap Yuki D laid provide the win bonus now.

Yuuki (Puppet)

Role
Summary
Attacker (B)
A surprising role for Yuuki that lets her have some +4 ATK turns with no setup beyond Normas thanks to her passives but neutral base ATK so she remains at 6 REC.
Guardian (C)
The swiveling stat changes may be a deal breaker for some since her passive giving -ATK +DEF never occurs during boss tile spam on Even turns so can prove troublesome against a boss like Jonathan ATK stacks or Summer Beast who will often have various ATK buffs along with her Seagull mobs getting in the way frequently.
Support (B)
Well-rounded support overall.
Avenger (B)
She will have +ATK -DEF when landing on boss tiles during tile spam on Even chapters so it can be done, but her lower HP hurts a bit in this role.
*Dealer (B)
Dealer in tandem with Co-op changes really improve her hypers and she can hand out hyper cards to teammates for mid and late game use. Anyone could heal anyone else anytime with Angel Wing, but sometimes you can spread out hypers and just cheese with multiple Devil Hand hypers in one turn or heal multiple times if the whole team is weak. Recommended role for Yuuki.
Vanguard (B)
This probably is way too inconsistent thanks to her stat changing passive.



Hyper: Yuuki's Angel and Devil Hand hypers may be a bit pricey, but being able to swivel between two hypers passively depending on the turn number and them both being very strong effects where it is easy to net more stars after use regardless of role makes these hypers that should be picked 100% of the time. For example, Devil Hand costs 30 stars to use, but hitting a boss with enough HP such as Jonathan will deal 5 damage and return 50 stars, so you NET EARN 20 stars if 5 HP of damage is done to an enemy. Devil Hand deals damage calculated normally which is important to know as the shields of M10 or Ropochi will reduce incoming damage of this hyper (this means 2 damage only and -1 shield if used on a shielded boss). Devil Hand is also prone to RNG target selection when multiple enemy units are on the field, but overall it's still a pretty good hyper, it just can't cheese shielded bosses into oblivion anymore.
Halena, Cook, Lone Rider, Merchant
Since reorganizing all of the guide to account for future DLC releases is a nightmare, starting with Halena and Cook release the following releases will be organized by the order which the following DLC characters are released.

Halena

Role
Summary
Attacker (D)
Halena does not pair with the Attacker role in a meaningful way. The way Safe Journey continuously drains stars without making Halena a better Attacker makes her unsuited for the role.
*Guardian (A)
Halena is a very capable Guardian due to her 5 HP, good stats and no bad passives unlike other characters. Since Halena has bad ATK and a hyper focused on protection, this is one of the best roles she can play alongside Support. Recommended role for Halena.
Support (B)
Similarly to Guardian, Halena can stay alive better than other characters with a cheap hyper cost if she can draw her hyper. A good alternative role to consider depending on the boss.
Avenger (C)
No meaningful benefit of picking Avenger, a weaker choice due to -1 ATK base.
Dealer (A)
Halena is able to pass her hyper to teammates who can reap the benefits of her hyper. Potentially a good role depending on the boss and difficulty being played such as Troublemakers due to the mass of fire that can exist.
Vanguard (D)
While this buffs Halena's stronger stats, she still can't throw an attack worth a damn.

Hyper: Halena's Safe Journey is noteworthy as it will negate (damage + linked effects) from various boss cards (credits to SomeGuy712x for this clarification). For example, M10's EMP will do 0 damage and the debuff will not apply. Safe Journey will protect from Jonathan's Dive around the marked red Dive panel, however if the user is on the red panel Jonathan lands on, the KO status is not prevented by Safe Journey as it isn't calculated damage. This hyper must be used wisely and could be troublesome if playing with other characters with expensive hypers or against bosses that can take stars away easily such as Star Devourer or Ropochi.

Cook

Role
Summary
Attacker (D)
Cook can chase around the board at high speed later into a match with hyper as long as she doesn't get bad RNG rolls but not her best role.
Guardian (E)
Doesn't particularly help her do anything better in this role compared to others. Role hyper might be considerable here due to the cheaper cost.
*Support (A)
After Norma buffs she will have +4 EVD without Hunger and the Support benefits will let Cook zip around the map fast with hyper and heal/revive teammates frequently as long as she does not get KO'd. Recommended role for Cook.
Avenger (D)
Not really advised to pair with Cook due to lower HP and conflicting stats. Not impossible to play but goes against her character strengths.
Dealer (C)
While her hyper can be pricey, this is another considerable role for those not using Support Cook as anyone can benefit immensely from 2x dice for movement. Probably her 2nd best role overall but turns into a huge dud if people receiving her hyper can't prevent getting KO'd.
Vanguard (D)
Doesn't interact with her hyper at all and even detrimental.

Hyper: Now that Cook's hyper ends on KO, how useful it is for the cost is questionable without lucky rolls landing perfectly on bonus tiles. At the very least users can now visit their own home without losing Guidance in Co-op mode.

Lone Rider

Role
Summary
Attacker (C)
Could be a capable Attacker with some setup help from the rest of the team. Overall average.
Guardian (C)
Average overall after Poppo Event 2021 nerfs to his stats.
*Support (A)
A movement monster that can do very well with some stacks of Upshift zipping around the board and healing/reviving as needed. Due to nerfs, he has been further crammed into playing this role to excel to any extent. Recommended role for Lone Rider.
Avenger (C)
His movement gimmicks don't necessarily tie to playing Avenger very well and stat adjustments could hurt an incoming plan, overall one of his least notable roles.
Dealer (B)
Passing Upshift will make any Attacker or Support happy, and is a good tool in general for the cost even after Poppo Event 2021 nerfs.
Vanguard (C)
This could be a cool thing once stacks of Upshift kick in so he can be involved with more battles with better stats more often.

Hyper: Upshift is overall an affordable hyper which increases in cost depending on the number of stacks of Upshift currently on the user. It's a hyper with a simple effect that would be hard to turn down for a role hyper.

Merchant

Role
Summary
Attacker (C)
Needs some luck to get enough hypers to get a few strong attacks in over a match. Starts off really slow and can be kinda scary once Norma is 3+.
Guardian (C)
Not bad all around besides the 6 REC he is stuck with.
Support (D)
Overall an average Support, but the increasing movement bonuses help to get Freights from other homes faster.
Avenger (D)
A slightly below average Avenger due to his worse REC value.
*Dealer (D)
Gives space for one more card in hand to further buff his hyper, but an abnormal Dealer since passing hyper or Freights to teammates isn't super useful. Recommended role for Merchant.
Vanguard (C)
Average overall.


Hyper: Merchant's Zealous Salesman has two purposes as a small star gain tool or to unleash a high Attack after stockpiling Freights. The former is easier, while the latter is harder so the player will need to use their best judgment to determine which is a higher priority depending on the flow of the game.
Fernet Noble, Hime Moonlight, Mescal, Malt
Fernet (Noble)

Role
Summary
Attacker (D)
Does not excel at being an Attacker with conflicting stats and a hyper that does not focus on fighting.
*Guardian (A)
As a very passive character overall, this is the ideal role to support her team and slowly build up her hyper. Recommended role for Fernet (Noble).
Support (B)
Can be an average Support character, but doesn't do anything particularly noteworthy here other characters couldn't do without building up her hyper.
Avenger (B)
Even though Noble Fernet has -1 base ATK, this isn't a bad consideration if your team needs a little more potential damage behind revenge attacks across a match. She can also combo Beyond with Affluence to guarantee surviving a boss and stealing a bunch of stars for the team except vs Swimming Coach and Summer Beast as these two don't hold stars like other bosses do, so role hyper would be better against these two.
Dealer (D)
Overall a standard Dealer. New Nobility could randomly be useful with luck if passed to teammates, but nothing outstanding.
Vanguard (D)
Negative base ATK isn't worth it here.


Hyper: New Nobility is weak overall but it has no cost to use. This plus Affluence would be the main hyper to use since her statline isn't really noteworthy to run alongside role hypers. It is also worth noting that if regular Fernet gets this hyper into her hand, that version can also use both hypers as well.

Hime (Moonlight)

Role
Summary
Attacker (B)
Moonlight Hime ends up being a glass cannon Attacker unit which has worse stats for attacking every 5th turn. Role hyper is a safer and cheaper consideration for Hime in this role for those that don't want to take a risk on her evade-focused hyper.
Guardian (D)
Moonlight Hime's base -2 DEF is brutal and leaves her unable to benefit from this role meaningfully.
*Support (A)
The main role that benefits Hime evade-oriented stats, can improve her odds of success with her hyper. Recommended role for Hime (Moonlight)
Avenger (C)
Her DEF is so bad that this can be an average but strange choice.
Dealer (D)
Passing Hime's hyper to other characters is not consistently useful since evade is the hardest stat to boost to make her hyper work better. This would be useful to pass to someone else with high EVD to try and cheese a Haruo Chicken against in case an attack doesn't KO them or to other characters that can consistently make more reliable use of it such as Suguri, Sora, or Military Sora with their field hypers activated before going into battle.
Vanguard (B)
I don't think it's GREAT, but it can be neat as the only other role that gives EVD buffs.

Hyper: Dance in the Moonlit Night is a big risk hyper capable of potentially big damage if the user can evade a big roll. Role hypers could be more consistently useful, but switching to a character that isn't such a glass cannon might be easier if wanting to use role hypers.

Mescal

Role
Summary
Attacker (C)
She doesn't excel in any particular way here and her pirates passive can disrupt some boss challenges.
Guardian (B)
A good alternative for a support role where Mescal's strengths lie.
*Support (B)
Mescal's Pirates passive was nerfed in the School Crashers 2022 update, but this is still one of her better roles overall since avoiding battles as a Support even once thanks to pirates is still a useful ability to have. Recommended role for Mescal
Avenger (D)
[tdWeird survival/stall based role. If active, the passive can mess up timing Beyond and role hyper properly, but Avenger's revenge damage passive DOES stack with Little Magnum (credit to SomeGuy712x for confirming this). This has potential for some fun with wild RNG.[/td]
Dealer (C)
Her hyper can be handed to an ally as a defensive card to temporarily gain the Avenger revenge damage buff if they are challenged to battle. Really weak offensively and not strong there so Attackers can't make huge use of it unless vs Swimming Coach mobs.
Vanguard (B)
Along with LIttle Magnum can be interesting.

Hyper: Little Magnum gives Tequila's/Avenger's revenge damage buff for the battle it is used in, meaning the user needs to attack 2nd to make the best use of this card. It works well enough as long as the user can survive a fight since this card doesn't increase survivability.

Malt

Role
Summary
Attacker (C)
Much like Islay, being an Attacker without being able to challenge enemies is not great but Malt can place "battle trap cards" and pair them with his hyper to trigger fights more frequently where he will gain the battle card's effect but the enemy will not (credits to Fandom wiki for this clarification). More random but more chances to fight before boss tile spam compared to Islay.
Guardian (B)
Overall a decent pick for Guardian.
Support (B)
Average overall.
Avenger (B)
Once again like Islay, this lets Malt be a bit more relevant constantly the later a match plays out.
Dealer (C)
There isn't a major benefit to passing Malt's hyper to a teammate for any reason unlike other characters with his statline. Generally his weakest role.
*Vanguard (A)
Easily Malt's strongest role now. Recommended role for Malt.

Hyper: Twilight-Colored Dream is changed in Co-op so that all allies gain +1 ATK during its duration when fighting on boss tiles. It's small but can help speed up closing out the game. For support type roles, Malt may also want to consider role hyper depending on the boss.
Shifu, Reika, Watty, Pomeranius
Shifu

Role
Summary
Attacker (C)
Normally average to poor, but notably more useful against M10 where all mobs will be Roboball variants and Shifu can KO all of them with one hit thanks to his passive.
Guardian (D)
Shifu's defense is terrible, but you could do this to bring more point cards and try to help his big HP pool.
Support (D)
A decent consideration with either hyper if you already have someone else that will be expected to be Avenger or dishing out more damage overall.
*Avenger (A)
Easily Shifu's best role against most bosses with his ridiculous HP pool. Recommended role for Shifu.
Dealer (C)
Average rank, not much point to the role other than coordinating for moves based on player turn order.
Vanguard (C)
Seems average maybe below average?

Hyper: Ideal World is a really solid hyper to protect teammates or the user from battles for a couple turns, role hyper is worth considering as well if you needed more powerful effects tied to the role being played.

Reika

Role
Summary
Attacker (B)
Overall outlcassed by Star Breaker. This is a risky pick due to her 3 HP and 8 REC along with her character hyper not helping her do more damage in this role. If Reika plays Attacker role, she may want to consider role hyper to maximize damage when it matters most.
*Guardian (C)
Will help to maybe let Reika live a little longer by trying to minimize damage per attack taken with tools such as Iron or Spirit. Recommended role for Reika if you insist on using this character.
Support (D)
Reika is too fragile to effectively play this role.
Avenger (D)
Unable to use this role effectively whatsoever due to low HP pool and terrible REC.
Dealer (C)
Not particularly noteworthy for Reika, even with the extra HP point the role offers.
Vanguard (B)
Unnecessarily risky, but I think it's Reika's 2nd best role at the moment as sad as that sounds.

Hyper: Star Collector is not really powerful but affects the entire team for 3 turns so can randomly net a bunch of extra stars for free, and the main reason you would bother picking Reika. Reika currently has no good use in Co-op due to the absurdly terrible combination of 7 REC base and 3HP. It is too bad for any role to overcome and Star Breaker is better in all roles with the same ATK and REC but 2 more HP.

Watty

Role
Summary
Attacker (C)
Too much effort since all stacks of Hardened Scales will disappear upon KO and not worth the hurdles to overcome. Watty's passive is different in co-op to where she needs to prevent 2 points of damage instead of just 1 per stack of Hardened Scales as well (round up is nice though).
*Guardian (A)
This role gives Watty the most practical way to improve her passive and hyper chances, able to reach a monstrous +5 DEF with Norma 4 and her hyper. Recommended role for Watty.
Support (C)
Watty seems like she could be an average Support unit overall. Role hyper is worth considering here if you don't want to take a chance with Torrent of Magic .
Avenger (D)
This seems like a really conflicting role for Watty due to her really low -3 ATK base. Role hyper is an alternative to try keep Hardened Scales up more consistently if you want to give up her main hyper.
Dealer (C)
Watty's hyper will give +2 DEF to anyone using it, but Hardened Scales are not given to non-Watty users. A decent consideration all things considered.
Vanguard (B)
Gives up optimal DEF available under Guardian for more opportunities to keep her hardened scales up, easily a top 2 role for Watty if you can work around her need to ramp up to do anything meaningful.

Hyper: Torrent of Magic could be useful for anyone using it, and is the main chance Watty has to try and abuse Hardened Scales since the passive is more limited without Watty having extra DEF. Role hypers might be considerable for a different effect over playing Watty's stat buffing mini game.

Pomeranius

Role
Summary
Attacker (B)
Pomeranius aka Pomy can be an average Attacker with role hyper albeit with slightly higher REC than desirable. The trap negation at full HP might not always be usable, but it's a neat little bonus to have.
Guardian (D)
Honestly a pretty flexible consideration for Pomy using it's hyper to avoid boss tiles and being challenged while waiting for shields or ability cooldowns.
Support (D)
Another role to consider to play alongside Pomy's hyper thanks to better movement.
Avenger (C)
An average role given Pomy's statline.
*Dealer (C)
YES ANYONE PLAYING THIS HYPER CAN BE PET. 10/10 GAME CHANGER. Recommended role for Pomeranius for maximum pets.
Vanguard (C)
Average all around.

Hyper: Comically enough, anyone using this hyper can be pet. It's main use is defensively so is better used for characters that need it like Supports or Guardians instead of Attackers and Avengers who are the bulk of the potential damage on a team in normal situations. The main weakness it is is that if Pomy/ally is on a bad tile, someone has to interact with that first before reaping the benefits of petting their ally. Could also lowkey be a new useful addition for Hyper Jonathan Chapter 50 challenges.
S. Creator, S. Blogger, S. Maker, Festive Mio
Sweet Creator

Role
Summary
Attacker (C)
A mediocre choice for Attacker with a slight HP deficiency, hyper choice is up to having a chance to heal or support the team with her normal hyper, or trying to max damage with role hyper.
Guardian (B)
Decently average all around.
*Support (B)
A perfect fit given her passive star-gaining attributes and letting her hyper pair with this role efficiently. Recommended role for Sweet Creator.
Avenger (D)
Easily the weakest role to consider. Does not work very well with the statline given.
Dealer (A)
Average overall, but this can be a good complementary character to a QP Dangerous Attacker and pass healing more easily to teammates that may desperately need it.
Vanguard (B)
A well rounded character where role hyper might be immediately more useful compared to other roles.



Hyper:
Via the OJ wiki: Non-hyper Sweets type cards include Saki's Cookie, Pudding, Dangerous Pudding, Mio's Christmas Cake, Red Bean Ice Cream, and Portable Pudding. The usefulness of Creator's hyper will be somewhat dependent on your team, but her character hyper is a good bet if you aren't sure which to stick with especially if she is Dealer.

Sweet Blogger

Role
Summary
Attacker (D)
Her -1 base ATK holds her back a bit in this role, but her passive and character hyper can lowkey be amazing with some luck.
Guardian (A)
A decent consideration if not going Support.
Support (A)
Her easiest role to play if you do not want to break your brain with Dealer gimmicks.
Avenger (C)
The -1 base ATK along with other stats kind of hurts using Blogger for this role.
*Dealer (B)
Her hyper can be strong as hell, or she can go for some cool plays depending on what her character hyper gives her after use. Recommended role for Sweet Blogger.
Vanguard (D)
Negative base ATK unfortunately means less BONK ability :<

Hyper:
There is some RNG to her hyper, but it can be really strong with luck so she should stick with it instead of role hypers.

Sweet Maker

Role
Summary
Attacker (C)
Not consistently reliable and very card dependent to try without a team themed around Sweets usage. Not recommended otherwise.
Guardian (A)
Decent but a little expensive for the role rank.
Support (C)
Average overall, maybe her least potent role.
*Avenger (A)
Gimmicky but solid. Overall her easiest role to play if you aren't teaming up with a Sweets themed team, otherwise Dealer may be better. Recommended role for Sweet Maker.
Dealer (C)
She can be legitimately strong as hell in a Pudding team with a couple of QP Dangerouses paired up with her. She will shine here in pudding themed teams, otherwise is kinda average.
Vanguard (B)
Seems average overall.

Hyper:
Her character hyper can be strong but can be difficult to setup for only one battle’s worth of payoff. Role hypers would be easier to use, but doing so nearly kills the point of picking this character without taking risks triggering her passive.

Mio (Festive)

Role
Summary
Attacker (A)
The most efficient role to play relying on her +2 ATK stat, but needs a Guardian to cover for her lacking DEF. Role hyper may be a consideration against mob-less bosses or if wanting to preserve HP as the Attacker.
Guardian (D)
Tries to patch up her DEF weakness, but ultimately is nothing too special in this role.
Support (C)
Does not fit with the role particularly well or buff her in a meaningful way that would let her stay alive longer.
Avenger (C)
An alternative option for those trying to use Mio's -2 DEF to their advantage, but the 6 REC after buffs is still painful. Minorly contributes to her hyper with 2 more HP to play with.
*Dealer (B)
The smartest possible role for Festive Mio, passing her hyper to other teammates with more HP or that can combo after use will provide unique damage opportunities. Also gives 1 HP so that at 6HP Mio can deal 2.5-->3 damage to mobs if she is at full health. Recommended role for Festive Mio.
Vanguard (C)
Risky as hell but the extra HP point buffer her hyper is considerable.



Hyper:
Christmas Inferno is a wildly volatile card that can wreak direct havoc on the boss + all minions at the cost of bringing the user down to 1 HP. Mio herself doesn't have the widest HP pool or a good REC stat so typically others with better of either stat will squeeze a bit more damage out of this hyper.

As a bonus more KO'd members on use means more Mio Cakes afterward as well. They unfortunately cannot revive a teammate, but the 2nd part where healing an active ally for 2 HP also healing Mio has no major downside, so picking Mio solely to heal would only be for specific situations like an Avenger trying to time their Beyond to go off and they are at low HP already.
Mimyuu (Jail). Krila PJ, Mom Poppo, Dark Lulu
Mimyuu (Jailbird)

Role
Summary
*Attacker (B)
A strong choice for Mimyuu, her hyper allows her to relocate to her home whenever needed as long as she gets a copy of her hyper in hand, and her lower REC leaves her only at 6 REC in Attacker role. Recommended role for Jailbird Mimyuu.
Guardian (C)
Helps to even out her stats overall, not a bad pairing with Mimyuu but not as strong as other options.
Support (B)
A powerful option as a support if opting to not choose Attacker or Avenger for whatever reason.
Avenger (C)
Leaves Mimyuu with 4 REC after norma buffs. Beyond and role hyper activations will prevent Mimyuu from going to her home. A powerful consideration due to the lower REC she has here.
Dealer (C)
The least likely role to pick at any given time, but passing the hyper to allies let them go home and have 2x dice rolls for 20 tiles is something that could become useful especially on split maps and kind of overtakes Dealer Mira now in general.
Vanguard (B)
Potent but the lower HP point hurts a little.

Hyper:
Make-Believe Prison Break is typically the hyper of choice due to it's uniqueness and multiple effects that can come in clutch in a way no other card in the game can.

Krilalaris (Pajamas)

Role
Summary
Attacker (C)
This can be tricky for Krila to run. If she can pull off getting some hyper stacks though, there is a chance this thing can do some good damage given enough prep time and some luck.
*Guardian (A)
100% PJ Krila's best role since it further complements her passive in a way none of the other roles possibly can. Recommended role for Pajamas Krilalaris.
Support (B)
An offshoot support role for Krila to consider if a healer is needed badly and someone else insists on using Guardian.
Avenger (D)
4 HP base, 6 REC base and no evade option makes this the weakest role choice for this Krila.
Dealer (C)
PJ Krila's hyper has no use if passed to a teammate who has no way to cancel 1 damage ever. For another Guardian however there are some gimmicks that exist even if this is more effort than it is worth.
Vanguard (B)
Easily top 2 role for PJ Krila, this could be better than Guardian if wanting a more aggressive approach or there is another Guardian already.



Hyper:
PJ Krila's hyper is an oddball going from Threats to Slumber (Gift) to Breaking of Slumber (Event), but the payoff in the long run is worth for dealing damage from anywhere on the screen so would be the hyper of choice generally.

Mother Poppo

Role
Summary
Attacker (D)
Potentially a worse Attacker than average. Her hyper doesn't help KO any enemies faster and she takes random damage when a warp occurs, which doesn't help much in the role. If you insist on running this, try to pack a Metallic Monocoque to offset random warp damage.
Guardian (C)
A considerable pairing to beef up Mother's DEF and offset her passive residual damage. Role hyper is another option if you want to value team spirit vs her hyper gimmicks
Support (D)
She can bring lots of cards due to high deck points, but she will be hard pressed to contribute much meaningful without lucky warp draws from her passive.
*Avenger (A)
The ideal role once again for a character with Poppo statline. Warps can randomly interrupt beyond however if KO'd on the field after a warp. Recommended role for Mother Poppo.
Dealer (B)
Average overall, her hyper can heal after a few turns with some planning. This can be a surprise pick to pass hyper to a tank or an Attacker at key times.
Vanguard (D)
Doesn't seem any more worth it than any of the other Poppos.

Hyper:
A bit of an odd hyper in that Mother Power is very cheap to use starting at Norma 1 but takes longer to proc at higher norma meaning it is harder to get the full HP heal especially at norma 4 and 5 where you have to plan several turns ahead without dying to get it to work. The tossup between hyper choice basically comes down to whether or not you want something that works better at earlier norma or more consistency later in a game with a role hyper.

Dark Lulu

Role
Summary
*Attacker (A)
Lulu has really solid stats, with the small downside that declining a challenge drains some stars. This is the ideal role for Lulu and can be crazy if she has luck with her hyper. Recommended role for Dark Lulu.
Guardian (B)
A standard pick for Dark Lulu thanks to her stat spread. Her hyper can be very good, but if you don't want to gamble with the RNG gods, role hyper here is an ok alternative.
Support (C)
Another D rank offensive Support like Starbo or Yuki, potentially better than those with hyper luck.
Avenger (A)
A good consideration as her stats are perfect for the role and it will help with her REC problem. Role hyper once again is considerable if you don't want to gamble with her hyper or want to prioritize staying alive.
Dealer (C)
Average overall and easier to use her hyper when passing to other teammates at 2 HP that can use it quickly after.
Vanguard (A)
Another considerable choice for offense if you want to avoid Attacker's REC or there is already another person using Attacker.

Hyper:
Dark Lulu's hyper has two good effects and one meh effect, but the two good effects are worth trying to gamble for as they can completely turn a losing game around or save with an epic clutch with rare effects most cards and hypers can't do in the blink of an eye: 3 HP damage to all enemies or next boss card skipped.
Hyper Ellie, Kai (Hero), Bourbon, Grain
Hyper Ellie

Role
Summary
*Attacker (A)
The go-to option for if you want to play this character and focus on what she does best.
Gaining +1 ATK when going first and having 6 REC and an incredibly bombastic hyper makes this her strongest role. Recommended role for Hyper Ellie.
Guardian (C)
A decent pairing to offset her lower HP and battle passive.
Support (C)
Not a particularly strong support overall.
Avenger (C)
Interacts with this role in an odd way where if you pick this you may want to consider role hyper to offset her lower HP and lower DEF when attacking first.
Dealer (C)
Hyper Ellie's hyper is expensive but probably her next potent role next to Attacker due to the power of her hyper.
Vanguard (C)
Not as stable as regular Ellie thanks to her passive, but more card points.

Hyper:
Quite a bit different but more rigid than regular Ellie's hyper, only giving ATK buff when attacking 1st and DEF + EVD buffs only when defending. Most roles she will probably want this hyper packed with President's Privilege, but role hyper for Avenger isn't a bad consideration either.

Kai (Hero)

Role
Summary
Attacker (B)
Easy to pair with his hyper, best role next to Dealer.
Guardian (C)
A well rounded pairing with the extra benefit of having a turn to heal to maybe stave off a field KO if hit at 1 HP.
Support (C)
Somehow less relevant as a Support than a D rank like regular Kai or Ellie due to less cards Hero Kai can pack but still pairs well to make his EVD even more obnoxious with hyper usage.
Avenger (B)
Hyper choice would matter here as a means of cashing out with your character hyper sometimes, or prioritizing maintaining HP + avoiding instant loss of Beyond due to field damage.
*Dealer (B)
Giving Kai's hyper to anyone not named Kyoko or Krila PJ lets them be dangerously relevant for 3 turns. It's completely absurd and a huge benefit to anyone that relies on EVD as a part of their gameplan (i.e. Alicianrone and Hime Moonlight). Recommended role for Kai (Hero).
Vanguard (A)
Atrociously strong after activating hyper.

Hyper:
This hyper is a bit odd in that it becomes more expensive per norma without becoming better. Deciding when to use it is key and you have to watch for anything that could kill you such as a field effect after it brings you to 1 HP. It is extremely strong though, so it should always be packed except with Avenger where you may favor role hyper.

Bourbon

Role
Summary
Attacker (C)
Bourbon doesn't seem to be the best equipped for Attacker due to neutral ATK and a debilitating passive that will bring him closer to KO even when healing up, but due to his flexible hyper there are still some tricks possible.
Guardian (B)
Probably the 2nd most logical pick for Bourbon so that he can stave off stray hits with Iron or Spirit to avoid losing max HP as he takes damage.
Support (C)
Seemingly Bourbon's weakest role. None of his stats particularly favor this role but his character hyper can still be a trump card later in a match.
*Avenger (A)
All in all the easiest role to be effective with thanks to his base statline and ability for his hyper to forcibly battle on teammates' behalf. Recommended role for Bourbon.
Dealer (C)
An average Dealer without much to stand out from other Dealers besides weird stuff you can do with his hyper if passed to other characters.
Vanguard (B)
I'm not sure if double downing on the Vanguard effect with the diminishing HP passive is a good idea or not.

Hyper:
Heart of Resistance is pretty much the stand out gimmick for Bourbon and the main reason to pick him IMO, so this should be packed in favor of role hypers for this character.

Grain

Role
Summary
Attacker (A)
Honestly seems like a strong consideration with some support from teammates. Mobs will become an issue since there's little chance to avoid damage from them thanks to -1 MOV passive however.
Guardian (A)
Grain can be a perfectly servicable tanky Guardian if he so chooses to play this role.
Support (B)
While this role will help to alleviate Grain's -1 MOV passive, it will not help at all with his horrid EVD stat. Still not a bad consideration but potentially weaker than other choices.
Avenger (A)
Grain's stats go perfectly with Avenger, complementing his -1 MOV to purposely get attacked more likely by something behind him unable to roll away, buffing HP a bit and helping with the tough REC Grain is stuck with. Recommended role for Grain.
Dealer (B)
Something considerable to help him draw more cards to focus on beefing up his hyper sooner. Passing his hyper to other teammates does not really change much however.
Vanguard (A)
Insane stats at the cost of ANOTHER -1 MOV if you have anyone reinforced.

Hyper:
All Guns at the Ready has disgusting potential if you can manage to play a lot of cards before using it. It is tricky to setup because of the requirements but will contribute a ton to dealing damage to enemies on the field. There is an RNG factor that can make it not do exactly what you want to do however.
Poyo, Chuu, Haruka, Kanata
Poyo

Role
Summary
*Attacker (B)
While there are some issues with consistency from her passive, Poyo has lots of potential if she can roll well during times her hyper and passive can come into play. Recommended role for Poyo.
Guardian (C)
An average pick overall.
Support (C)
Not the strongest pick for Poyo due to her -EVD stat, but otherwise average.
Avenger (C)
Her hyper will cause major consistency issues trying to pair with any other Avenger stuff, likely to conflict and not work (i.e. trying to fail an EVD roll but the buff makes you EVD successfully).
Dealer (C)
Poyo's hyper is a tad bit expensive but is in general a powerful as hell card to pass to anyone especially those that are going to fight a bunch.
Vanguard (B)
Overall solid.

Hyper:
Super Youth Time is a little expensive, but has potential to clutch out random wins in ways that hardly anyone in the game can match unless the player gets horrible luck. IMO should be the usual pick for hyper selection but the role hypers are an option for those concerned about consistency.

Chuu

Role
Summary
*Attacker (A)
Between the absurd stat gains she can get from her hyper on top of extra ATK points when leveling up, easily the strongest role Chuu can play to become a gigaton nuke of ATK power with her hyper. Recommended role for Chuu.
Guardian (B)
A considerable option for those that want to play Chuu but want some extra DEF.
Support (D)
Stats are in conflict with this role but she can bring many high point cards.
Avenger (A)
Less straight forward than being a plain Attacker, but her statline makes it work.
Dealer (B)
Average overall as a Dealer, but her hyper can be a huge buff for another Attacker or Avenger with some planning.
Vanguard (A)
Crazy stats except EVD makes this worth considering depending on team comp.

Hyper:
Chuu's hyper is relatively cheap and gives a flat ATK buff based on current level, while the hyper becomes more expensive to use the higher level you are. All in all not bad at all but role hypers may be good to consider if not using Attacker or Avenger Chuu. Extra diligence is required to ensure someone does not forget that stars are not earned when KO'ing enemies with this hyper which is mostly noteworthy against Big Poppos.

Haruka

Role
Summary
Attacker (D)
Haruka just can't do Attacker, her passive doesn't make it worth it at all. Sorry Haruka bros.
Guardian (D)
An average choice, hyper selection is tough here so go with what you think will work better.
*Support (C)
Her high evade and other lesser stats and passive push her into being best as a Support unit. Recommended role for Haruka.
Avenger (D)
Haruka's stats do not go well with Avenger and unfortunately cannot use her own hyper to get back in the game sooner. Not worth trying.
Dealer (C)
A rare moment where being dealer doesn't bring too much unique to the table but still has a relatively strong hyper that can be distributed among the team. She ends up being slightly problematic since Haruka's passive leaves her less flexible as a Dealer than usual.
Vanguard (D)
ATK that can become worse as allies are KO'd is a recipe for disaster, do not recommend.

Hyper:
Hype Bringer is a pretty good card even if it is expensive later in a game. REC is the biggest enemy to the team as it is the thing that can actually make you lose, so this hyper basically ensuring that as long as you have stars to pay that it is impossible to lose, is a very powerful safety net.

Kanata

Role
Summary
Attacker (C)
Average, but you might be able to do some cool stuff if you can get a hyper in her hand.
Role hyper not worth it as her ISB has the chance to pull much needed damage buffs or heals.
Guardian (B)
A considerable choice to offset her 4 HP with her high DEF.
Support (B)
Capable under a Support role but can be somewhat irrelevant in a game unless she can pair her hyper at the right time with someone else capable of doing big damage.
Avenger (C)
Built to be average overall, the HP is the main hurting point.
*Dealer (A)
With a coordinated hyper, Kanata can use her ISB hyper to draw a lot of cards and allow her team to benefit from it at the same time. Recommended role for Kanata.
Vanguard (B)
Overall a strong consideration for Konatas not afraid to be more aggressive.

Hyper:
Intellectual-Sounding Bluff is an incredibly unique card in it's flexibility of allowing the team to draw more cards after use, regardless of board position of each unit. It is hard to say no to this in favor of a role hyper on Kanata, so ISB is normally better to use given it's potential.
5 Point Cards
5 Point Cards
Card Points at Level 10: A: 15, B: 18, C: 22, D: 26, E: 30

(Assuming Level 10 in a role, optimal number of 5 point cards that can be brought: A: 1 or 3, B: 2, C: 2 or 4, D: 4, E: 4 or 6)

100% Staples: Dinner, Accel Hyper, Pudding
Cards that A rank characters should typically plan to pack one of more often than not. Dinner is a big deal because it will heal everyone 3HP for a cheap cost, so it is common for everyone that is not an A or possibly B rank Attacker to pack one. Accel Hyper is a potentially powerful attack buff so would be good for Attacker to pack, but anyone who gets it and attacks first can use it to try to make a clutch play. Pudding is free once Norma 4 is reached and always a good card to consider bringing especially for an Avenger.

Secondary: Passionate Research, Serene Hush, Shield Counter
These are easier to pack for those that are C rank or lower, but are worth considering if you are B rank and need something specific important with these cards as well. Passionate Research is a cheap way to try and get hypers faster where it will be a big help to do so. Serene Hush can be a lifesaver to block battles for one turn against bosses with strong fighting cards such as Jonathan or M10. Shield Counter is a good late game defensive card that can deal several HP damage to Jonathan and Summer Beast with high attack buff stacks and also very helpful against Swimming Coach's Balloon Bullies trying to use Encourage.

D or E Role Extras: Lucky Charm, Holy Night, Portable Pudding
These may not be terrible cards, but they are a bit more situational or more like icing on the cake and good cards to throw in for characters playing lower rank roles. Lucky Charm used to be a terrible card because if the boss had a bad card that needed to be dealt with, Lucky Charm would block you from playing something more helpful to counter the incoming card that turn. Now with boss card history visible starting with the Pool Party update, Lucky Charm is much better to pack for extra star gains with more foresight on potentially dangerous cards incoming from the boss and time to discard it if needed. Holy Night is free and will give extra stars over the course of a game sooner and Portable Pudding can be good for Avengers or emergencies, or as of the Sweet Gods update can act as a consideration for QP Dangerous to hold it unused and heal for 1HP when achieving a battle KO.

Situational: Metallic Monocoque, Super All-Out Mode, Path Blockers, Mimic
These have situational uses that would be dead weight against some bosses and should be changed out according to who is fought. Metallic Monocoque is a huge staple against Jonathan and would be good to pack against this boss even at the cost of another 5 point card on higher difficulties. It is also helpful against M10 Robot but may end up draining tons of stars when the Robo Beam card takes off late game. Super All-Out Mode can be extremely risky since it also gives a buff to the boss and mobs, against Summer Beast or Swimming Coach this could kill your team so must be used carefully. Path Blockers is too expensive for something that invests into the Trap archtype of cards which are the weakest types of cards in Co-op and only situationally worth picking.

Mimic is expensive and usually hard to consider when everyone can pick between two different hypers they want as it is so typically people already will have good hypers they want most of the time. If a Dealer keeps drawing the hypers people want and deals them out then Mimic almost has no point. Mimic's main notable point is lucky Arthur/Nico shenanigans where they can potentially get multiple copies of another player's hyper if they can draw Mimic after setting off their own hypers. Despite all of this, it might still be a decent consideration with coordination to potentially have a teammate mooch off of one character's good hyper like Suguri's or Sora's to help kill the boss faster.

Bad: Mix Phenomenon, Price of Power
Mix Phenomenon is too random and doesn't work very well when Terror boss tiles override any changed tiles every 2 turns anyways. It is also potentially dangerous on boards with dead ends if say a warp panel was changed to something else and the team was trapped for a few turns.

Price of Power is too expensive and pointless when there's often no need to pay more stars to play higher than current Norma level cards in a mode where Norma isn't a serious problem to achieve. Even if it was hard to Norma, Price of Power would simply delay being able to Norma due to increased card costs for all cards.
2 Point Cards
2 Point Cards
(Assuming Level 10 in a role, optimal number of 2 point cards that can be brought: A = 5 with one 5-point card, B = 4, C = 1 with four 5-point cards or 6 with two 5-point cards, D = 3 with four 5-point cards or 8 with two 5-point cards, E = 0 or 5 depending on number of 5-point cards)

100% Staples: Extend, I'm on Fire!, Quick Restoration, Rbits, Reverse Attribute Field, Home Improvement, Saki's Cookie
ExtendREC is brutal in Co-op and Extend helps everyone stay up more frequently. It should ideally be packed when not speedrun farming. I'm on Fire! is a cheap +1 ATK and a Kae staple. Quick Restoration is good to take a hit and heal afterward, Rbits is a cost effective defense boost.

Home Improvement is cheap to play and provides a draw effect on all homes after a roulette. The Home Roulette and bonus draw have no drawbacks to consider unless Halena, Cook, Store Manager, Merchant or Jailbird are used, but is still a very small potential drawback in those instances. Reverse Attribute Field may let someone nullify stat gains the boss has for a battle. Saki's Cookie is a 2 point filler playable anytime for 1 HP heal.

Secondary: Forced Revival, Gentleman's Battle, Deceptive Disarming, Long-Distance Shot, President's Priviledge, Princess's Privilege, Big Magnum, Shield, Tactical Retreat, Serious Battle, Piggy Bank, Windy Enchantment, Encore, Unpaid Work
These are cards that are useful but tend to be more exact in their effects.

Gentleman's Battle is the newest addition to co-op and lets you challenge any full HP target. Good for Haruo Chickens, Summer Beast Seagulls, and to a smaller extent Swimming Coach mobs. Deceptive Disarming in Co-op provides a way for a user to negate the boss' next card ability from being activated if the user can survive a fight against the boss. This is a very good effect but fails if the user does not survive the encounter and is not usable unless the card holder happens to be able to attack the boss the same turn they are trying to deactivate an incoming card. Guardians will have increased value giving shields to teammates with this card existing now, and Avengers can guarantee the effect to go off if they can activate Beyond before going into battle.

Long-Distance Shot is good at finishing Summer Beast lives and pecking away at shielded bosses or a weakened mob. It is also a vital staple for dealing with Swimming Coach Goalposts where 2-3 should be packed against it by everyone. President's Privilege is a good card to pack with characters that have expensive hypers such as Mio and Lulu. Princess's Privilege can now also be played if it is the only card in your hand starting with the 3.5 update, so there is some serious potential to be had especially if a Dealer is in the game since they can deal it to someone who has no cards and net more cards in 1 play, or use it to draw 4 cards themselves.

Big Magnum is strong at the cost of 1HP and stacks with Avenger revenge passive. Shield is ok but prevents counterattack and only usable when defending(Attackers cannot use it most of the time), Tactical Retreat may save your life or is good for Nath to get an easy stack safely. Piggy Bank may help give extra stars with some luck but an enemy can trigger it and benefit from it. Serious Battle is a different functioning Reverse Attribute Field with less purpose.

Windy Enchantment gives +1 move while held but unable to Norma while holding. Encore is filler that is nice to put on a good panel and isn't triggered by enemy units. Dealer’s Demand ability can actually be triggered twice if landing on an Encore card and probably Encore’s biggest reason to be packed and paired with Path Blockers.

Situational: Lonely Chariot, Pet Snacks, Ambush, Dark Side of Business, Play of the Gods, Forced Revival
Lonely Chariot is very hit or miss unless in late game or with Halena + hyper in play or pairing with Metallic Monocoque. Pet Snacks lowers ATK of all enemy units on the field by 1 in their next battle. It is a fairly weak effect for a 2 point card against most bosses, but is considerable vs Summer Beast and Swimming Coach. Ambush is too specific and expensive but has an alternate use of also not moving for the turn. Dark Side of Business is only useful against Star Devourer and even then still part of a risky strategy. Play of the Gods is good to pack alongside Super All-Out Mode, Forced Revival, or Star-Blasting Light to try and cheat them out at a discount. Forced Revival can revive anyone KO'd in a pinch but is also expensive. It's primary usage involves cheesing Star Devourer's Big Poppo with 1/2 HP revival or Summer Beast to make her a little easier to KO again.

Hard to Use Effectively: Lucky Sevens, Little War, Poppo the Snatcher, Accelerating Sky, Lost Child, Bloodlust, Indiscriminate Fire Support
Lucky Sevens is RNG hell as your rolls for any action range from 0-7 while held, leading to odd results not normally possible. It only costs 2 deck points and can still be beneficial if you are feeling lucky or need more Gifts, a considerable choice for +ATK characters. Little War is useful paired with hypers from those like Kai, Suguri, Sora to maximize their effects. Poppo the Snatcher and Accelerating Sky are two cards mainly for Kae buff gimmicks, Lost Child may be ok filler or something that can be passed between multiple dealers in one game, Bloodlust is best for Avenger then Attacker. The wrong character could draw Bloodlust and it see no play meaning a dead draw.

Bad: Star-Blasting Light, Stiff Crystal, We Are Waruda, Poppoformation, Desperate Modification, Backdoor Trade
Star-Blasting Light is too expensive and only does minor damage for Traps not commonly used by bosses. Its most notable use is against Hyper RoPochi since it will destroy invisible bombs laid by the boss, but it could be very difficult to afford playing SBL or pairing it with President's Privilege in time. Another negative aspect is that this will also backfire against trap cards placed by teammates as well, so can be very harmful with characters like Krila or Star Breaker who lay traps for their hypers. Outside of a minor possible use against RoPochi, it is generally bad and can be completely useless depending on the boss.

Stiff Crystal is too expensive at a 20 star cost and unrewarding overall. We Are Waruda is nearly pointless when it focuses only on uncommon traps and better for nothing more than getting a trap off of a home panel or filler to contribute to Cuties' Crashed Events passive. Poppoformation is a Trap that can cripple a teammate very badly and would be very difficult to plan for effectively without Path Blockers. Desperate Modification is investing in a coin flip instead of something with a more consistent effect. Backdoor Trade wastes stars to Norma in a mode where getting Norma isn't a major problem.

Actually Removed from Co-op LOL RIP
Sweet Destroyer got a rework in the normal mode in the Sweet Gods update, but it was also removed from Co-op. It was almost useless before and probably would've made QP Dangerous completely insane after the rework so I can only imagine that is why it got removed.
0 Point Cards
0 Point Cards

(Filler cards with no remaining points left)
100% Staples: Nice Jingle, Dash, Overtime, Nice Present
Nice Jingle is free to play at any level and simply doubles your next bonus panel roll. Good and best played starting at Norma 2 unless things go horribly wrong in the first 2 or 3 chapters.

Dash is cheap and helps people escape bad situations or get somewhere faster. Overtime is only usable Norma 3 onwards, but can be very useful later in a game when lots of boss panels have spawned, the skipped turn effect can be timed to kick in when Terror/boss panel spam occurs to try avoiding the boss the skipped turn entirely. This is insane to pair with Mixed Poppo on Norma 3 on the Treasure Island boards and get tons of stars to hopefully get the team to Norma 4. Nice Present draws 2 cards at the cost of 10 stars, worth doing as long as you wouldn't have to discard a card after unless you have something that is already dead weight that wouldn't be played.

Secondary: Rainbow-Colored Circle, Here and There, Cloud of Seagulls, Party Time, Unpaid Work
Rainbow-Colored Circle is cheap filler that might be good to give Support characters a ridiculous Evade roll or a hail mary for whoever else uses it, Here and There is a board shuffle that could save the team from a bad situation or maybe not, only way to find out is to try. Cloud of Seagulls is a free coin flip as to whether or not the user or an enemy takes 2HP damage, Party Time is a pricey warp everyone to same panel card that could help setup some serious damage. Unpaid Work is a slightly underrated card that is filler best used against Star Devourer and Ropochi who often take stars from the team. This is especially handy as a filler when trying to go for the cheese speedkill strats against Star Devourer so that it may help you not lose out on norma opportunities.

Situational: Treasure Thief, Heat 300%, BanaNana, Tragedy in the Dead of Night, Exchange, Dangerous Pudding, Indiscriminate Fire Support
Treasure Thief lets you take a card out of other players' hands, which is situationally helpful to pass an important card to someone else that otherwise couldn't get it, but this only picks 1 card in the hand at random and could be a tool to troll with since the other person can't decline giving a card away. Heat 300% is only useful to give Kae a +2 ATK boost thanks to her passive but could be helpful if an enemy lands on it somehow. Unfortunately it got changed from 3 turns duration to stock effect (1) for the next battle only. This damages Kae's max potential a bit but still a considerable card for Kae. Indiscriminate Fire Support is extremely random and inconsistent, but is a whatever pick if you need a 0 point card that can give more opportunities for damage.

BanaNana isn't super good or super bad and might not be able to be used in a good way for some time after it is drawn. It is mainly useful for placing it on a drop panel for protection later or to put it on a Home to let a teammate behind the user stop at Home and go for another roll for whatever reason they might need it (i.e. running from enemies behind, catching enemies ahead). BanaNana works much better with good communication. Tragedy in the Dead of the Night is another way to setup passing a random card out of someones hand which could also be used for trolling. Exchange can come in clutch rarely, but is so awkward to setup in a way that would make it worth it, but it is something for Store Manager to consider packing to try and get cards out of his hand if someone else can draw it and set it up through a miracle.

Dangerous Pudding normally isn't that good since it can affect players as well and weak overall when landed on, but has a niche and occasionally used because of QP Dangerous and some strategies around her. Having a team of multiple QP Dangerous players with Dealer and Attacker followed with other roles and they all cram their decks with multiple copies of Dangerous Puddings means easy ATK gains for each one of these cards drawn.

Bad: I Wanna See You, Mimyuu's Hammer, Sink or Swim, Gift Exchange
I Wanna See You is a Trap that can disrupt the flow of your team and isn't worth using when you can use better more consistently helpful cards instead. The only real use it has is for Halena or Cook to place one shortly before their Home so that someone can land on it later and the user can go Home again quickly to gain additional stars or remove Hunger through their passives.

Mimyuu's Hammer is really weak for 1HP damage for whoever lands on it and only reliable to setup when a teammate has already moved to the tile you're about to move from and the boss is likely to move onto the teammate's panel on the boss' next move as well. When the boss attacks your teammate Mimyuu's Hammer will activate. A weak card to pack and mainly would be done because of someone who hasn't bought many cards yet. The stat drops for the minor payoff with Sink or Swim is underwhelming and honestly not worth over other filler cards. Gift Exchange is completely random how it distributes cards across the team with no control, not a good card to pack and is capable of trolling.
Community Pack 4 Cards
0 Points
Warp Control is a SHOCKING addition to this game, and a MUST pack for any split boards. Being able to choose your next warp panel is completely insane and is even free to pack so there's no reason not to pack it unless you know you are going to a board that only has two warp panels normally I.e. Tomomo’s Abyss.

Bank of Poppo Generally useful as a source to mill stars later in a game. Placing these on a home lets players more easily land on it while enemies and bosses can't always stop at a home forcefully. Bosses and mobs can reap the awards if they land on it the 2nd time, and it won’t take stars the boss doesn’t hold such as Summer Beast and Swim Coach, so some discretion is needed to get the most out of this and whether it should be packed or not. It is NOT a 100% staple always.

2 Points
My Wild Friends is an interesting addition to Co-op which will spawn an NPC buddy which is good for general utility especially against bosses heavy with mobs. The buddy you get appears to be based on the pool of NPCs you can run into on encounter panels in the current match. It's other use involves (rudely) spawning a buddy on your tile as a means to block an attack from an enemy behind you after moving for the turn. You can only have one buddy at a time, and activating it will roll a random buddy again with 5 HP as opposed to 4 HP like in Normal mode. Oddly enough these can also act as possible decoys for cards bosses use such as Ubiquitous which would take stars, if the buddy is targeted no stars are taken from the team total.

Contest of Cuteness is a rather strange co-op card, turning an engagement into a safe/tame battle if the user attacked first. This could be useful as a cost to stop on a challenged enemy safely without risking dying to the enemy and when you really need to land on the same tile it is on. This is useless when defending, but Attackers may be able to use this to strange benefit due to their passive making them attack first against bosses.

Nanako's Bit is a bit of a steep card to use in early game, but will prove to maybe come in clutch way later in a game when the chapter bonus makes up for the bit costs.

5 Points
Rebelllion is an interesting choice as it will require you to use it against any boss besides Summer Beast, but it costs 5 deck points to use meaning it is harder to pack compared to other consistently better cards. Outside of Swimming Coach, it’s just too inconsistent and expensive both in card points and Star cost to really consider normally in my honest opinion.
Extracurricular Pack Cards
On July 7th 2025, the Extracurricular Pack was dropped, delivering 12 more cards to 100% Orange Juice while introducing a new card type known as Banner. Banner cards have effects when placed down that affect the game on a wider scale but will be destroyed when stepped on again after being placed down. I won't describe the full effects for each card, so refer to the wiki or in-game if you don't know it off the top of your head. Taking a precursory look and brainstorming with first impressions on the cards so far:

0 Point Cards
Full Burst seems like a promising card for specific characters like Saki who want to play their norma 3 or 4 cards a bit more quickly or as a possible way to cheat out cards like Super All Out Mode or Forced Revival depending on bosses being fought.

Go with the Flow seems like an alternative choice to Here and There after forever, acting as a personal warp instead of affecting every unit on the field. The first immediately good use for the card that comes to mind is Mixed Poppo and Mother Poppo to abuse their teleport passives a little more.

Chef's Special: I don't think I'm smart enough to figure out right away who benefits the most from this, it seems better for higher HP characters and is basically a YOLO gamble to have a chance of getting all of your lost HP back if you can meet the specific Trigger condition of getting hurt and having it bring you down to 1 HP.

The Greatest Troublemaker Ever: This is going to be a MIGHTY random trolling card. It can hit allies as well, can pack 3 of them, and does 3 damage to whatever it hits. I'm having a hard time determining how to use this thing without it being incredibly risky, but I guess that is the point.

Look How Long My Arms and Legs Are Now: Clearly this caters to Trap users given how it makes everything else a higher norma level to use. Saki, Chicken, Arthur, maybe Yuki D seem like the ones most benefiting from this card.

2 Point Cards
Mousse the Thief: Can be useful against bosses besides Summer Beast and Swimming Coach since they won't hold stars much, but maybe just became a good complimentary addition to Star Devourer strats.

Coming Back Stronger: The obvious drawback of this card is that it can only be played on Norma 4, but it is a good card with straightforward effects and gives extra ATK later on for getting KO'd while this card is held. I expect this to become a new staple overall especially on Attackers.

We're Ticked Off:
This is a no brainer for anyone that uses Gift cards as part of their deck, having an extra +2 ATK when at 1 HP. Hero Kai and Tsih can be extra obnoxious with this thing.

Protection Fee: Maybe considerable on smaller boards against Star Devourer and Ropochi, but it's all luck of the draw seeing if enemies will keep landing on homes or not.

5 Point Cards
Extreme Alteration: The clear standout insane addition of the 5 point cards in coop. If the right character holds on to this and can land on 3 Terror panels, it's almost a free draw for everyone alive on the board. Dealers might start packing this but the 5 point cost means you gotta have it replace something else which will work for some Dealers but not all of them 100% of the time.

Fluffy and Fuzzy: This thing is going to go HAM with certain characters like Iru or Suguri 46B, so while expensive will be considerable for some characters that will be using card damage fairly consistently, Pilot Marc included if both versions of her hyper count as different cards for FaF.

Feel the Rush with an Energy Drink: -1 REC for all players. Obviously incredible effect but at 5 points you gotta figure out how to fit it in your deck without sacrificing something pivotal.

These cards might be the most multi-faceted cards yet, I think it will take some time to fully see where these all go. After some time I will come back and update this section.
Miscellaneous Tips and Tricks
Last is a section with pointers and miscellaneous information that will help to make things easier overall or in the long run.

Always Be Looking at Boss Cards Incoming and Cards in Teammates' Hands
When waiting for your turn, do a lap visually around the screen and check what is in everyone's hands. I don't like to order people around all the time, but sometimes people go 2-3 turns before using cards like Holy Night or Nice Jingle later in a game where holding on to them in hand has no value and playing them asap is better more often than not. There are also crucial plays that can be missed like sniping a Balloon Bully at 1HP for those not paying attention.

Prepare For The Future
Once you have role(s) at level 10, take time to build and save at least 1 deck preset in Single Player --> Co-op deck preparation for all character + role combinations: This is the most time consuming thing you can do to prepare for Co-op that takes several hours and is slightly overkill since you will never realistically use every single combination possible. This is helpful however in getting used to the cards you have available in co-op and being able to understand what to put in decks better or where to find cards faster when you need to make quick adjustments later on. Since School Crashers 2022, a deck search feature was implemented so finding cards can be easier as long as you know the name of the card you are looking for if you are in a panic and can't memorize its location during deck building.

More importantly it will be a time and life saver having a preset saved for each possible combination so you always have SOMETHING ready instead of being left to the mercy of game doing automatic filler cards for your deck if you ran out of time during deck construction in an online game.

Note that the only way to have infinite time to prepare a deck for Softened(Online) Tomomo is to make a Private Multiplayer Co-op room, start a game, and then do it in there since Tomomo's role values are different in Single Player.

The other reason this is important is that you always have something ready to go and can spend more time focusing on the characters and roles your teammates are picking. Don't rush deck building and character choice and let the prep time run so you can make adjustments based on what your team picks during countdown. If you rush and ready up, you can no longer account for what picks your team is still working on.

Build For Yourself But Don't Forget About Your Team
Deck Construction is more simple if you build by bringing cards mostly that would help YOU, but leave 1-2 cards that would be good for anyone drawing them if you bring most of what you can already.

For example, Attackers and Avengers are expected to bring more damage to the table so should more often be the ones packing the cards like Hyper Accel, I'm On Fire, Big Magnum, Super All Out Mode. Guardians and Supports should usually pack a Dinner followed by more staples and smaller cards like 1-2 Rbits, Cookies, Quick Restorations. Dealers are the most versatile and don't follow a one build fits all situations rule, but should bring more cards that will help individuals such as Puddings and Rbits followed by things such as Hyper Accel, Passionate Research, and Shield Counter.

Extend should be packed by every player because REC is one of the most brutal hurdles to overcome and is simply too good to ignore avoiding the most problematic aspect of being KO'd. Rbits and Cookies are safe bets to pack if you only have 2-4 points left and have no idea what else to bring.

Beginner's Cheatsheet
If you still don't have any idea what to do and want to play safe picks, below is a quick summary of typical cards to bring along with notable characters at a glance:

Attacker: Bring Hyper Accel and/or Passionate Research for 5 pts, Extend, followed with remaining filler cards.
Kae: Hard hitter and good REC for an attacker
Star Breaker: Good stats for engaging in a few fights, potentially powerful hyper
Shifu Robot, Sora Military: Always gets up after being KO'd from battle but require a bit more knowledge after Pool Party nerfs.
Marc, Kai: Starting characters

Guardian:: Bring Dinner and/or Passionate Research, Extend, followed by filler
Kyoko, Fernet: The strongest defense walls to maximize Guardian's new playstyle
Halena: A defense-oriented character with a really protective hyper and good stats for survival
Watty: One of the latest terrors in gaining passive buffs by using her high DEF stat and hyper together.
QP: Starting character

Support:: Bring Dinner and/or Passionate Research, Extend, followed by filler
Natsumi: The premier Support healer, stars for healing HP with role.
Cook: A good Support character who can zip around the board with mad high rolls later in a game if she gets her hyper.
Tequila: Able to turn damage moving 2nd in battle into higher attack rolls while playing Support
Aru: +3 EVD after Norma buffs and good support for any team
Suguri: Starting character with +3 EVD after Norma buffs

Avenger: Bring Pudding and/or Portable Pudding, Extend, followed by filler
Kiriko: Highest HP pool possible for the role alongside Flying Castle
Arthur: Solid choice all around without a bad passive
Marie Poppo: Early character/non-DLC option

Dealer: Bring Dinner, Pudding, and/or Hyper Accel, Extend, followed by filler
Yuuki: Strong hypers that will often NET EARN stars as well
Mei: Buff your team with Red and Blue gifts that +1 in all stats
Peat: Give +1HP Peat desperately needs while having a strong hyper in reserve
Kai: Starting character, amazing hyper to pass to teammates
Who Has Sauce Versus Swimming Coach?
Since Swimming Coach is a wildly different boss than usual and can be quite a pain without an organized team, I'm jotting down anything I can that seems to be something useful to use against it. It might be time to save a preset deck specifically vs this boss because of how different the dynamic is since you get more killing its mobs then trying to fight it on boss panels(or nothing in the case of Hyper difficulty). I'm all ears if someone knows something else not listed that is a good pick for the new boss.

Characters:
+ Kiriko: Her Final Surgery hyper will kill every goalpost and give 25x stars for each one killed. Absolutely nuts and a time you definitely want this hyper.

+ Iru: Her battle challenging passive is invaluable to guaranteeing a goalpost KO. Her hyper is extremely handy here no matter what enemies it hits since it will kill goalposts or weaken the tougher enemies that are difficult to damage for more than 1 damage per fight anyways.

+ Fernet: Air Strike is a good tool specifically on this boss to try and mass snipe goalposts while dealing guaranteed damage to the other bigger units too.

+ Pilot Marc: Thanks to her flexible hyper, she can kill a goalpost or power up to deal big damage to a bigger unit.

+ Sumika: Her hyper can bring back various cards sourced from the deck and used/discarded that you may need again.

+ Tequila: His hyper will generate 2 fights with the various mobs risk free.

+ Ceoreparque: Her evade passive will kill a goalpost as long as Fury isn't active. Useful in case she can't KO one when she attacks especially if playing Support.

+ Saki: This is more board dependent, but with luck of setting a Big Bang Bell and targeting a Ringer or Bully with Path Blockers(NOT Goalposts since they don't move), this may be able to hit multiple of the bigger enemies at once or possibly KO them.

+Watty: Added more than a year after Swimming Coach appeared in the game, Watty's base -3 ATK means she can have a decent chance of killing Goalposts before getting Hardened Scale stacks, and with any luck pulling off her full hyper could be really helpful to damage the ringers and bullies as well.

+Grain: Released much later after Swimming Coach dropped, Grain's hyper can absolutely decimate the floor of minions with good RNG. Him playing Dealer in this scenario or at least being supported by a Dealer will help the consistency of this strat.

* Long Distance Shot: Definitely consider packing some to snipe enemies here and there, these will probably become crucial to keep things moving along.

* Gentleman's Battle: A little more expensive than LDS, but an alternative if you really need to try and KO one goalpost while being able to challenge a bigger full HP enemy from anywhere on the off chance it can be combo'd with a big attack.

* Shield Counter: Increasingly more important as Attackers aren't as good against this boss and how powerful the mobile minions are, this has a chance of dealing multiple HP damage to the Bullies.

* Pet Snacks: A cheap -1 ATK debuff against all active enemy units in their next battle.

* Home Improvement: A really slept on card that will help draw more quickly.

* Passionate Research: Important so far for characters like Iru, Kiriko, Fernet to get their hypers faster.

* Party Time ([ConPer] GAm3CrAzY): Party Time is useful to bunch up goalposts onto one tile so that effects based on their interactions are restricted to one area on the board, but this card will become more crucial on Hyper difficulty whether or not you are going for the achievement that involves beating Swimming Coach without KO'ing a goalpost.
Swimming Coach Halloween 2025
Mariosonicman brought something to my attention regarding the Troublemakers update, it seems that Swimming Coach is not the same since the last update. You have no chance to survive, make your time.



























(Is just a joke, at this point in time Swimming Coach was bugged to not be able to play any boss cards and had Haruo's hyper for some reason.)
Special Thanks
  • Orange_Juice Co for making this wonderful insane game I'm now over 1000 hours in.
  • Fruitbat Factory for localizing this wonderful insane game to Steam.
  • Fruitbat Factory and 100% OJ R&D Discord servers for testing out so much random stuff and expanding my horizons on ideas.
  • Zomoroko for all their work adding unit and hyper card artwork to the 100% OJ Wiki which are shown throughout the guide(I still need to replace my old hyper crops I made).
  • Anyone who has contributed to the Wiki and done their best to document as much information as possible for as many strange instances or specific scenarios as could be imagined.
  • Anyone who has spent the time to read all of this information and provide any insight, errors in text or information, or ideas for improvement. It is a ton of text by now and I definitely catch errors way later after posting more often than not.

    Now, go forth and find yourself one of those cute Haruo pets if you seek happiness.
50 Comments
Emuser  [author] 26 Oct @ 9:35am 
Oh my god that is hilarious, I made a special section for the occasion :O
mariosonicman1 26 Oct @ 9:24am 
if you are about to update it, I have a funny thing you could add for the sauce vs swimming coach.

"triple trouble update: The update has removed cards from swimming coach and all he is able to do is summon minions, its the easiest time ever to fight him on hyper difficulty"
Emuser  [author] 26 Oct @ 9:22am 
(I also hadn't updated in a few days so some info is outdated or placeholder status while more experience was needed with the role to understand it better.)
Emuser  [author] 26 Oct @ 9:10am 
It is true that someone like Kyoko will more reliably buff their ally, but sometimes they still die after cause of a big boss roll, and the chance of Kyoko in this instance still rolling a 1 on ATK even after the Reinforce buff is kind of saddening. Of course the role is newer and opinions will change over time, but to me the main issue is that Vanguards have to battle to get their benefit and having negative ATK while going into battles more often just seems terrible.
mariosonicman1 26 Oct @ 8:45am 
what if you looked at some of the vanguard roles as a purpose of buffing a teamate then just being used to assist in an attacker role? it would make characters like kyoko go from being bad because she has -1 atk, to being good for pretty much guaranteeing your ally gets the stat boosts, or stopping them from getting damaged in the first place. after all im sure its a role that you will unlock at guardian level 10 once the event ends, so why not use the role similar to being a guardian?
Emuser  [author] 21 Oct @ 7:52am 
Vanguard stuff will be added over time, it will take a while so don't worry in the meantime :aos2saki:
Ignatius 21 Oct @ 7:44am 
It's Vanguard time!
mariosonicman1 12 Oct @ 12:20pm 
I take it this guide will update properly once we unlock the new co-op role? I can only imagine how long it will take to add it to all the characters once we know what it does.
♫Fire_Phoenix♫ 8 Jul @ 2:46pm 
New cards looks interesting. Full burst looks great on dealer Mei, after 1 cast it's basically Nice Present.
Emuser  [author] 1 Jun @ 4:38pm 
@Ignatius OH YES I saw the news and started working on updated stuff right away, some time might be needed to see the extent of what these changes mean for those two in the long run though so I may have to come back and update some text after a little while.