100% Orange Juice’s Co Op mode is criminally underrated and a great addition to this Steam board game. I’ll work more on expanding this guide later if you all find it interesting, but for now I’ve focused on who to use for which role.
A note, since you determine your cards and role, any character can fill any role. There’s just some characters that have notable advantages, and I’ve listed my personal favorites for all roles here. Let me know in the comments who your favorites to use are!
Table of Contents
What Is 100% Orange Juice Co Op?
As a quick run-down, Co Op turns the normally free-for-all verus game of 100% Orange Juice into a more strategic and cooperative game where all 4 players (ideally) decide on which roles each player will play, which characters, and which cards they’ll bring.
Since everyone is working together instead of against each other, certain characters are more or less effective, and certain cards play differently in co op. Cards that serve only to harm other players for example are either removed or edited so that they impact the boss instead. For a list of card changes, see the Wiki, another great resource.
If that sounds too easy or boring, keep in mind all 4 players are working against a super overpowered boss with 50+ HP and an increasingly powerful set of special Boss Hyper Cards, some of which can instantly KO one or more players. If all players are KO’d at the same time, the players lose the round and the boss wins.
It completely changes the game and I can’t recommend 100% Orange Juice Co-Op enough. Join us in our Discord Server if you want to play with us, we play it very often and have a role you can ping to look for games.
Do note co op works much better with human players. Try online and remove your password before starting the game, even a rando is better than a CPU (they tend to waste your stars and do very little). I’ve encountered much less rude players playing co op online than VS mode, so don’t be shy to dip your toes in the pool. Or, again, join our discord!
Roles are half of what makes Co Op interesting: each player can pick one of 5 roles which have specific stat boosts (gaining extra stats at Norma level 2, 3, and/or 4), a special Hyper Card you can replace your character’s hyper with, and a Cooldown skill that helps you or your team out.
Proper use of roles is key to victory in Co Op, and you should coordinate your roles with your team before starting a round to ensure you have the right balance of attack and defense.
Here’s quick rundown of the roles, a much more thorough breakdown is in each roles section below:
- Deal extra damage at the expense of gaining 1 REC, extending revive times. Always gets first turn attack against the boss.
- High defense stat and shield allies from damage. The only way to reduce incoming damage to 0 instead of 1.
- Revive allies and heal them by walking past them on the board, +1 Evade and +2 move through stat boosts.
- Extra HP and damage taken inside a battle is added to your attack for that battle. Revive instantly when certain powers are used to attack after a KO and avoid losing the match.
- Deal extra cards and pass them to other players, useful for spamming hypers or filling other players’ hands. Can also ignore a tile’s effect turning it into a Draw tile.
Note you can check out all the role features in the Character Select menu before a match if it’s too much to remember. Always make sure you select your role and Role Hyper manually, since the game doesn’t remember it between games.
Roles have an Experience system, leveling up after you finish a Co Op match (win or lose). You should level all 5 roles to level 10, as they gain a role hyper card at level 5, and a cooldown skill at level 10. The Role Hyper can replace your character’s hyper card, letting them fit the role better.
Avenger and Dealer are locked roles, getting to Attacker level 10 unlocks Avenger, and Supporter level 10 unlocks Dealer. Note while role level 10 is nice, it’s not strictly required, but you might not want to fight Hyper bosses without level 10. Any other boss level is possible, though you really do want those cooldown skills.
Each character has a “rating” for each role, which generally serves as advice for which characters accel at which roles. If you’re totally baffled as to who to bring (and ignore my careful advice below), just try to bring someone with an A or B rating in that role. Some of the ratings are highly questionable, but it’s a good first-try kind of thing.
These ratings also determine how many card points you get. If you’re playing a high rating character, you don’t get to bring as many powerful cards like Accel Hyper. The rating does nothing else—it ONLY determines your card allowance. A character with a low rating is not necessarily “bad” at that role, and a low rating is actually helpful.
Below I’ve outlined general and specific strategies for each role in 100% Orange Juice and recommended characters for each role. Role recommendations are roughly sorted in order of most fitting to least fitting, though I only note characters with at least some reason to consider them above the average unit in each role.
The most basic and common role, Attackers just focus on dealing more damage. Since bosses have 50+ HP and often defense, healing, or Evade on top of that, damage is good. You will almost always want at least one Attacker on your team, if not two.
Attackers are a great first role since they’re so simple, just attack the boss almost always. A good measure for when to stop attacking is if only 2 people (yourself included) are up. If you get KO’d with only 2 up, you’ve just made it so the boss needs just one more KO to win.
Since Attackers always attack the boss first, it doesn’t always matter if they get knocked out, so glass cannon builds are common. You can also abuse the first-turn mechanic in other ways, such as getting free hits off Iru’s passive, or certain Battle cards. Note Attackers basically cannot use “defending unit only” Battle cards like Shield.
Attacker’s Cooldown Skill (Fury) and Hyper Card ultimate Weapon On The Beach are unique in that they apply extra damage after calculations. This means they won’t help you against an Evade roll, but they ignore defense for the extra damage!
Basically this means if you roll a 1+3 damage from Ultimate Weapon in the Sun the enemy can still evade with a 2 roll, but if they defend with a 6, they’ll actually take 4 damage (base 1 plus the extra 3 from the hyper)! This can be very useful for high defense bosses.
Best Attacker role characters:
The easiest role to conceptualize, Attackers are usually just characters capable of getting a strong attacking role in combat. Almost anyone with a + attack in their base stats will do, though they’ll incur a +REC penalty. Characters with strong passives or hypers that benefit from high attack are great too.
Attacker Nath is an absolute beast with base stats of +4/+2/-2 and a REC of only 6 once fully powered up. A well-supported Nath can deal enough damage for the entire team when backed with good cards and a Guardian and/or Dealer on the team. Nath’s rated “low” for all Roles in 100% Orange Juice, but the only effect this has is that she has more card points even when using roles she’s good at, letting you bring all the battle cards you like.
Co Op almost completely removes Nath’s biggest weaknesses: “counter” cards, AUW’s cost, and card dependency. The bosses can’t use cards like Reverse Attribute Field, AUW is cheaper in Co Op, and in co op the players make the deck cooperatively, so just have everyone bring a few battle cards at least.
Cards: For healing, bring some Pudding/Saki’s Cookie. An even slightly built Nath will usually take 1 damage only but you want to keep her HP up due to chip damage. Good battle cards are Rainbow Colored Circle, I’m On Fire, and Tactical Retreat. You want cheap battle cards to stack Active Extension early on, and late game you’re mostly gunning to use Another Ultimate Weapon, so expensive battle cards like Accel Hyper aren’t too useful for Nath in Co Op.
Nath benefits greatly from having a Guardian and/or a Dealer on the team, ideally both. With enough healing/defense cards she won’t be KO’d often enough to benefit from a Support and because of AE you want to avoid that anyway. Nath can more than make up the loss in damage by spamming AUW, so it’s usually much safer to bring one Nath, a Guardian , and a Dealer than to bring three Attackers.
Ignore the Role Hyper for Nath and stick with her standard; Another Ultimate Weapon is one of the best cards in 100% Orange Juice Co Op, as it will never waste stars unlike VS mode and it costs only half as many stars as VS! You only pay 10 stars per stat point and only enough to make her +9/+9, no more. This lets you absolutely spam AUW at clutch moments and regularly slice double digits off the boss’s HP.
The most obvious choices with their +2 base attack and not too many stat detriments. Since Attackers always go first, the bad REC and defensive stats don’t plague these characters as much; you might get KO’d, but you’ll always have a chance at dealing damage first.
Note that in Co Op you get +1 rec per point of base attack, so Yuki and SB start with a brutal 7 REC, plus one more from the Attacker role. Characters like Kae and Nath who add attack through passives don’t get this positive attack REC penalty.
A Support role is very useful when bringing these +2 base attack units to keep them from doing their Snorlax impression for too long.
Star Breaker’s VS mode weaknesses are somewhat reduced, as other players (but not her herself) can still check in Star Normas.
Both Yuki and Star Breaker’s hypers are good, and can be used in place of the Attacker hyper if you want, but the Attacker hyper is still solid for both as well. Star Breaker’s hyper Star Blasting Fuse shines against “minion” bosses like Summer Beast, Ropochi, and especially Big The Haruo. For single target bosses like M10, the Role Hyper is probably better.
Yuki’s gamble can only KO herself or damage the boss, and direct damage to the boss is always good to have, but if you don’t have a support you could be waiting a long time if you get a bad coin flip. Note Guardian’s Guardian Light and Role Hyper cards can reduce Gamble’s damage to not OHKO her(!).
Another obvious choice, Kae can deal some incredible damage and her “almost certain to be KO’d” HP/defense don’t matter as much since attackers always hit the boss first.
A downside of Kae is just like in VS she’s going to be KO’d a lot, and as an Attacker she has 5 REC instead of 4.
Kae can bring her own hyper or the role hyper. The Role Hyper is safer, offering extra damage with no downside. If you have multiple Kaes or manage to hit the boss multiple turns in a row, Blazing! offers higher damage potential however.
Shifu Robot’s +1 attack raises to +3 with Attacker’s boosts, and he’s the only positive attack character with 0 REC. This means you can take hits like nobody’s business and get right back up, though your teammates might not appreciate the star loss too much.
Shifu Robot also works in basically all co op roles due to this 0 REC and free revive situation, so if you’re just feeling out roles and don’t want to learn characters as you do it, it’s a good default pick. Expect to be knocked out a lot though, later in the game you won’t have enough turns for it’s passive to heal.
Guardian is a sacred role that every Attacker respects and honors. They have an incredible power; they can reduce an incoming attack’s damage to zero! They gain +2 defense through Norma stat boosts, and can create shields that reduce damage by 2 in exchange for giving up 1 of their own HP.
Your goal as Guardian is to keep frequent-fighters like Attackers from being KO’d by reducing or eliminating the damage they take. You have good control over who the boss can hurt and how much, so time your Cooldown and Hyper well.
Guardians can only put out one shield at a time, and players can only have one layer of shield. If you already have a shield of your color on the field, don’t apply another unless you really, REALLY need someone else to have that shield, this turn.
Note if you have 2 Guardians, yes, you can defend each other. This is not usually necessary or wise, but it’s useful for the Fighting the Windmills achievement or if you see an opportunity to save a Guardian from KO when an Attacker doesn’t need a shield. Otherwise, one Guardian is usually plenty on a team.
Guardian Spirit (Cooldown) and Lifeguard on the White Beach can also reduce in-battle damage only by 1 or 2 damage respectively. These only affect in-battle damage, but stack with each other and Spirit.
Best Guardian role characters:
The best Guardians are characters who either have high defense already so they can soak incredible hits, or characters who don’t mind losing HP to create shields for other players. It’s okay for Guardians to go aggro as well, sometimes a decent attacker can benefit from the high defense without giving up too much of their Guardian duties.
Due to her 1 HP heal per turn, Suguri Ver.2 can basically shield forever, in exchange for not healing. That’s pretty much the whole point of Guardian, having a shield up all the time.
Most Guardians should use the Role Hyper if they’re going for full team defense, and even moreso Suguri Ver.2 who’s Hyper is pretty poor anyway as it does not erase Boss panels.
You’d think Natsumi is “support” for sure, but she accels as a Guardian since her passive and Hyper already heal herself and others. This way you can shield freely while healing others and your own shield damage.
Kyoko’s stunning base 3 defense plus the extra 2 defense from the Guardian role means you’ll almost always be taking 1 damage at most (note Star Devourer’s bonus damage is applied AFTER the defense calculation though). This lets her stay up through most of the game reducing the risk of party wipe, and when possible she should still focus on shielding others.
Kyoko should pack healing cards, and she can use either her own hyper or the Role Hyper depending on what you need. Since you’ll rarely take more than 1 damage anyway, the Role Hyper is usually best unless you have a good reason to take 1 damage and dodge a fight, such as Star Devourer.
4 Guardian Kyokos shielding each other is also more or less the strategy for the Fighting Windmills achievement.
Syura is questionable but Guardian is the only role her hyper/passive really work with. She doesn’t mind being left at 1 HP and the Guardian role lets her intentionally drop to exactly 1 HP and spam her free hyper all day.
The downside is she can’t take advantage of her defense when her HP is 1, except when using Guardian Light, the cooldown skill to reduce damage to zero.
Support is basically “Healer” really, you gain the ability to heal 1 HP to each player you pass on your turn, revive fallen players you pass for a certain star cost based on their remaining REC, and your Cooldown and Role Hyper card both let you instantly revive a fallen ally anywhere on the board.
Support can sound boring, but bosses can potentially KO you instantly from across the board and the entire team loses if everyone is KO’d at once. As support, you do the usual MMO thing and do your best to keep your team all in one piece, and +2 MOV and +1 Evade help you out a bit.
Avoid having more than one Support character on your team unless you really know what you’re doing. Usually one support and one guardian will help out a lot more, unless you bring two “battle medic” style characters who can deal some damage too.
Best Support role characters:
Characters with high Evade benefit from the Evade, and low REC means you’ll waste less turns if you’re downed. Since the role depends mostly on MOV and not-being-KO’d, survivability and low REC are usually a priority over other stats. Characters that act on revive or revive more easily are a strong plus.
Tomato & Mimyu
These brats are impossible to keep down for long, and that’s exactly what you need for Support. Playing as Tomato and Mimyu has the incredible benefit of acting on most turns after KO, drastically reducing your teams’ likelihood of getting party-wiped.
While their hypers are okay, you probably want the Role Hyper to be able to revive people at a distance.
Bring movement related cards like Dash! and Tactical Retreat to keep yourself healing others and avoiding KOs. But if you get KO’d…you’re probably still going to act next turn anyway! Ain’t it great?
Just like Tomato and Mimyu, Shifu Robo has insane REC, reviving every turn. Since as a Support role your job is basically making sure the team doesn’t game over, that’s a big plus.
It’s passive is useful as well, and as stated in the Attacker section, it’s revive cost is free if you happen to bring two supports (rarely called for outside of some Hyper bosses).
Both Arus are basically a hybrid Dealer when played as Support. You get to heal people AND distribute cards like mad, and unlike VS there is no downside to distributing cards. The base 3 evade is really nice, though most bosses can roll obscenely high in the right setting.
Both Arus probably want to keep their Hyper cards instead of bringing the Dealer card. Regular Aru’s hyper distributes much more cards than the Dealer hyper anyway. Note Present For You doesn’t give stars in Co Op, since giving everyone else cards is already a positive effect.
Aru Scramble’s passive is more inconsistent and you might want to swap it for Summer Games and just deal manually if you don’t want the stars.
A sort of obvious choice, a +2 Repa with some Rainbow Colored Circle cards in the deck can dodge like mad and deliver damage back. It’s less useful against bosses like Haro that can roll insanely high numbers however.
Her passive can be interesting to hold a boss in place, letting players escape or catch up to the boss as desired.
Suguri Ver.2 is a good standard healer that ends up with +1/-1/+3 base stats and heals herself 1 HP per turn. Her Evade boost is less relevant against bosses that roll multiple dice like Big the Haro and Ropochi.
Suguri Ver.2 should use the Role Hyper (most supports should) as Revival of Stars does not clear Boss panels, rendering it pretty useless.
Regular Suguri can be used in a pinch with mostly the same effects, but with a better hyper (if you want to bring it) and no self-healing.
Don’t laugh. Chicken is legit. Low rec, reduced star cost on KO, and potentially a hyper that can help you gain Stars.
Still, unless you’re going for the Redemption Story achievement or a meme run, most of the above characters work just fine or better.
Dealer is a strange but extremely fun utility role. Dealers get a larger hand, the ability to draw more cards, the ability to send cards to other players, and 1 more HP. The point of a Dealer is to either provide cards for the rest of the team while staying safe and healthy yourself, and/or spamming powerful Hyper cards.
Dealer’s Cooldown skill is Demand, which treats any tile they land on at the end of this turn as a Draw card, netting them two cards. This can be useful beyond the free cards; late game you can use this to avoid Boss Panels to avoid a fight that could potentially lose the game.
Dealers get an extra button in their menu called Deal which can be used if they have 2 or more cards in their hand. A random card of your hand will be sent to the player of your choice. This can be used to feed your hyper to a different character, which can be very powerful with the right combo.
The Role Hyper Summer Games is pretty good, giving 3 cards at the end of your turn and negating the tile’s effects. Don’t use Summer Games and Demand in the same turn, you will not get 5 cards, only 3. However, most Dealer characters are Dealer because they want to spam or share Hypers, in which case you want to keep your character’s hyper.
Best Dealer role characters:
Usually, you’re using a Dealer because their Hyper is badass and you want to spam it. Characters with hypers that deal direct damage are particularly good, because the boss has a lot of HP to chip away and it’s safer to do it outside of battle. Characters with passive benefits from lots of cards work well too.
Draws 1 extra card whenever drawing a card
Deal button allows sending cards to other players
Role Cooldown Skill
Demand: treat the next panel you land on as a Draw panel
Role Stat Boosts:
Norma 2: + 1 Hand Size
Norma 3: +1 HP
Norma 4: +1 Hand Size (Max 5 cards)
Cost 10 Stars
Stock Effect. Treat any panel you would land on this turn into a 2x draw panel.
Dealer Nath plays more or less just like Attacker Nath, but you’re much less dependant on cards since you can make your own cards, and act in a semi-support role. You get 1 more HP, lower REC than Attacker, and an easier time getting cards. The downside is you lose your always-attack-first passive, Fury, and the +2 attack.
Disregard the Role Hyper, you want Another Ultimate Weapon as it will let you hit just as hard as Attacker Nath just for a bit higher cost. If you get too many, you can even send them to your Attackers.
Advice is otherwise identical to Nath’s section in the Attacker role. Build up, AUW, slay queen. A Guardian can still be useful, but obviously Dealer Nath doesn’t particularly need Dealer support.
She can be your angle, or your deble. Mostly Devil though; Yuuki’s Devil Hand is absolutely devastating to bosses dealing 5 points of damage directly with no dice rolls involved—and you get a net 20 stars to boot!
Devil Hand will only target the boss and minions that show up on the board. This makes her much more effective against bosses without minions, as you might deal 5 damage to a weaker minion instead, which is much less useful.
Mind her alternating stats when making an attack on the boss or minions, but Yuuki is mostly about indirect damage anyway.
Obviously, bring Yuuki’s hyper not the role hyper. Her role is entirely to spam Devil Hand, and toss a few cards to card-starved players between. Angel Hand can prove useful in a pinch, but should only be used if you think you’ll get a game over otherwise.
Like Yuuki, Krilalaris is all about spamming her hyper. You get a solid amount of HP boosted by 1 each trap the enemies step on, and you get to spam a LOT of them. Krila is also one of the cheapest hypers to spam.
Where Yuuki shines in single-target boss battles, Krila shines in battles with lots of mooks. More feet on the board means more odds of them bumping into your traps.
Probably the most obvious choice, Nico can turn her oversized hand into oops-all Hypers! And unlike VS nico, you can use Deal to send hypers to your co op friends if they’re not useful for you.
Dealer Nico is fun to play, but also pretty random (for most OJ players, this seems to be a plus). While usually fine to play, you might want a more predictable character for the genuinely unfair Hyper difficulty.
Focus on bringing lots of Gift cards so you act as a Star amplifier too—all members of your Co Op party get Nico’s star bonus, even when it’s not her turn.
Note Nico (and Aru) still only get 5 cards at max Hand size, though they do otherwise start with their + 1 hand size bonus.
Pretty obvious, right? Spam Long Range Shot and Extended Photon Rifle.
Direct damage to the boss is always good, and Iru is uniquely good at taking down M10 and Ropochi’s shields since each hit counts as 1 shield layer removed. The skill is a mixed bag against Minion bosses as it can hit them instead of the boss, but sometimes (Big the Haro), that’s the whole reason to bring Iru.
Iru’s free 1 point of damage when challenging the boss or minions is pretty nice too.
Iru should bring her own Hyper, obviously.
An obvious choice, Mei can send Red and Blue to allied players for +1 to all battle stats (particularly good for Nath, Sherry and others with already boosted stats). Ir can be a frustrating role to play though, as you need to burn all your cards to get Red and Blue, then you need to get more cards to be able to send Red and Blue and repeat the process.
It’s fun when it works, but most other choices like Nath and Yuuki delivery much more consistent performance.
Tomomo (Sweet Eater)
Dealer turns Sweet Eater’s card dependency into less of a liability, and lets her distribute extra Red Bean Ice Creams to allies. Shame about Sweet Eater’s hellish REC.
Not my first pick, but she’s interesting (and useful in the Redemption Story achievement). QP Dangerous basically lets you pick your own stat buffs from cards with Pudding in the name, and dealer lets you hold two more cards (two more stats!) and makes it easier to draw cards.
Which stat you want to buff is up to you, but most people either bring pudding for a potential +4 evade, or Dangerous Pudding for a potential +5 attack.
Her Hyer Sweet Guardian should probably be used as you draw specifically the cards you want for her stats. Make sure you tell your co op team which pudding to bring.
Avenger is an odd role focused on taking heavy damage and returning an attack back boosted by how much damage was dealt (much like Tequila’s passive). Fully boosted, Avengers get 2 more HP and 1 less REC, making them more survivable and reducing the time they spend down.
Avenger is mostly to let high HP characters deal some real damage, and with the Cooldown Skill and Role Hyper, they can revive mid-battle to return damage even when OHKO’d. This also makes them very useful for surviving impossible situations to avoid a Game Over.
Avengers are always good to have one of on a team since they’re a mix of damage potential and survivability, and they can often choose which strategy to target unlike Attackers. Make sure you don’t waste Guardian shields on Avenger units in most cases. They want to take the damage, unless you’re in a critical situation where a KO could lose you the game.
Norma 2: + Max HP
Norma 3: -1 REC
Norma 4: +1 Max HP
Kiriko was just made for Avenger with a ridiculous HP pool and little care given about being KO’d. Avenger Kirko can soak up some of the biggest hits in the game with 10 HP and dish the damage right back.
Be careful playing Battle Cards as Kiriko, in a pinch they power her up, but the permanently lowered HP sucks as it limits your return-to-sender damage potential.
Speaking of battle cards, note Portable Pudding is the only non-KO way to heal her. Yes, the card says set HP to max, so it ignores her healing immunity, but it still triggers her battle card passive.
The Role Hyper is great for Kiriko, but Final Surgery is great too, letting her self-KO for free stars and revive quickly, and to full HP unlike Unforgiving Avenger. Note Final Surgery still affects Boss Minions and even the boss itself as long as their HP is 1.
Note that Support characters can revive Kiriko, but not heal her HP if she is conscious. You should not revive Kiriko to half HP as a support, as she cannot heal back to full.
With 7 HP and -1 to defense and evade, Arthur’s made to soak up big hits and that’s what Avenger is all about.
Arthur can bring the Role Hyper, or be a hybrid Dealer by bringing Branch Expansion Strategy to spam card shops all over the board. Note Co Op players pay no stars at Rbit Hobby Shop, it’s free real estate (and cards). You also benefit from Arthur’s passive by making shops.
Another “made for this” character, this time because of her passive. Avengers want to go second, so Sherry’s passive works in your favor. Her base stats are great too, though her high evade can make it harder to throw an evade roll to soak a big hit.
Directly fighting the boss is useful, but the role hyper is probably better for Sherry than Whimsical Windmill.
Fittingly, the other half of the Double Income No Kids Lesbian Aunts pair is also great for Avenger, sporting the same high base stats as Sherry. Islay’s passive isn’t so bad as challenging the boss as Avenger means losing your buff anyway, and late game there will be so many Boss panels it doesn’t matter anyway.
Go with the Role Hyper for Islay, as her Hyper is expensive and not really that great in Co Op.
Not actually my favorite choice for this, but she’s a character everyone has access to so failing the others on this list, she’s a solid enough Avenger oddly. She has solid HP, and her low defend/evade stats are actually useful to let her take a big hit and dish it back.
Depending on the boss you may want the Role Hyper (avengers usually do) or her normal Hyper Ubiquitous, since stealing 40-50 stars is a pretty solid trick on any boss and Co Op is a pretty star-hungry game. Plus it can be used to force the boss to attack you instead of someone else.
If this guide proves popular, I’ll do a writeup of all the bosses strengths and weaknesses too! For now I’ve just focused on the roles. Most roles work against all bosses, but some benefit from some specific strategies, for instance direct small damage is useful to reduce Big the Haro’s chicken count (and thus, attack dice count).