Astral Party

Astral Party

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What do Chips do in Astral Party? (Accurate Chip Guide)
By Pikachuness and 1 collaborators
This game is full of mistranslations, errors, and general confusion surrounding mechanics. In this guide, I aim to provide accurate information on how Chip mechanics, selection, and general effects occur in the game, as well as provide a guide on what Chips characters should pick.
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Chip Mechanics Overview
This guide references some pre-defined "Keywords" from my previous guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3394637640

Chips are the main way to build characters in PvE, with each Chip granting special passive bonuses to your character's stats, actions, interactions, and more.

Chips can be obtained in the following ways:
  • By completing certain Tasks (map specific objectives that can be viewed up near the progress bar), which give all players a Chip at the end of the round it was completed. These have their own 'task level' based on the task completed, and do not follow your levels.
  • By direct purchase from passing by or landing on Chip Shop panels, for 10 coins plus 5 coins for each Chip you've purchased from Chip Shops previously.
  • By Levelling up, which also increases the odds of finding rarer Chips.

When you fulfil one of these criteria, you will be offered Chips from a random selection of 3.

The Chip rarity odds per Level can be seen in the table below:

Level
Blue%
Purple%
Gold%
Level 0/1
60
37
3
Level 2
40
45
15
Level 3
25
50
25

There are currently 4 different types of Chips: Mark, Starlight, Heal and Untyped. You can only choose two of Mark, Starlight or Heal, and then you're locked out of the other archetype. For example, if you choose 2 Starlight Chips, and then a Heal Chip, you will not be offered Mark Chips for the rest of this game.
For Untyped Chips, they can be found regardless of if you've selected any Chip types.

[UPDATE]

There's been a massive discovery regarding how chips are offered. There's a chip class system that appears to be in place, forcing the leftmost chip on levelup and chip shop (and likely Mimi's potential) to be forced into a much smaller pool of chips. I'm currently busy, so please check the wiki's Chips page for more information.
Untyped Chips (Part 1)
Since Untyped Chips aren't part of an archetype, they don't contribute to the same combo potential as many typed Chips and are harder to search for. However, they offer many generically useful benefits that can assist, regardless of Chip types you've selected, and don't lock you into committing to anything.

Boxing Gloves


Basic (Blue): Gain +1 ATK.
Good (Purple): Gain +2 ATK.
Excellent (Gold): Gain +5 ATK.



Probably the most straightforward Chip in the game, Boxing Gloves give flat ATK, which almost every character likes. While the Blue and Purple variants are outclassed by later typed Chips (Target Board and Standard Scope), the Purple is still liked by many DPS, especially those with lower base ATK, and the Gold is almost always an instant pick for every single character.

Recommended Chip Choices:
Blue: DPS characters, if there's not a better Chip available, such as Misaki, Ame-chan and Nancy.
Purple: DPS characters, especially ones with lower ATK, such as Nancy, Alana and Luka.
Gold: Everyone.

Motorbike Helmet


Basic (Blue): Gain +1 DEF.
Good (Purple): Gain +2 DEF.
Excellent (Gold): Gain +3 DEF.



A much less useful Chip, DEF doesn't matter as much to directly advancing the win condition in PvE since reducing damage doesn't help you KO the boss. However, it can be useful for characters with low DEF or those who want to be taking consistent damage.

Recommended Chip Choices:
Blue: Any character who doesn't have rerolls remaining/doesn't want to waste rerolls on a pretty bad Chip set.
Purple: Characters who lack DEF, like Ame-chan and Pandaman, and those who want to take consistent damage, like Papara or Lulu. Of course, any character can pick this up if they feel particularly frail.
Gold: While it's better than the Purple variant, the usability doesn't change.

Sandwich Biscuit


Basic (Blue): Gain +2 Max. HP. Increase your current HP by 2.
Tasty (Purple): Gain +3 Max. HP. Increase your current HP by 3.
Delicious (Gold): Gain +5 Max. HP. Increase your current HP by 5. When you start your turn at or under 50% HP, gain 1 stack of Counter.



+HP is a worse Chip variant than +DEF. Increases to DEF greatly improve your survivability over multiple battles and synergise better with builds that centre around either sustain or remaining at 50% HP. The main benefit of increasing HP against DEF is to better redirect and tank HP-based attacks such as the Active Skills of Cracker Croaks, Spear Spirits or Jelly Wizards. The immediate HP boost can draw them in the turn you gain it, and having higher maximum HP lets you redirect more in the future. A lot of sustain is needed to remain at these higher HP levels to effectively draw enemy skills however, making this inconsistent. The Gold variation has an actual usable effect, but is hard to make proper use of.

Recommended Chip Choices:
Blue: If you situationally need to redirect a single HP targeted attack from a teammate, and this Chip will put you over the threshold.
Purple: Same as above.
Gold: The only +HP effect with utility, this generally isn't your best choice regardless. Take it if you don't like your chips and don't want to reroll.

Speedy Rollerblades


Basic (Blue): Gain +1 Move.
Good (Purple): Gain +2 Move.
Excellent (Gold): Gain +4 Move.



A fantastic Chip for consistency, +Move is a significantly rarer bonus than every other stat, and is a very powerful tool for DPS and Support alike. However, Move isn't as good with the ATK to back it up, so balancing the two is crucial. Of course, +Move only applies to dice rolls, so the Move setting of Smart Dice doesn't apply. It's worth noting that Zhao's passive only counts the base, so you can still get Misfortunes from rolling with Move bonuses.

Recommended Chip Choices:
Blue: Characters who want Move as part of their base kit, like Jasmine and Luka, as well any skill DPS, like Fen or Padman.
Purple: The above, plus characters with high ATK, such as Misaki, Ame-chan and Nardis. Supports who also want to move far, such as any character with the ATM Chip, or Parunan for hitting more shops for her passive.
Gold: Most characters appreciate this, but it becomes more valuable the more you can make use of high Move. One character who may not like this as much is HaiQing, who would miss out on her passive skill if she gets too high +Move.

Adrenaline



Standard (Purple): When at or below 50% HP, gain +3 ATK and counterattack immunity.
High Efficiency (Gold): When at or below 50% HP, gain +8 ATK and counterattack immunity.


What used to be a pretty mediocre chip has turned into something quite valuable, giving some offensive utility and some ease in maintaining the boost. However, there is still significant risk at remaining at or below 50%, so take with caution.


Recommended Chip Choices:
Purple: Papara. Situationally, any attacker with a few routes into 50% HP.
Gold: Similar to Purple, but much greater payoff. If you think you can make use of it, go ahead.


Piggy Bank



Every 2 Effect Cards used, gain +3 coins.




The only exclusively Blue Untyped Chip, Piggy Bank rewards playing cards every turn with slightly more coins than the equivalent Blue Starlight Chip. However, it's usually unfeasible for most characters to acquire and play cards frequently enough, making this Chip quite restrictive in usage.

Recommended Chip Choices:
If you have Backpack or Ninja Shuriken, consider picking this up slightly more. Otherwise, Zhao's unique card spamming, Komachi's card recycling and additional card play active, and Parunan's access to effect cards make them decent choices for the Chip. Rin has the potential to use this, but be advised that her stockpile of cards will often win the game outright.

Extra Battery


Reduce the maximum cooldown of your active skill by 1.
If your active skill is on cooldown when this is obtained, reduce the remaining cooldown of your active skill by 1.



A simple but incredibly powerful Chip, Extra Battery is useful on so many characters it may be more helpful to list the characters it doesn't work well on.

Recommended Chip Choices:
Characters with situational active skills, such as Megas, Ame-chan and Papara can't get the most use out of this Chip. Similarly, characters who have downsides to their active skill (Fanny risking bad events, A.L. needing cards to use his skill) don't like it either. Pandaman dislikes it because his active skill sucks.
Finally, Lulu's passive skill recharging the active when she's damaged often means obtaining the Chip for her is overkill.
Untyped Chips (Part 2)
Recommendation Letter



Draw 2 extra cards every Round Reward (Occurs every 3rd turn).




A great source of additional cards for characters that can't find the time or money to buy from a shop, Recommendation Letter is most usable on characters who cycle through cards quickly.

Recommended Chip Choices:
Characters who appreciate more cards, such as Megas, Nardis, A.L. and Mimi. This Chip also works well on DPS characters who spend all their coins levelling, or specifically Nancy for her discard passive.

Large Backpack



You can play 1 additional Effect Card on your turn.




A very powerful Chip for someone with the resources to use it, Large Backpack is a useful pick for almost anyone with a full hand of Effect Cards, and it's still good to pick if you just want to use two specific cards on one turn. Again, almost every character can use this, so it may be better to list who can't.

Recommended Chip Choices:
A.L. sends most of his cards to his teammates, so he can't use this to its maximum effectiveness. Megas wants to keep her cards in her hand for her active, so she can't use it as well either.

Magic Tome



For every third Effect Card you play, draw that card.




Magic Tome is a very useful tool for recycling Effect Cards. While most usable for card spammers, it's still very usable for characters who like having one specific card in hand and want to keep it after using it.

Recommended Chip Choices:
Zhao, Rin and Komachi use this quite well, with Komachi's passive meaning she can recycle cards extremely efficiently.
Characters like Z3000 and Mimi, who want to be comboing Effect Cards with active skill usage, appreciate this as well, since they can keep their hand high.
Parunan uses this well, since she has access to shops more often than other characters, so she can find a good card to recycle, as well as Effect Cards to fuel that recycling.

Smartwatch


Draw 1 card at the end of your turn if you have less than 5 cards in hand.
You cannot draw cards this way if it would put you at more than 5 cards.




Incredibly powerful if you can use it, Smartwatch's 1 card a turn can fuel some absurdly good advantage. It can be difficult to keep your hand low however, and some characters may not want to keep their hand low.
The "cannot draw cards" condition is exclusively for the interaction with Megas' passive, which is similar. If you end your turn on 4 cards with this Chip, she'll only draw 1.

Recommended Chip Choices:
A.L. loves this Chip, since he's always sending cards off to other players. Nancy is also a great user of this Chip, since she can go from a full hand of all DEF cards to none in a single turn thanks to her discard passive.
Nardis may also appreciate it, with it giving her more freedom to use cards without impacting her passive.
Otherwise, grabbing Smartwatch is very situation dependent, and it's up to the player to decide if they want it.
Heal Chips
Heal Status
The Heal status regenerates missing HP over time, reducing reliance on cards or healing panels. You heal 1 HP per stack at the start of your turn and lose 50% of all stacks, rounded up, at the end of your turn.
Heal stacks are the hardest to maintain due to their fast expiry, making their effect volatile and requiring stacking multiple sources of the buff to get stable value. The archetype provides survivability and damage potential, but also comes with most of the weakest and most character specific Chips in the game, making it an awkward archetype for consistency.

Medkit


Emergency Treatment (Blue): Gain 1 Heal stack immediately before the start of your turn.
Complete Treatment (Gold): Gain 3 Heal stacks immediately before the start of your turn.


The Blue Medkit can be a decent starter for Heal builds. It heals 1 HP every start of your turn and provides a consistent supply of Heal stacks, something which the archetype lacks otherwise. Blue Medkit actually outperforms many Chips of the archetype specifically because it gives the Heal stack for no investment, and heals you at the start of the turn.
The Gold Medkit seems to be what the entire archetype was built around. It provides a significantly higher "floor" than Blue Medkit at 5 Heal Stacks, although it takes a few turns to get there.

Recommended Chip Choices:
Blue: Characters who have a reason to go Heal builds, such as Zhao and Lulu.
Gold: Anyone can work with this Chip, since it appears this Chip was what the Heal archetype was balanced around. You'll pretty much never die, but since you'll be locked into the archetype, it works best if you have a Zhao teammate to take advantage of it.


Safety Knife


Basic (Purple): When at full HP, gain +2 ATK and gain an additional +1ATK in battle for each stack of Heal
Sharp (Gold): When at full HP, gain +4 ATK, and gain an additional +1ATK in battle for each stack of Heal.


The Safety Knives provide the Heal archetype with its only source of damage output, granting a scaling ATK increase from Heal stacks while at full HP. Heal stacks will naturally aid in remaining healthy and the ATK bonus for each Heal stack doubles up with both Knives for a high boost, making for high potential with the right setups.
However, these setups are generally quite specific, needing character-specific builds or strong usage of Buffer Shield. Anything that drops you below full HP, such as counterattacks or King's Power, will instantly negate the power boost until you can heal back up as well.

Recommended Chip Choices:
Purple: Anyone who's already in/aiming for a Heal build. It's not worth branching into Heal with this Chip.
Gold: Same as above.

Buffer Shield



After an enemy attacks you, gain 2 stacks of Heal and +3 coins.




The strongest potential supply of Heal stacks, Buffer Shield grants inconsistent but significant benefits for Heal builds. It will activate whenever attacked or counterattacked, even if you evade the damage, possibly racking up many stacks and free coins and boosting the consistency of Knives. While anyone can get something out of this at face value, those with low DEF might find it difficult to use to the same level as others. Picking this early will lock you into the Heal archetype as well, making it a bit risky if your character doesn't work well with many, if any of the character-specific to bad Purple Heal Chips.

Recommended Chip Choices:
Characters that want Heal builds, such as Zhao or Lulu. This chip is generally good on tanky characters, but is partially map dependent. Water Town has few enemies that attack directly, for example.

Vitamin Pills



When you draw cards, gain 1 stack of Heal for each card drawn.




This is the first of four Heal Chips that are detrimental to the archetype by being useless to almost anyone, even those that would be interested. The healing from stacks only applies at the start of your turn, so almost all stacks gained from this Chip will be halved at the end of your turn before healing you on the next round. Combined with many characters not having consistent ways to draw a lot of cards, this relegates the Chip to those who can draw a lot of cards in bursts over characters with lower, consistent card intake. For those that can draw many cards in a small amount of time, it can give a decent boost to Utility Knives for a turn and give you some stacks to heal with over the next few turns.

Recommended Chip Choices:
Mimi. Nardis if she has Gold Medkit. Literally no other character can make consistent practical use of this Chip.

Friendship Badge


When you transfer coins to or heal another ally, you and that ally gain 2 stacks of Heal.
(BUG: This includes Lulu's active skill, despite it not directly healing HP).



Arguably a Blue rarity Chip if not for a single character. Transfers are a very slow way to apply Heal stacks to people due to their aggressive decay, making healing skills/cards the main way to provide stacks with this Chip. It's pretty obvious who this was made for, as healing sources are often too slow to consistently rack up a lot of value.

Recommended Chip Choices:
Zhao. The Chip was made for her, and is why she would be in Heal builds in the first place.
Lulu can use the Chip to decent effect, but it's a bug that it even works.
If someone for whatever reason picked up Gourmet Stew, it does have an interaction, but the struggle to get use out of Gourmet Stew is part of the problem.
Despite what it may seem, Pandaman CANNOT use this Chip, since he struggles to heal others with his passive.

Tasty Candy


When playing a card, gain 1 stack of Heal.
If you're at full HP and would have 4 or more Heal stacks after this, consume 4 Heal and gain 1 more card play this turn (Max. 8).



The worst Chip in the game, and the only one with a truly negative effect. It's unusable on its own due to most characters only being able to play 1 card a turn, granting 1 Heal stack that vanishes before you can even heal from it. It has anti-synergy with its own archetype, eating away at your Heal stacks and nerfing Utility Knife outside of your control for extra card plays you might not even be able to use that turn. It requires solid card income to make use of the excessive extra card plays across multiple turns. The Chip pales in comparison to the unconditional value of Backpack, requiring high investment to even compete with it, let alone surpass it.

Recommended Chip Choices:
No one. If you have Gold Medkit, it'll at least function, but pretty much any other scenario and it's useless. Do not pick this Chip.

Gourmet Stew



At the end of your turn, all allies up to 4 panels away (including you) heal 1 HP and gain 1 stack of Heal.



Rounding out the awful Heal Chips, we have a Gold Chip that really should be Purple. The Heal stack it gives the player who took the Chip disappears immediately due to how Heal stacks work, and the range is pitifully small. It can work as healing in a pinch and it at least provides other characters with access to Friendship Badge healing. However, it's still the worst typed Gold in the game and is part of why Heal is considered the worst archetype.

Recommended Chip Choices:
Anyone already going Heal can take this, as it's at least a functional, if underperforming, Chip. If you have Friendship Badge for some reason, it's slightly more appealing, but still not good.
Mark Chips
Mark Status
Enemies affected by Mark take 1 more damage when they take damage.
Mark expires at a rate of 1 stack per turn.

The Mark archetype is full of ways to apply single stacks of Mark, whether by Battle, Effect Card or Skill Usage, with the Gold Chips being the payoff for multiple stacks of Mark on an enemy. The archetype uniquely benefits damaging Effect Cards, but can provide a boost of free damage to any team and stacks well the more players invest in it.

For clarification, enemies that lose HP, like Tennoji Masao (Magic Academy) or Tennoji Masao (Soul Celebration) are not affected by this, since it's not damage being taken.

Handheld Fan


Small (Blue): After your skill resolves, enemies up to 6 panels away gain 1 stack of Mark.
Large (Purple): After your skill resolves, draw 1 card, and enemies up to 6 panels away gain 1 stack of Mark.


Handheld Fan's "resolving" is sometimes inconsistent, as it applies Mark after Megas finishes damaging the enemy but before Nancy plays cards in her battle. It's best used on characters with low skill cooldowns, or ways of lowering their cooldowns, but is also usable on anyone who appreciates Mark and uses their skill instantly.

Recommended Chip Choices:
Blue: Z3000, Parunan, Lulu and Luka, since they have lower than normal skill cooldowns, or can reduce it to lower than normal. Other characters who use their skill often, such as HaiQing, also appreciate it. Rin appreciates the Mark to activate her card's condition on.
Purple: All of the above, but especially Rin, Nardis, Mimi and Komachi. Megas can get use out of this since it refills her hand slightly after use, and she generally appreciates the Mark archetype.

Scope


Standard (Purple): Gain +2 ATK.
When you fight an enemy, they gain 1 stack of Mark before the battle.
Eagle Eye (Gold): When you fight an enemy, they gain 1 stack of Mark before the battle.
In battle, gain +2 ATK for each stack of Mark the enemy has.

A very powerful Mark Chip. Scopes give a valuable boost to ATK while still applying Mark before attacking, with the Gold variant even gaining more ATK per Mark stack. Applying Mark by battle is appreciated both by early characters to soften the enemy up for the team, and for later characters to soften enemies up further.

Recommended Chip Choices:
Similarly to Target Board, everyone should grab either if it shows up. By itself, it represents effectively +3 ATK, and significantly increases in strength the more the entire team goes into the Mark archetype. If all four teammates are in Mark, the Gold variant can easily be your team's win condition.
Of note, there is currently a bug where the two may interact incorrectly, and the Gold Chip applies before the Purple.

Target Board


Gain +1 ATK.
At the start of your turn, apply Mark to one random* enemy within 4 panels.



A good starter Chip in the Mark archetype, it strictly outclasses the Blue Boxing Glove while granting a decently useful passive application of Mark as well. While only applying Mark to a random single target at the start of your turn, that can be all you need to interact meaningfully with Mark. This Chip works well on characters who love to go early, since it enables +1 damage on that enemy for everyone else, but DPS characters, such as Misaki, still appreciate the +1 ATK and introduction to a great archetype.

Recommended Chip Choices:
Almost every character can use this Chip, even more than the Blue Boxing Glove, since the Mark status is great for lower ATK characters to deal more damage, and it boosts ATK even if nothing is in range. The only character who doesn't get as much value out of this Chip is Fen, since she doesn't want to attack every turn, which says a lot about her viability.

Marking Spray Can



After damaging an enemy with an Effect Card, apply 1 stack of Mark.




Once the weakest Chip of the archetype, Marking Spray Can's rarity was reduced, increasing the viability of the Chip. Marking Spray Can's Mark only lasts the turn it was applied, but can easily stack with other forms of Mark to allow it to roll over to the current player's turn again. Characters with easier access to damaging Effect Cards in early player slots, or characters with natural ways to follow up Mark, can use this to great effect.

Recommended Chip Choices:
Komachi and Parunan in early player slots can use their recycling power and shop access respectively to retain or obtain Effect Cards to use with this. Z3000 appreciates this Chip for applying Mark for its skill damage, and anyone on Water Town can use this due to the abundance of Effect Cards from the Cracker Croakers. Rin appreciates Mark stacks, and can apply even more with her Unique Card.

Magic Quiver


After using an Effect Card on an enemy with the Mark status, draw that card and apply 1 stack of Mark.
This effect only occurs once per turn.



Possibly one of the best Purple Chips if it gets online, Magic Quiver can usually outpace Marking Spray Can as long as the enemy is affected by Mark. The card effectively not being spent is absurdly powerful, as it sets up using Magic Quiver again the next turn with the same card. However, this is limited by both the Effect Card's range as well as Mark already being applied to the enemy. Note that, since Quiver is once per turn, Blast will only apply its effect to one target.

Recommended Chip Choices:
Z3000 is a very strong user of this Chip, as its active skill can effectively extend the range of its Effect Cards to 7. However, this Chip is usable with anyone, especially if the entire team has selected Mark as one of their Chip types. Komachi loves this Chip too, since she can use her powerful Effect Cards more. With the introduction of Rin, this Chip has become her one and only, since it gives her back her stacking resource, and with enough Mark, gives her the ability to still use other cards.


Ninja Shuriken


You can play 1 more Effect Card during your turn.
When damaging enemies, they take additional damage equal to their Mark stacks.



An amazing Gold Chip, Ninja Shuriken effectively acts as an archetype-specific Backpack, even if it is a Gold. However, unlike Tasty Candy, Ninja Shuriken doesn't have downsides and actually fits its rarity. The additional damage applies in combination with the extra damage from Mark itself, so 3 damage with 3 Mark stacks becomes 7. Even ignoring the extra damage, 1 more Effect Card each turn is a very powerful effect itself.

Recommended Chip Choices:
Every character who enjoys Backpack also enjoys Ninja Shuriken. In addition, if you've picked up Magic Quiver, consider picking this up, since it boosts the damage of your Effect Cards even further, and lets you use another Effect Card.
Rin especially loves this, as it gives her hoarded Unique Cards a massive powerspike.
Starlight Chips
Starlight Status
Starlight provides a simple, yet powerful effect of granting 1 additional coin per stack to your Round Reward (Every 3rd turn). This effect is at its most powerful earlygame, but still provides consistent value lategame by providing coin income to either purchase cards, Level up, transfer to allies or simply hoard coins. The archetype itself is based around higher income allowing you to obtain more Chips faster, with the Gold Chip payoffs either boosting your income even higher, or gaining ATK based on either Starlight or Coins itself.

Credit Card


Low Balance (Blue): Gain 4 stacks of Starlight.
High Balance (Purple): Gain 7 stacks of Starlight.
Unlimited Balance (Gold): Gain 3 stacks of Starlight. All allies gain an additional 3 coins from the Round Reward.


Choosing these Chips isn't a matter of Who, it's a matter of If and When. The later in the game you are, the less round rewards the Chips will proc for. However, that's not to say it's not still good then.

Recommended Chip Choices:
Blue: Pick it up before progress 9, unless you're A.L., in which case pick up anytime.
Purple: As above, but for progress 12. If you have the Gold Flashlight, you can pick this up anytime as well.
Gold: Get it, unless the final Round Reward has passed.

Flashlight


Bright (Purple): Gain 1 stack of Starlight after your attack hits an enemy in battle.
Strobe (Gold): When attacking an enemy, gain +1 ATK for every 3 stacks of Starlight, rounded up. After the battle, gain 1 coin.
BUG: The coin generation is most likely intended to scale with Starlight, but it currently does not.


Purple Flashlight is a great earlygame Chip that significantly boosts income, falling off the later you get it. Gold Flashlight is a great tool for turning Starlight into ATK, but falls off when compared to the other Starlight damage option in Star Coin Hammer.

Recommended Chip Choices:
Purple: Many characters like this, especially earlygame. In particular, A.L.'s Starlight scaling, Jasmine's high Move, and Nancy's direct battle active make them more exceptional with this than others.
Gold: Anyone can appreciate this with enough Starlight stacks.

8 Sided Dice


When your end result for move is 8, gain 8 coins.
From pickup, gain stacks of "8 Sided Dice" equal to the move result each time you move.
For every 8 stacks of "8 Sided Dice", gain 1 stack of Starlight.


8 Sided Dice is a great starter Chip in the Starlight archetype, since it scales with time. It falls off lategame, but by that point you'll be less likely to see it. Move result is an important distinction as it counts the full dice roll, even if you stop early, and scales with +Move effects such as Jasmine's Active Skill or Rollerblades.

Recommended Chip Choices:
Like most Starlight Chips, most characters can take this earlygame, but the characters that make the best use of it are Jasmine, Luka, A.L. and HaiQing. Jasmine and Luka have higher than normal Move due to their active skills, while A.L. appreciates the scaling. HaiQing appreciates the effect in combination with her passive, as it effectively doubles the chance she gets randomly paid.

ATM



When you transfer coins, both you and that ally gains 1 stack of Starlight.
BUG: Does not give Starlight stacks to either player if the receiver is KO'd.



ATM is a great supporter Chip, as it both grants you and your intended target Starlight. This can be useful for hitting the threshold for Star Coin Hammer or for boosting up Gold Flashlight. However, the 'optimal play' can sometimes be to pass coins to the player who has this Chip for them to pass back, which can be hard to communicate in PvE.

Recommended Chip Choices:
Most coin support characters, but especially Parunan.
Can work well on DPS characters as long as you're confident you'll get the coins back, or already have good income.

Star Coin Hammer

Gain 5 stacks of Starlight.
If you have 10 or more stacks of Starlight:
In battle, gain ATK equal to 30% of your currently held coins.
After attacking, consume 6 coins. You cannot go below 0 coins with this effect.


If you can get Star Coin Hammer online, it's one of the strongest Gold ATK boosters. It's usable on anyone with enough income and is generally the breaking point between who the 'DPS' of the game is. It can be somewhat difficult for the user to gain coins on their own when active however, as many smaller monster KO rewards are equal to, if not smaller than, the added cost to attack. It can therefore be a good idea for other players to funnel some coins to whoever gets this Chip online, allowing them to increase and maintain the ATK boost.

Recommended Chip Choices:
Pretty much anyone if they have the Starlight required. Even if they don't, it's a good pick to wait for it to come online.
Map Exclusive Chips (Soul Celebration)
Map Exclusive Chips Explanation
All Map Exclusive Chips are Untyped, with only some maps having any at all. The Chips themselves usually interact with the map-specific mechanics, or would not be worth their rarity on other maps.
The Soul Celebration exclusive Chips are as follows:

Cursed Sword



Become Cursed (Lose 2 DEF. You cannot go below 0 DEF.).
Whenever you KO an enemy, gain a stacking +1 ATK.



While good for feeding and scaling a DPS, this Chip can make characters rather vulnerable due to the Curse debuff, especially on a map with the absurdly high ATK values of Spear Spirits. This Chip is also worse when spammed, as less kills can be distributed across multiple characters. It's recommended for others to avoid overstacking this Chip and to sometimes leave low-health, low-priority monsters on the board for any active Cursed Sword users to gain stacks from.

Recommended Chip Choices:
DPS with already high ATK, such as Misaki, and characters who can secure kills frequently, such as Z3000, both work well with this Chip. However, care must be taken to ensure that you and your teammates both realise when someone has it, and don't steal kills. Of course, this Chip is worse the more characters pick it, so be wary.
If you have Revenge Halberd already, it's a significant ATK boost, so it's much more appealing.

Revenge Halberd



When you are Cursed, gain +5 ATK.
When you are Poisoned (Soul Celebration exclusive status), gain +5 DEF.



A very good answer to both status effects, Revenge Halberd can assist in both Offence and Defence in Soul Celeb. It pairs well with Cursed Sword, and if you are Poisoned the extra DEF will increase survivability dramatically, enough to overturn the usual downside of losing 1 HP each turn.

Recommended Chip Choices:
This is a very safe Chip, since most characters will be getting at least one of these statuses across the game.

Piercing Gun



When you damage an enemy with an Effect Card, they take additional damage equal to their DEF.



The generic answer to Spear Spirits, Piercing Gun is an incredibly useful Chip if you have even a single damaging effect card in hand. It can dramatically change the pace of the game, freely scaling alongside all monsters' boosts, including the main boss.

Recommended Chip Choices:
Anyone can use this Chip, but it works best on characters who already abuse Effect Cards. Komachi, Rin and Z3000 are the clear standouts here.
Map Exclusive Chips (Magic Academy)
Magic Academy Exclusive Chips are as follows:

Tea Cake


Gain +1 ATK.
When you attack a Teapot-type enemy, gain a stacking +1 ATK and +1 DEF until the start of your next turn.



Best used as a counter to the Acting Dean side of MA, Tea Cake can be a useful Chip for hitting multiple pots at once to stack ATK and DEF, allowing you to hit hard while increasing survivability. However, this Chip is significantly weaker on the Security Officer side of MA, as most Teapot spawns will be from panels.

Recommended Chip Choices:
This Chip isn't really limited by character, but instead by the map variant you're playing on. If you're playing vs Security Officer, it can be a technically better Blue Boxing Glove, and is best chosen with characters who would select that anyway.
Against Acting Dean, it's a significantly better Chip, and is enjoyed by many characters.

Ancient Wand


You can play 1 more Effect Card during your turn.
Gain +3 Range on Unit selecting Effect Cards.
This does not affect the radius of AoE effects.



A better version of an already strong Chip, this Chip is useful for anyone who likes Backpack.

Recommended Chip Choices:
Backpack users, really? No one who likes backpack wouldn't like this.


High Quality Sword and Shield



Gain +4 ATK.
While affected by the “Problem Student” status, gain +4 DEF.



A technically worse version of an already very strong Chip, HQSw/Sh only misses 1 ATK from Golden Boxing Glove for a specific benefit to a single side of the map. It's still very usable on the Acting Dean side, but the +4 DEF Problem Student benefit can effectively negate the damage and temporary ATK increase of the Security Officer.

Recommended Chip Choices:
On Acting Dean side, take it unless one of the other options is Golden Glove.
On Security Officer side, take it.
Map Exclusive Chips (Dreama)
Dreama Exclusive Chips are as follows:

Anchor



When you take damage, gain +1 ATK.
At the start of your turn, lose 1 ATK from this effect.



A pretty mediocre Blue Chip, Anchor really isn't too useful on many characters, as they aren't going to be taking damage often enough to get value out of this chip.

Recommended Chip Choices:
Lulu is probably the only character who can realistically use this chip, as her kit was designed around taking damage and healing it off. Other characters can take it in a pinch, but it's not really recommended.

Trident

After your skill resolves, a random* teammate who does not have this buff gains +1 ATK and +1 DEF.
This buff is removed if the buffed player is KO'd.
BUG: When you give the buff, it also visually gives the Trident chip to the buffed players. Take caution and be aware of who actually has the chip, and who has a fake copy.

Viable on most characters, it's best used by those who have a low skill cooldown, as well as those who use their skill instantly, or those with a way to reduce their cooldowns.

Recommended Chip Choices:
Parunan, Z3000, Luka and Lulu are all great users of this chip. Since the buff counts for all versions of Trident, it may be wise to pick another chip if other teammates have it.


Dreama Model


Gain +2 Move.
From pickup, gain stacks of "Dreama Model" equal to the move result each time you move.
When you reach a multiple of 15 stacks, reduce your current active skill cooldown by 1. This does not affect the maximum cooldown.

A very janky Battery, this chip is more about the +2 Move it gives you, and then it occasionally lets you use your active skill early. It's not strictly worse than Battery either, as characters with long skill cooldowns can potentially get -2 cooldown on their skills.

Recommended Chip Choices:
Move is an incredibly strong stat, so it's recommended for almost anyone. Characters who love spamming their skill, such as Jasmine and Nancy, use this chip even better.
Map Exclusive Chips (Dragon Palace)
Dragon Palace Exclusive Chips are as follows:

Raging Wave Charm



When you use an effect card, take 1 damage.
When you draw cards, heal that much HP.



The Chip you get for allying with Souri, the significantly increased access to healing is appreciated by many characters, and the boss you fight is more 'traditional' compared to the opposite side. Souri (Ally) is usually more helpful, as she actually can damage enemies, and the Gourds she lays out across the map can be used as both emergency heals and instant draw power, both of which can be massive.

Recommended Chip Choices:
Realistically, you should be picking this chip unless you're an effect damage character. The opposite side has an incredibly annoying enemy to deal with outside of effect damage, so dealing with simple stats and card mechanics is better suited to majority of the cast. Zhao benefits from this chip as gaining either card will heal for 1 HP, and converting Misfortunes also heals. Buying cards working as healing can lead to situations where using your skill but holding onto your cards can prove to still grant increased damage.
Despite being an effect damage character, Megas appreciates the healing her passive would provide, but must play carefully in order to not stack Mamushi's passive.
In particular, Ame-chan and Lulu love this chip, as it provides ways to consistently damage themselves for their passives.

Psychadelic Seafood Soup




In battle, you will only roll either 1 or 6.



Incredibly unviable for the general character list, this Chip has the potential to hit someone who makes use of it, Zhao, even more due to it generating significant amounts of Misfortunes to chip her down. The unique enemy on the map, Golden Fish, always evade. This causes 50/50s on whether they'll even be hit by your attack, making effect damage the best way to clear them. Mamushi is also annoying to deal with, as her cards will always go to the closest player, meaning it can be outright impossible to remove stacks from Souri.

Recommended Chip Choices:
Rin is the best user of this chip, not because she gets particular advantage out of it, but because she bypasses the boss's mechanics entirely. Luka and Z3000 are also viable users of the chip, again because they do not battle. The only way to guarantee a KO in battle is with a Teru ally, which isn't particularly useful due to the skill's cooldown, as well as only applying to one ally. Golden Fish also have a pitiful KO reward of 5 coins, which is significantly below their true worth.

Carp Plushie


After your active skill resolves, gain 1 stack of Counter.
When you counterattack, gain +1 ATK and +1 DEF permanently.




A chip that somewhat replicates Souri (Boss)'s passive, it can be incredibly powerful if you manage to stack up, but it can be hard to get enemies to hit you.

Recommended Chip Choices:
Generally okay on most characters, Counter isn't an absurdly good status to go for. However, for characters who can continually spam their active skills, such as Lulu, Parunan and Luka, it's an enticing option.

Snake Plushie



When you take damage, gain +2 ATK and take -2 damage until the start of your next turn.




A chip that replicates Mamushi (Boss)'s Passive, it's quite usable for most characters on Souri Ally due to cards damaging you upon playing them, making for easy ways to activate the effect.

Recommended Chip Choices:
If you're on Souri Ally, anyone can take this chip. Rin, Zhao and Komachi can take it to remove the damage they take for using cards repeatedly, and Ame can use it to make up for her lackluster DEF while at max LOVE.

Intertwined Twin Carps




You cannot be counterattacked, and you will always roll 6 for attack.




Probably the strongest chip in the game, this is given to all players when the 'collect 4 gourds' task is completed.

Recommended Chip Choices:
Everyone, ASAP. Completing this task trivialises the boss.

Infinite Serpent


At the start of your turn, draw cards until you have 8 in hand.
Card play count +1.




A very strong chip, obtaining this chip also resets the stacks on Souri. The task to get this chip requires either ignoring the Golden Fish or attacking into Souri, so it may be wise to avoid getting this chip and playing the map as normal.

Recommended Chip Choices:
Consider getting this chip if you do not have Rin. Otherwise, cheesing the boss with her is likely easier.
Clarification about "random" effects
This could all be fixed in the future, so I'm noting this in its own section for now.

Some seemingly random effects are not random, but instead 100% consistent. For example, Nancy Lu will always discard the leftmost Battle Card in her hand due to her PvE passive.
Similarly, Mamushi will discard your leftmost Effect Card, and enemies who attack 'highest HP' choose the player who acts before the other in place of a tie.

Chips have these too. Target Board will always affect the first enemy in the move order. This means that, assuming you've memorised the move order of every single enemy, you will know exactly which enemy will be Marked.

Trident's "randomness" is decided by the player's current stats, going from lowest to highest ATK, then DEF, and if these are both tied, position (with P1 being the 'lowest', and getting the priority).
Closing Thoughts and Credits
Closing Thoughts
This guide was designed with my personal experiences in mind. Please do not comment saying "X character is broken with this specific Chip combo!! You're wrong!!" or trying to defend Heal Chips' viability. I am definitely open to suggestions for more characters in the Chip choices, or if I'm incorrect about who likes what Chip, but I would appreciate being civil about it.

EDIT: I may be a bit overly severe about Heal due to my most used character, Z3000, being misplaced in the "sustain" chip class instead of anywhere else, being offered Heal chips it cannot use. As such, while I do not like Heal, I will admit I may be overly biased against it. I still doubt the general viability of said chips, but I can understand why some may find success.

Credits
Base Chip Icons by Astral Party
Chip Icon Edits - Derpa
Guide Writer - Pikachuness (That's me!)
Proofreading - Derpa
4 Comments
Pikachuness  [author] 2 Oct @ 8:01pm 
Thanks for the comment! I'll take your word for it!
iaman2b 2 Oct @ 11:02am 
Ancient Wand's BUG has been fixed in this version. At least Nancy can gain her passive normally. Didn't test Megas though.
Pikachuness  [author] 17 Jul @ 7:20am 
Thanks for the comment about how Trident works! I've heard this myself, like how Target Board goes off of turn order.
iaman2b 30 Jun @ 12:14pm 
For simplicity, I named the buff provided by the Trident "Torrent" (not the official translation).
A hidden mechanic: Both Trident and Seashark always provide "Torrent" to the unit with no "Torrent" on the field with a priority of lower ATK. If ATK is same, priority will be given to the unit with lower DEF. If DEF is same too, priority will be given to the lower MonsterNo.(or PlayerNo.)
For example, Player 1 has 3 ATK and 2 DEF (3/2), P2 is 3/2, P3 is 1/2 and P4 is 1/1. The order of "Torrent" buff is P4→P3→P1→P2. On the monster side, it's the same. The "Torrent" order is normally: Thief→Shark→Elite→Seashark→Boss. Due to Elite's passive can gain extra ATK, it may get "Torrent" later.
I don't think this game author is capable of writing "random" code. Nothing in this game is random.