100% Orange Juice

100% Orange Juice

37 ratings
Have a Cookie! - A Saki Character Guide
By Tekkahedron
Set traps, blow up everything, and prove once and for all that you are the cutest with this character guide for Saki.
   
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Introduction




Saki is a balanced star collector that can drastically alter the flow of a game with her hyper Big Bang Bell. Her decent stats and powerful trap hyper enforce a defensive playstyle revolving around evasion and traps. Although not suited to direct combat, she can defend herself if the situation demands it.





Play Saki if:
  • You are looking for a simple, but fun character.
  • Stars are your preferred route to victory.
  • You get satisfaction out of playing traps in strategic locations.
  • You like to use traps to play mind games with your opponents.


Pros:
  • Average combat stats and low REC.
  • Hyper can be placed on bases to deny norma.
  • Hyper hits multiple people when triggered.
  • Hyper can deal a lot of damage, and steals half the player's stars on a KO.
  • A good Big Bang Bell detonation can turn games around in an instant.


Cons:
  • Somewhat reliant of hyper to make plays.
  • Low health means she can be bullied.
  • Decent at best in combat. Can be easily outclassed by bullies and battle cards.
  • Hyper takes time to charge and can be mitigated by being triggered too early.
  • Small maps make it hard to charge Big Bang Bell.
  • Hyper can be countered by certain cards.
  • Home Roulette ruins everything.

Unit Card


HP: 4 | ATK: 0 | DEF: 0 | EVD: +1 | REC: 4

Saki's balanced stats allow her to deal decent damage as well as survive the occasional combat. You can fight on battle spaces pretty reliably, but players can be a problem. Her low health means that she will be susceptible to unlucky rolls and bullying. On the bright side, her 4 REC means that if she does go down, it won't be for as long as most other characters. Her hyper combined with her evasiveness means that she is more suited to star normas than win normas.

Hyper Card


Big Bang Bell
Type: Trap
Level Requirement: 3
Cost: None

Every unit on this and 2 adjacent squares takes 2 damage, +1 for every 2 chapters since setting the trap. On KO, half of their stars go to the player who set this trap.

This card is the reason that you want to play Saki. Think of it as an AOE mine that grows more powerful as time goes on. If the damage from this KO's an opponent, you will receive half of their stars, but no wins. The damage from the explosion will hurt you if you are in range, but you will not lose anything if you are KOed. Don't be afraid to trigger it yourself if the blast will KO other players and net you a bunch of stars.

The best time to set this trap is when there aren't any players close behind you, since triggering Big Bang Bell before it has a chance to charge only deals 2 damage. Setting this on a home base or a 2x draw space is generally the way to go. Don't just play it as soon as you pick it up for no reason.

Stages of the Game
Level 1-2
Saki is a pretty straight forward character to play. Her strategy does not really change throughout the game. Prioritize star collection, but try not to pass up a chance to draw cards. Thanks to her decent stats, she can even fight in battle spaces for some extra stars and potentially some early win normas.

Level 3-5
The only thing that really changes at level 3 is that Saki gains access some of the better traps in the game, including her hyper Big Bang Bell. Big Bang Bell is one of the strongest trap cards in the game, especially if it has had time to grow. Players will think twice about landing on spaces that you have traps on. Even the threat of Big Bang Bell is enough to dissuade opponents from landing on beneficial spaces. Bringing other traps will make your opponent think twice about setting foot where you have placed one. Is it her hyper or something relatively harmless like Dangerous Pudding? It forces player to make decisions based on the unknown. That or they'll forget and just land on it.

Some great spaces to set traps on are:
  • An opponent's home base
  • Positive 2x spaces (draw, bonus, battle)
  • Draw spaces, especially once on the main path
  • Unavoidable pathways
  • On the fastest route around the map.
  • Battle spaces (if a character that depends on wins is playing)

Don't be afraid to change up your placement to stay unpredictable. Sometimes, placing Big Bang Bell on your own home can pay off, as opponents may think that you played Piggy Bank and try to cash in on it.

The Boss
You should try to avoid fighting the boss. While you can certainly survive an encounter, especially with the help of battle cards, you are still rather fragile and risk taking a large amount of damage or getting KOed. Feel free to finish it off once its health is low though. You shouldn't have much of a problem doing so, as all of the bosses have a negative EVD stat.

Deckbuilding Overview
Ranking
I use letter ranks to rate cards. Cards are sorted by type, then alphabetically within each tier. This is by no means an absolute measure of how powerful each card is. Feel free to use any cards you want to fit your strategy, although I advise against bringing F cards. When it comes down to it, play what you think will be the most fun for you.

S: Necessary. Godlike synergy or required for the character to function. (Note: Not every character has one of these.)
A: Powerful. A high priority card that will usually be in your deck.
B: Very Good. Not necessary, but should always be considered.
C: Average. Nice cards to have, but might be outclassed. Also includes situational cards.
D: Poor. Helps your opponents more than it helps you.
F: Awful. You are actively hurting yourself by bringing these cards.

Overview
S
(None)
A
Rbits
Nice Jingle
Nice Present
Passionate Research
Holy Night
B
Quick Restoration
Rainbow Colored Circle
Reverse Attribute Field
Serious Battle
Shield Counter
Tactical Retreat
Dash!
Path Blockers*
Serene Hush
Bad Pudding
Go Away
Mimyuu's Hammer
Tragedy in the Dead of Night
C
Accel Hyper
Big Magnum
Dark Side of Business
I'm on Fire!
Backdoor Trade
Completion Bonus
Extend
Pudding
Saki's Cookie
Treasure Thief
Accelerating Sky
Dinner
Gift Exchange
Here and There
Mix Phenomenon
Oh My Friend
Party Time
Play of the Gods
Scrambled Eve
Brutal Prank
Dangerous Pudding
Encore
Flamethrower
Heat 300%
Piggy Bank
Piyopiyo Procession
Poppoformation
Sky Restaurant 'Pures'
Lost Child
Lucky Charm
Metallic Monocoque
Poppo the Snatcher
Windy Enchantment
D
Desperate Modification
Extension
Portable Pudding
Shield
Ambush
Flip Out
Gentleman's Battle
Lonely Chariot
Long Range Shot
Mimic
President's Privilege
Princess's Privilege
Sweet Destroyer
Cloud of Seagulls
Forced Revival
Indiscriminate Fire Support
Out of Ammo
Scary Solicitation
Sealed Guardian
Super All-Out Mode
Assault
Brutal Prank
Exchange
For the Future of the Toy Store
I Wanna See You
Invasion
Present Thief
Sealed Memories
Wanted
Bloodlust
Price of Power
Unlucky Charm
F
Final Battle
Sink or Swim
Little War
Star-Blasting Light
Stiff Crystal
Unpaid Work
We Are Waruda

S Rank Cards
(None)
Saki is a very flexible character, so she doesn't really have any necessary cards to run. I usually prioritize a mix of traps and defensive cards with a few cards to help with drawing cards and collecting stars.

A Rank Cards
Image
Name
Review
Rbits
A solid, reliable defensive option for surviving encounters with bullies and bosses. Keep in mind that it effectively does nothing but prevent you from evading when you are at 1 health. I almost always bring this to games when I play Saki.
Nice Jingle
This card will super charge the next bonus space you land on, giving you twice as many stars. It becomes especially powerful after level 3 when you can receive up to 36 stars if you roll a 6. That's not even taking into account Miracle events.
Nice Present
Drawing cards is always good. This grabs you more traps and defensive cards.
Passionate Research
Helps get your hyper faster, or at least lets you know what the next three cards in the deck are.
Holy Night
Increases the stars gained between chapters by 1 for the rest of the game. This will help you gain stars faster as well as give opponents stars for when they land on Big Bang Bell.

B Rank Cards
Image
Name
Review
Quick Restoration
Allows you to effectively negate the damage caused by a battle. Keep in mind that this card will do nothing if you are KOed or start the battle with 1 health. Great when played at full health when you know you are going to take some large, but survivable, damage.
Rainbow-Colored Circle
The riskier of Saki's options for defensive battle cards. Since Saki already has above average EVD, this card will allow her to dodge attacks more easily. You will avoid a lot of small instances of damage, but a large hit from the boss or a bully will likely KO you.
Reverse Attribute Field
Despite causing you to lose 2 EVD, Reverse Attribute Field is a great card to play against foes with high stats. It effectively turns their strength into a crippling weakness. Since your ATK and DEF will be unaffected, you will have a big advantage in the battle.
Serious Battle
This card gives you less protection than Rbits or Rainbow-Colored Circle on average, but it also has offensive applications and is very good against Bosses. The EVD you lose is worth it against opponents with +1 or more ATK.
Shield Counter
This card can only be played late game on defense. Play against assailants with high ATK. Expensive, but it can and will save your life.
Tactical Retreat
A decent defensive card that does not benefit characters that would bully you if they draw it. Keep in mind that it is rendered useless if the opponent plays a battle card and can only be played on defense.
Dash!
Moving more spaces is always good. It lets you get home faster and puts distance between yourself and bullies.
Path Blockers
If you bring this card, you will need to play around your Big Bang Bells a little differently or else this very much becomes a D-F rank card. Opponents will now have the ability to stop players on your traps, which makes home base BBBs less viable due to their obvious nature and the constant threat of premature detonation. Be more unpredictable with your trap placement and and make sure to keep track of them so that you can mess with players when they least expect it.
Serene Hush
This can come in handy for turns where you can't afford to get in a battle, such as when you pass a bully or pass over an area with a lot of boss spaces.
Bad Pudding
A lot of characters are dependent on cards. Discarding battle card or a hyper can be devastating for some characters. Free to use and can be played at the start of the game.
Go Away
Prevents the next player from landing on this space by warping them to a random space. This is your earliest available option for denying normas. Place on home bases for maximum effect.
Mimyuu's Hammer
Not great, but it does punish low health characters like Peat and Nanako. At least it's free and can be played from level 1.
Tragedy in the Dead of Night
It's a better Bad Pudding that can't be played until level 3. This makes it harder to play, but stealing cards from your opponents is very strong.

C Rank Cards
image
Name
Review
Accel Hyper
A powerful offensive card for the late game. Lets you take on bullies with little fear. It really hurts having this played against you though.
Big Magnum
Gives you a huge attack boost in the mid to late game in exchange for a point of damage. Play in situations where you need the KO. Good for aggressive players, but very risky.
Dark Side of Business
An offensive option for fighting star-gathering tanks. This card lets you attack their wallets rather than their health, which you would otherwise have a hard time dealing with. Don't play against NPCs due to the fact that they don't carry very many stars.
I'm on Fire
Get a little more damage in while sacrificing some survivability. Good for players who want to play a little more aggressively.
Backdoor Trade
This card comes in handy when you are behind and an opponent triggers one of your Big Bang Bells. It lets you catch up sooner if you aren't doing so well.
Completion Bonus
A nice little star bonus if you have been playing plenty of traps. A good alternative to Holy Night and Nice Jingle for decks that run more traps than usual.
Extend
Gets you back in the game quicker after a KO.
Pudding
Pudding is more suited to characters with high health. You may not have much health, but a heal is still a heal. And it's free!
Saki's Cookie
Heals 1 health at any point in the game. This is more valuable for you than some other characters due to your low health.
Treasure Thief
Lets you steal cards from other players, provided that they are on the same space as you. This doesn't usually happen though unless they are attacking you. Hits every opponents on the space.
Accelerating Sky
Gives you an evade boost while making battles awkward for some of your opponents. OK, but not amazing due to the high cost.
Dinner
Heals everybody. Good for denying bullies and you benefit from it even if you don't play it.
Gift Exchange
Shuffle all the cards! This doesn't hurt you as much as it does some other characters due to all the low cost traps you will be playing.
Here and There
Shuffle all the players! Good for getting someone away from their home base or you.
Mix Phenomenon
All spaces on the game board (excluding home bases) are changed into another random kind of space. Good for getting rid of battle spaces temporarily.
Oh My Friend
You don't want to fight the boss, but then again, most people don't. This can prevent bullies from getting wins and can create dangerous situations for those less suited for battle.
Party Time
Gathers everyone to one space, then ends the turn. Here and There is usually better, but this can get bullies in front of you.
Play of the Gods
Randomly plays an event card from a player's hand or the deck. I don't trust it, but there is potential to play a high level event card early in the game. Nothing like an early game Sealed Guardian or Oh my Friend to shake things up.
Scrambled Eve
Forces everyone to discard their hand. In exchange, they receive some stars for each card they discarded. Good for denying cards from characters that tend to hoard them.

C Rank Cards (Part 2)
Dangerous Pudding
A low level trap that prevents the user from acting for 1 turn. Not bad, but there are better options.
Encore
Trick people into thinking this is a Big Bang Bell, then steal the rewards for yourself.
Flamethrower
Most of the time, this just serves as an extra nasty Bad Pudding, causing the player to discard their hand. Once in a blue moon, you might even KO someone with this. You won't get any stars or wins, but it will deny them the space and cause them to lose a few turns.
Heat 300%
Makes it much harder for the player to block damage for 3 turns. A good trap for aggressive players.
Piggy Bank
This trap card is actually beneficial for the player that lands on it. Players will usually play this on their home base for some easy stars the next time they come around. This indirectly buffs any traps you place on your own home base due to most players assuming that you played this card.
Piyopiyo Procession
Invasion times three. Characters not suited for fighting will have trouble surviving this. On the other hand, it will usually just give an offensive character free wins if they land on it.
Poppoformation
Your low health makes this trap rather painful, but it can really mess with some characters.
Sky Restaurant 'Pures'
This one kind of acts like your hyper, except it can be triggered immediately, affects only one player, and doesn't KO (actually, it heals them). The player that triggered it will always lose stars, but they don't go to you.
Lost Child
Makes you move backwards. Hang on to this if it puts you closer to your base or moves you away from bullies, but discard otherwise.
Lucky Charm
While this card does increase your star gain, it also prevents you from laying traps and using battle cards to defend yourself. Toss this immediately if an opponent draws near.
Metallic Monocoque
Saki is very fragile, so reducing out of combat damage can come in handy. This card can potentially allow a 4 HP character to survive a Big Bang Bell that would otherwise KO them, so keep this in mind when deciding whether to bring it or not.
Poppo the Snatcher
If you like to live dangerously, this gift card will let you yoink stars from people. Saki's +1 EVD helps with the downside, but be prepared to die if an opponent get a good attack roll.
Windy Enchantment
Lets you move faster to avoid other players. Be sure to discard it if you are going to stop by home base for a norma.

D Rank Cards
Image
Name
Review
Desperate Modification
While 6s are great, Saki can't really afford to roll 1s due to her low stats, making this card too risky to see play outside of a last resort.
Extension
Random effects in battle can just as easily get you killed as they can save your bacon. 10 stars is a modest price to pay for a potentially powerful battle card. Just don't bet your life on this one.
Portable Pudding
The surprise heal can save you, but Saki's low HP makes it a pretty low impact card for her. This card doesn't do much to save you from bully characters who still have a good chance of one-shotting you.
Shield
A more defensive alternative to Rbits that doesn't let you hit back in exchange for more DEF. Note than it can't be used in battles that you started.
Ambush
Lets you get a counter attack on a bully so they can KO you sooner, saving them a turn.
Flip Out
I don't think any character should play this to be honest. Well, maybe Store Manager, but nobody else.
Gentleman's Battle
You have better things to do than mildly inconveniencing someone at the cost of your turn.
Lonely Chariot
Lets you move faster in exchange for health until you die. Then you lose stars. Your low health means that this will quickly KO you. There are safer alternatives when you gotta go fast.
Long Range Shot
Makes you 1 damage closer to dying, which is a big deal when you only have 4 health. KOs with this give no bonuses to you nor penalties for the KOed player other than the revival process. Usefulness is limited to softening up high health players before a fight or they return home to your Big Bang Bell.
Mimic
Not great, but it can turn Big Bang Bell into something more useful in a situation where you really need a good battle card.
President's Privilege
Traps are already free and the other cards you play are already pretty cheap.
Princess's Privilege
Traps are free, so you will be playing them a lot. This means that your hand will not usually have 3 cards in it.
Sweet Destroyer
This card isn't good unless your name is Yuki (Dangerous).
Cloud of Seagulls
Its like a more powerful Long-Range Shot that you can't aim. Only useful for KOing yourself to deny bullies and it can't even do that half the time.
Forced Revival
The only reasons that you should be KOing someone are if they have too many stars or need to lose a few turns. If they were already KOed, they have already lost a lot of stars and are currently losing turns.
Indiscriminate Fire Support
This card can soften opponents up for Big Bang Bell, but can be risky due to Saki's low HP.
Out of Ammo
Prevents cards from being played for one chapter. Can prevent a weak opponent from playing battle cards so you can finish them off. Opponents can use this to prevent you from playing traps on their home base, but most players won't think to do this.
Scary Solicitation
Fills up everyone else's hand at the cost of 15 stars per card. Giving bullies cards is dangerous and the star cost usually doesn't justify playing this.
Sealed Guardian
Expensive, high level, and dangerous.
Super All-Out Mode
Give everyone a sizable ATK buff in their next battle. This card is expensive and better suited for combat characters.
D Rank Cards (Part 2)
Assault
Forces the victim to fight you. At best you will both come out slightly hurt and at worst you get KOed.
Brutal Prank
No Hypers for you! Usually a dud, but can shut down characters that like to hold on to their hyper like QP or Peat.
Exchange
Swap your hand and stars with the victim. Only good when you are really behind.
For the Future of the Toy Store
An awesome trap that you straight up can't play for most of the game due to the "under 50 stars" requirement.
Invasion
Forces the victim to fight an NPC enemy, with the enemy getting first attack. You are generally better off playing Mimyuu's hammer as they can't dodge that damage and they can't potentially get wins off of it.
Present Thief
The first player to land on it loses their hand. The second player to land on it gets those cards. Tricky to use. You have more reliable options.
Sealed Memories
A mild inconvenience at best. If the player remembers what cards they had, it does nothing but show their hand.
Wanted
You won't be getting very many wins past the early game, so this doesn't benefit you. Don't feed the bullies.
Bloodlust
Your low HP and rather average combat abilities will make this card a waste of deck space.
Price of Power
Most of your common cards can be played at level 1 for free. Only play this if you plan on playing a lot of level 3 traps.
Unlucky Charm
It costs you stars each turn and is easily discarded.

F Rank Cards
Image
Name
Review
Final Battle
You aren't that great at fighting. Surviving is generally more important than getting KOs, and this ensures that one of you will die. This will more than likely be the death of you if anyone plays it.
Sink or Swim
Saki lacks the stats to take advantage of this card, but offensive characters can use it to KO her with ease when she's low.
Little War
Bad for the same reasons as Final Battle. Lets bullies pick on you even more while prolonging the combat that you should be avoiding.
Star-Blasting Light
Blows up all of your your hard work and potentially KOs you due to your low health. Don't even think about it.
Stiff Crystal
Negates the next trap that the user lands on. There is no greater disappointment than seeing a Big Bang Bell that's been stewing for 10 chapters fizzle like it was nothing.
Unpaid Work
While this card does not prevent the star loss from Big Bang Bell, it does prevent you from receiving the stars. You don't really have a use for this anyways, so it's better not to bring it.
We are Waruda
This card moves all of your carefully paced traps to God knows where. Best care scenario, you have no idea which of your traps are safe for you to land on. Worst case scenario, your traps are moved to places where people are much less likely to trigger them. No. Never bring this. Never play this.

Sample Decks
Andante

2x Rbits
1x Bad Pudding
2x Dangerous Pudding
1x Go Away
1x Nice Present
1x Holy Night
1x Passionate Research
1x Here and There

This deck has a good mix of traps, utility, and defense that will let you take on most situations. Feel free to swap out the traps for other traps such as Mimyuu's Hammer, Piggy Bank, or Flamethrower. You can substitute Rbits for Rainbow-Colored Circle if you are feeling lucky, but the boss will give you more trouble if you do.


Allegro

2x Rbits
2x I'm on Fire
1x Accel Hyper
1x Big Magnum
1x Nice Present
1x Pudding
2x Heat 300%

This deck is for players who want to be more aggressive and fight other players. I don't really recommend doing so, but Saki's decent combat stats mean you can get away with it if you want to. Try to pick fights with players when you have an advantage.


Rubato

2x Bad Pudding
2x Flamethrower
1x Piyopiyo Procession
1x Go Away
1x Brutal Prank
1x Nice Present
1x Passionate Research
1x Completion Bonus

This deck brings as many traps as possible for maximum coverage. Your combat game will be especially weak, so be careful around other players.

Who to Watch Out For
Bullies and Offense Characters


Any character with a positive attack stat will cause problems if they get behind you. While you can get lucky with evade rolls and your defense will help mitigate damage, you can't fight back very effectively without battle cards and your low health puts you at a large risk of being KOed by a good roll. Bullies in particular will mop the floor with you if they can get close, so try to stay behind them or on the other side of the board.


High Heath Characters


These characters can make it difficult for you to get Big Bang Bell KOs. Their high health can cause them to trigger your Big Bang Bell early and not take too much damage from it. Focus on other players, as it will be tough to get KOs on them. Don't place bells on their bases unless they are low on health or the events are making it hard for players to norma.


Arthur


Arthur boasts a huge amount of health at 7 and will usually bring healing cards like Pudding and Dinner to keep himself healthy. This makes it incredibly difficult to KO him with your hyper unless he is already low. Once he hits level 3, he will be able to use his hyper Branch Expansion Strategy to fill his hand with the trap Rbit Hobby Shop. These traps drastically increase his star collection, making him a tough opponent to beat. The bright side is that you can place your own traps over Rbit Hobby Shops to erase them, and Saki likes to bring lots of traps. Big Bang Bell isn't very good in this match up unless you are playing on a large map like Christmas Miracle or a tricky one like Space Wanderer.


Cuties


Sham and Sora formed an idol group whose combined cuteness will be a nightmare for you. The cuties love to play cheap event cards in order to boost their star collection. We Are Waruda happens to be one of these, which ruins any planning that went into your trap placement. Their hyper Special Stage makes them nearly unkillable, but it cannot save them from your Big Bang Bell. They collect stars more consistently than you and are even harder to fight due to their base stats and their passive. You pretty much have to pray that they land on Big Bang Bell or that another player can defeat them in combat.


Krila


The two of you will be fighting for trap real estate. She also has very high base health at 6 which can go even higher thanks to the traps that her hyper Plushie Master lays. Dance, Long-Eared Beasts! is an awful trap to land on, dealing 2 damage to you, healing her for 1 which can overheal her, and reducing your attack by 2 in your next battle. Don't set Big Bang Bell on her home unless you are playing on a very large map. Use Sky Restaurant 'Pures' or Go Away instead.


Kyoko


Her hyper Crystal Barrier negates the next three traps, battles, and drop panels she is affected by, dealing 1 damage to her instead. If she lands on Big Bang Bell while this is active, you will be sad. On the bright side, she can still be KOed from someone else triggering it nearby and she isn't very threatening otherwise.


Miusaki


Her hyper Solid Witch prevents all damage that would be dealt to her for one chapter, rendering her immune to your hyper. The blast can still KO others though. Other than that, you should fear her as you would other offense characters.

Co-op


While she may not be top tier, Saki can make for an excellent supportive character is you play her to her strengths. Saki's low stats can make it difficult for her to contribute in fights, Instead make use of her low REC, workable bulk, and hyper. Saki's defensive stats can make her surprisingly durable with the boosts provided by the roles. While attacker, defender, and avenger range from lackluster to downright awful, Saki shines in the support and dealer roles thanks to her utility and quick recovery.

Big Bang Bell has received a few buffs in this mode to make it more team friendly. Firstly, you and your allies cannot trigger it, meaning it is safe for you to land on it without wasting it or KOing yourself. Secondly, instead of the usual face-down card, it's position is shown with the card art. Finally, the blast only hurts enemies.


Attacker
No. Just... no. The attacker role negates the one thing Saki has going for her (her REC) in order to boost her worst aspect (her ATK) to levels well below that of characters more suited to the role.
Defender
While the defense buff makes Saki significantly harder to KO, her low health limits the number of shields she can grant to her allies before needing to heal. If it's any consolation, her low REC makes being KOed an easy way to restore her health.
Healer
Being able to revive quickly is a great asset for a support to have, as it will be up to them to get their teammates up after a devastating boss card. The movement speed and evasion buffs granted by this role allow Saki to stay out of trouble and swoop in to save her teammates.
Avenger
Saki's low base health can make this role difficult to contribute with, especially for lower leveled players. However, the ability to reduce her REC to 3 makes this role at least worth a mention.
Dealer
While this is the least durable of Saki's good roles, the bonus health and ability to negate Terror turns with Demand paired with her low REC make sure she is active and drawing card for most of the game. This role allows her to spam Big Bang Bell while feeding cards to her allies.

Conclusion
Thanks for reading!

I am thinking of doing a series of character guides is this format, so let me know if you have any suggestions or if you felt this guide was missing something.


Images: 100% Orange Juice Wiki[onehundredpercentorangejuice.wikia.com]


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4 Comments
Funta 29 Oct, 2022 @ 7:23am 
play saki, pick minelayer events, and bring lots of 'we are waruda' cards let the terror begin
Vic 30 Jan, 2019 @ 1:49pm 
One thing that could be mentioned is avoiding playing traps, especially Piggies, until level 3 so every trap you place is a possible Bell in the eyes of the other 3 players.
Tabella 8 Dec, 2018 @ 11:42pm 
good guide
i was looking for a saki guide these days <3
Solidus 3 Dec, 2018 @ 2:48pm 
Nice guide. Only think I'd add about Krila is the fact that she tends to bring We are Waruda, wich as you pointed out, is a F card for Saki. While Krila has no problems mixing her traps with another ones (one single diferent trap can provoke chaos on her favor), Saki needs to control where the BBB are placed.

But the rest I really liked it, Saki is one of my favorites and I see you understand my taste.