100% Orange Juice

100% Orange Juice

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Fully Charged! GO! - A Marc Character Guide
By Tekkahedron
Stop worrying and love the bomb with this character guide for Marc.
   
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Introduction




Marc is a balanced fighter who consistently does very well due to her fantastic combat stats. Although she struggles with sustained fighting, Marc is just as good at dealing damage as she is at reducing it with her block. Marc's hyper x16 Big Rocket is a powerful tool for farming wins, disabling opponents, and knocking opponents into KO range that scales in damage and cost as the game goes on.





Play Marc if:
  • You want offensive and defensive strength at the cost of longevity.
  • You want a flexible character that can pursue wins or stars.
  • You enjoy sniping people down from across the map.


Pros:
  • Solid base stats make her good offensively and defensively
  • Not dependent on battle cards for encounters.
  • Hyper is playable from the start of the game.
  • Hyper can be used to farm wins and weaken or disable opponents from anywhere.


Cons:
  • Poor EVD makes dodging small hits harder and large hits impossible.
  • Damage from battles and cards adds up quickly due to low health.
  • Hyper becomes very expensive late game.

Unit Card


HP: 4 | ATK: +1 | DEF: +1 | EVD: -1 | REC: 5

Marc's above average stats make her a force to be reckoned with. Her good ATK and DEF make her good at taking out weak opponents while making it difficult for opponents to get a good hit on her without also taking a big hit. On the other hand, her -1 EVD means that she can't avoid small hits as effectively as other characters. Combined with her low HP, Marc can quickly find herself in danger if she takes too much damage in fights or from opponent's cards. Use x16 Big Rocket in conjunction with Marc's strong stats to take our opponents, then use cards and her menacing saltine to dissuade attackers. Make sure to heal when you can, as Marc's preference for blocking and low health makes it easy for her to be KOed by damaging cards and unlucky rolls.

Hyper Card


x16 Big Rocket
Type: Boost
Level Requirement: 1
Cost: Level x10 stars

Deal damage equal to your level to target unit. A KO from this effect gives you 2 Wins.

x16 Big Rocket lets you deal damage to opponents from anywhere on the map. The damage and cost scale with your level, so while it has the potential to OHKO most players in the late game, it will become a huge financial burden without President's Privilege, especially when aiming for star normas. This in itself can be a boon however, as it opens up Marc to strategies that rely solely on her base stats and card control.

This card shines in the mid game where the cost isn't too high, but the damage can quickly put an opponent on their last legs for a battle KO. You may even want to put off leveling up to keep the cost down if you are going for wins. KOing a player with this card will grant you 2 wins, but they will not lose any stars and you will not gain any stars. This card combined with Marc's combat strength makes it much easier for her to secure early KOs and win normas.

Stages of the Game
Level 1

Prioritize drawing cards, then collecting stars. Bonus spaces don't give many stars at level 1, so you might as well stockpile some cards for later while you have the chance. If you get the chance to fight on battle spaces, do so while your health is high. Marc does a good job fighting NPCs and some early wins will let you zip past level 2 much quicker once you level up. Your hyper only deals 1 damage at this point in the game, so only use it if you can set up a KO with it. Fight players when you have a card or stat or advantage, but try not to waste your precious HP.


Level 2-3

Now that x16 Big Rocket is dealing a respectable amount of damage, it will be much easier to get wins with it. At level 3 you can even start one-shotting the lowest HP characters like Nanako and Peat. Don't let this power go to your head, lest you end up draining your wallet. Bomb responsibly and make an effort to collect stars and cards. Battle spaces should be a breeze with the help of battle cards. Even without cards, the only one that should give you trouble is the seagull if he rolls well. Pick off weakened players in battle or start fights with those less combat oriented than you, but avoid bullies. If you are going for wins, you may want to put off leveling up to keep the cost of x16 Big Rocket in check and postpone the arrival of the boss.


Levels 4-5

Your hyper should one-shot most of the cast now, but has also become very expensive. Without President's Privilege, you will quickly exhaust your star supplies. If you are going for star normas, try not to play your hyper unless you have President's Privilege or it is absolutely necessary. Win normas will give you a bit more leeway with your stars, but you should be careful to not leave yourself unable to play other cards due to bankruptcy.


The Boss

While Marc's positive defense does a good job of managing the damage the bosses can deal, her low health still makes boss encounters pretty dangerous for her. Try to avoid fighting the boss unless you have defensive battle cards to back yourself up. Clean up players who try to fight it and swoop in when it's health is low for 3 wins and potentially a bunch of stars.

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
Quick Restoration
Saki's Cookie
Gift Exchange
Scrambled Eve
B
I'm on Fire!
Rbits
Dash!
Extend
Nice Present
Encore
Go Away
Flamethrower
C
Accel Hyper
Big Magnum
Dark Side of Business
Rainbow-Colored Circle
Sink or Swim
Tactical Retreat
Ambush
Backdoor Trade
Gentleman's Battle
Mimic
Nice Jingle
Path Blockers
Stiff Crystal
Treasure Thief
Here and There
Holy Night
Mix Phenomenon
Out of Ammo
Party Time
Play of the Gods
Star-Blasting Light
Serene Hush
Super All-Out Mode
We Are Waruda
Lost Child
Metallic Monocoque
Windy Enchantment
Assault
Bad Pudding
Brutal Prank
Dangerous Pudding
For the Future of the Toy Store
Invasion
Piggy Bank
Piyopiyo Procession
Present Thief
D
Desperate Modification
Extension
Final Battle
Portable Pudding
Reverse Attribute Field
Serious Battle
Shield
Shield Counter
Completion Award
Dinner
Flip Out
Lonely Chariot
Pudding
Sweet Destroyer
Cloud of Seagulls
Forced Revival
Oh My Friend
Scary Solicitation
Sealed Guardian
Unpaid Work
Bloodlust
Lucky Charm
Poppo the Snatcher
Unlucky Charm
Exchange
Heat 300%
I Wanna See You
Poppoformation
Sealed Memories
Sky Restaurant 'Pures'
Tragedy in the Dead of Night
Wanted
F
Long-Distance Shot
Accelerating Sky
Indiscriminate Fire Support
Little War

Cards of Note
Saki's Cookie


Marc's high DEF and low HP make this method of healing more efficient on her than most characters. Saki's Cookie helps her keep herself out of the danger done while not being terribly efficient for her opponents if they happen to draw it.


Card Control


Marc's strong base stats combined with x16 Big Rocket's extreme late game costs make Marc an effective user of card control strategies. By eliminating her opponent's cards and forcing both characters to rely on their base stats, Marc can give herself a big advantage over most characters. While Scrambled Eve and Gift Exchange can give her opponents x16 Big Rocket, its high cost in the late game and focus on wins and combat can render it impractical for a lot of characters.


Rocket Spam


On the other hand, if you want to spam rockets but aren't interested in buying Flying Red Barrel to do so efficiently, these cards will help you find and play more x16 Big Rockets. Draw support cards like Nice Present and Princess's Privilege will help you maintain a steady flow of ammunition. Encore is a little trickier to use, but can also be stolen from opponents who set it. Setting it on a Draw panel effectively turns it into a Draw2x. President's Privilege can help make sure you don't waste all of your stars on rockets as their cost really starts to scale up in the late game.


Battle Cards


Quick Restoration is Marc's go to defensive battle card for most situations. It helps patch up her problems with sustain while not helping opponents survive your attacks. Rbits can make a good replacement against strong offensive enemies or if you don't have the Acceleration Pack. Unlike Quick Restoration, however, almost all of your opponents can use it effectively against you. I'm On Fire provides an cheap offensive option that doesn't hurt you like Big Magnum does or blow you out like Accel Hyper can.


Filler cards
While not particularly exciting, these cards are decent enough in most situations to be worth thinking about putting in your deck. They can fill in the empty spots if you are going for a more general deck or if your collection is a bit lacking.

Dash!
Lost Child
Windy Enchantment
Extend
Go Away
Nice Jingle
Mix Phenomenon

Counter Cards
Out-of-Combat Damage


Long-Distance Shot and Indiscriminate Fire Support can both put Marc down to a dangerously low level of health. Long-Distance Shot in particular can be used to pop Marc down from 2HP to 1HP, forcing her to rely on her poor EVD for survival. Indiscriminate Fire Support will also drain your health over time just as often as it will help you poke down enemies. If you are wondering why Cloud of Seagulls isn't here, it's because it relies on RNG and can be used to self KO in a pinch.


Strong Healing


More powerful healing effects like Pudding, Dinner, and Portable Pudding are far more effective on characters with more HP than they are on Marc. Even if you play them while at 1 HP, you aren't getting that much more healing over Saki's Cookie. Waiting to do so is dangerous anyways. A healthy Marc is a scary prospect for a lot of characters, so keeping your HP topped off can help deter unnecessary fights. Portable Pudding is especially troublesome due to the fact that it can be used immediately in response to x16 Big Rocket poke, wasting a lot of your stars and a hyper card.

Sample Decks
DLC Free


2x Rbits
2x I'm on Fire!
1x Nice Present
3x Saki's Cookie
2x Dash

For the new or budget player, this beginner-friendly deck contains cards only found in the base game. Heck, starting with Marc will get you most of these, only needing a few cards from the base pack to finish the deck.


Clear Skies


3x Saki's Cookie
3x Gift Exchange
1x Scrambled Eve
3x Flamethrower

This is a deck is focused on disrupting opponents by messing with their cards. You can read more about it and card control in general here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2206582010#3883388


Rocket Girl


3x Quick Resoration
1x Nice Present
3x President's Privilege
1x Princess's Privilege
2x Encore

This deck aims to let the player spam x16 Big Rockets as much as possible with extra card draw and star collection. An important thing to keep in mind when playing this way is that rocket KOs don't cause the victim to lose stars. Remember, x16 Big Rocket can be used to poke as well as KO, and doing so will help earn the stars back if you follow up with a battle KO. President's Privilege helps in the late game when rocket prices become astronomical. In general though, Marc (Pilot) is a better choice for this playstyle due to her cheaper rockets and reduced dependency on President's Privilege.

Who to Watch Out For
Bullies


Marc's low HP betrays her in fights against these characters. Although you can tank a hit or two with some luck, you will usually need the help of a battle card to take them on. If a fight is unavoidable, try to get the first hit in to take advantage of their poor defenses. Use x16 Big Rocket to poke them down before hand if possible and profitable.


High Health Characters


Anyone with 6 or more base health will be difficult to KO with or without x16 Big Rocket. Their high health makes it so you can't outlast them in prolonged battles and the stars required to take a decent amount of their HP off with x16 Big Rocket generally isn't worth it while their HP is high. Pick fights when you can do so safely, but don't let your health get too low. Late game when you are OHOKing most of the cast, they will be using Pudding or Dinner to keep their health topped off, making nuking them a waste of time unless you can score the KO immediately after.


NoName


No Name stings like the dickens and has a unique passive that gives him a second chance after dying. KOing him in his normal form in battle will not give you wins, but doing so with x16 Big Rocket will. Once KOed, he becomes a potted head with abysmal stats. Although the potted head form only has 2 HP, he will return to his regular form if he can get to a home base, making it difficult to take his stars. Knock him down to size with x16 Big Rocket, then KO his head in battle and he'll be down for a long time thanks to his high REC. Beware fighting him head to head when the boss is active or his hyper Overseer will force you to fight the boss instead. This matchup can be very tricky depending on the NoName player, but you do have an advantage over him on paper.


Tomato and Mimyuu


Mimyuu's hyper Evil Spy Work - Preperation is something you really don't want to deal with. The Evil Spy Work - Execution gifts it creates will KO you if you draw them unless you are at full health or can discard it before it detonates. Keep your hand full so you can discard any of these that you might draw. Apart from these, she's super easy to KO in battle and KOing her with x16 Big Rocket still grants you 2 wins. On KO, Mimyuu will transform into the more vulnerable Tomato, reviving the next turn with the ability to act immediately.

Although Tomato is easy to KO with x16 Big Rocket, you may want to think twice about doing so. KOing her with the rocket will give her a safe and easy way to transform back into Mimyuu, the less risky of her two forms. KOing her in battle can be a pain as well, due to her hyper Waruda Machine, Blast Off! Marc likes to keep her hand full, especially late game, so Tomato will almost certainly get a huge combat boost when playing her hyper against you. If she does go down in battle, she will lose the half of her stars and give 2 wins. Evil Spy Work - Preperation and Waruda Machine, Blast Off! don't change when she transforms, so you will need to keep an eye out for both of these cards once she has transformed once.

Co-op
(I don't have an image of Marc's co-op card yet, so bear with me. In co-op, Marc has 6 REC. x16 Big Rocket is the same.)

Marc's ability to pick off units makes her invaluable against Big the Haruo and the Summer Beast. Against other bosses, she still makes a good attacker thanks to her good attack and bulk. When near a healer, she becomes very hard to KO while dealing plenty of damage. She pairs really well with Arthur, as she can use his shops to find x16 Big Rockets and his accelerated star collection lets her fire them off more often.

Attacker
Marc's bulk and good attack let her repeatedly assault the enemy while taking controlled amounts of damage. This role boosts her damage and allows her to always get her attacks off. Healing from supports, cards, and home panels can make her last a long time in combat.
Defender
The defender role makes Marc very tanky, but her low heath limits the number of shields she can give her allies. There are better options who can be tanky while still dealing damage and giving their allies shields.
Support
While the EVD buff isn't wasted on Marc, it doesn't help much against the boss. Marc really wants to be the one being healed, so making her your only support can be a bad idea.
Avenger
Marc's combat stats are great for the avenger role. The only problem is her low base health. This role is only really viable once the layer has the two health boosts available, but once the do, she is great at retaliating with her +1 ATK.
Dealer
This role allows Marc to get as many rockets off as possible. President's Privilege is necessary for this strategy, as the rockets start to cost up to 50 stars towards the end of the game. Urge your teammates not to discard this card and send x16 Big Rocket to them if they have it.

Conclusion
Thanks for reading!

Let me know if you have any suggestions or if you felt this guide was missing something.


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4 Comments
Pano 29 Sep, 2020 @ 7:53am 
For the Rocket Girl deck, wouldn't President's Privilege x3, Nice Present, Princess's Privilege, Quick Restoration x3, and Encore x2 be better? The Encore's allow for better card generation with minimal risk of being used to screw you over, and the Quick Restorations because it is probably Marc's best battle card.
Ren-Kun! 11 May, 2020 @ 4:16am 
The best character to play if you want to win consistenly imo.
She's high tier for a reason
Sekkulbeori 13 Feb, 2019 @ 6:54pm 
These guides are really good. Thanks.
Fun Pak 13 Feb, 2019 @ 12:30pm 
One way to counter NoName's passive with Marc is to let rip your Rocket when he's right in front of you, forcing him into pot form and giving you a crucial chance to attack - with your +1 Attack against his pot's two health and -1 Defense it's statistically likely you'll take him down on the first hit, provided you don't roll a one. This will lead to two Wins from Rocket and two more from the KO plus half his stars. All this is moot if he has Overseer, though.