100% Orange Juice

100% Orange Juice

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I'm Dashing Through! - A Suguri Character Guide
By Tekkahedron
Dance the line between life and death with this character guide for Suguri.
   
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Introduction


Suguri is often described as having two speeds: fast and dead. Her high dodge chance makes it difficult for opponents to land an attack on her. This combined with her above average attack lets her deal good damage in combat while avoiding it entirely in return. That same blessing can also be a curse however, as she is extremely susceptible to high attack rolls. One bad roll and Suguri will go down faster than you can say "Guess I'll die." Her hyper Accelerator lets you to roll two dice for all movement, combat, bonus and drop panels, turning you into a speedy combat powerhouse.



Play Suguri if:
  • You enjoy a risky, but rewarding playstyle.
  • You like to live fast and aren't afraid to die hard.
  • You want to fight your opponents as much as possible.


Pros:
  • High evade makes it very difficult for opponents to land attacks.
  • DEF debuffs can be ignored most of the time due to high EVD.
  • Good attack and high dodge chance make encounter panels a breeze.
  • Hyper improves movement, attacking, blocking, and dodging, allowing for explosive turns.


Cons:
  • Extremely weak against high rolls.
  • Failing a dodge usually means death.
  • Poor at reducing damage with block.
  • Has difficulty fighting the boss.
  • Accelerator can whiff if you roll poorly.

Unit Card


HP: 4 | ATK: +1 | DEF: -1 | EVD: +2 | REC: 5

Suguri's evasiveness paired with her above average attack make her an excellent fighter. Suguri is tied with Tsih and the Arus for the highest unboosted EVD stat in the game, allowing her to dodge hits that would be impossible for many other characters. She can completely avoid damage from any attack roll of 2 or less no matter what she rolls. This goes up to a 4 with Rainbow-Colored Circle, making it incredibly hard for some characters to even damage to her. Unfortunately, any roll higher than a 4 will KO her if she fails to dodge it. The result is that Suguri usually finishes fights unscathed or KOed, as she can't rely on her defense most of the time due to her low health. Blocking is reserved for medium amounts of damage (~ 4-6) in situations where you need as close to a 100% chance of survival as you can get.

Hyper Card


Accelerator
Type: Boost
Level Requirement: 3
Cost: 30 stars

Effect Duration: 1 chapter
Roll two dice for movement, battles, bonus, and drop.

Accelerator lets you become amazing at everything from movement to combat to star collection until your next turn. Rolling two dice bumps your minimum roll up to a 2 and the maximum up to a whopping 12. This effect stacks with any other dice doubling abilities, such as Accel Hyper or the Sprint event, causing you to roll four dice. Playing this card will let you move much faster, hit harder, and dodge more consistently in combat. Any stat modifiers are only applied once, so an attack roll of a 3 and a 4 will come out to an 8 with Suguri's +1 ATK modifier. You will also roll two dice when you land on a bonus or drop panel. The buff lasts until your next turn, so any opponent that attacks you until then will regret it.

On the downside, Accelerator costs 30 stars, meaning that you will need to get a KO or set one up in order to make up for the cost. Keep in mind that, while unlikely, you can still roll poorly. Even if you are rolling two dice, rolling two 1s still counts as a 2. Whiffing a movement roll will waste your stars and doing so on a combat roll can waste your time or get you KOed.

Lastly, be careful about fighting a player on a drop panel. Accelerator will cause you to roll two dice which get multiplied by your level (up to 3), potentially causing you to lose a lot of stars. Be especially mindful of 2x spaces, as these will make you roll four dice. Make sure the fight is worth it before you play Accelerator.

Stages of the Game
Level 1
Aim for bonus panels or battle spaces depending on your priorities. If you think you will be able to fight your opponents safely, you might as well grab some early wins. If your opponents are too bulky or can easily punish you with a powerful attack if you fail to KO them, go for stars instead. Draw cards whenever you can, as they will come in handy later and you don't gain that many stars from bonus spaces yet anyways.


Level 2
The only notable change here is that you and the other players now have access to most of the battle cards. Be careful when challenging players or landing in front of them, as they could be packing I'm On Fire or a defensive card. On the bright side, you have access to these too, so make sure to take advantage of opponents with empty hands.


Levels 3-5
You now have access to Accelerator. Use it to pick off players who are getting too many stars or otherwise need a time out. Try not to spam it due to the high star cost.


The Boss
Oh hell no. Bosses have a habit of rolling very high attack rolls. Store Manager in particular can ruin your day with his +3 ATK. Rainbow-Colored Circle can help and can sometimes save you from almost certain death, but there isn't much you can do about a 9 attack roll. Avoid boss panels like the plague unless it's health is very low. You have a much higher chance of surviving with Accelerator, so don't be too afraid to take out players standing on boss spaces with your hyper if the reward is worth it.

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

S Rank Cards
Image
Name
Review
Rainbow-Colored Circle
Rainbow-Colored Circle boosts Suguri's already amazing EVD to +4. Any attack below a 5 straight up can't hit you. You will have an easy time dodging even 6s from most characters. This battle card gives you the potential to dodge any unboosted attack in the game if you are lucky enough.

A Rank Cards
Image
Name
Review
I'm On Fire
Good for farming NPCs and finishing off players. Suguri's high evasion helps mitigate the downside of this battle card, so you can sometimes get away with playing it on defense unlike most characters.
Dark Side of Business
Your best tool for dealing with tanks and reduced reward characters like Chicken or Mimyuu. You can combo this with Accelerator against these characters to set them back immensely.
Extend
Suguri has a talent for dieing suddenly and unexpectedly. This card will help you minimize your down time and potentially help you get back at the player that KOed you.
President's Privilege
Accelerator is expensive. Accelerator comboed into a battle card is really expensive. This card lets you do both for only 10 stars.

B Rank Cards
Image
Name
Review
Sink or Swim
Suguri has good enough ATK to make this work and opponents will make themselves laughably easy to dodge and KO if they try to pull it out against you. You can pair it up with Accelerator for extra power.
Dash!
A cheap burst of mobility to catch up to targets, get home faster, flee from enemies, or increase your chances or moving over a dangerous area.
Nice Jingle
Double your star income from the next bonus panel you land on. Most effective after level three when you are getting the full bonus. It even stacks with Accelerator!
Nice Present
More cards good. Card give more cards. Card good.
Passionate Research
Lets you see the top three cards of the deck and grab any hypers revealed this way. This will give you valuable information about which cards are being drawn and whether is is worth landing on a draw panel over something else.
Accelerating Sky
Makes you even harder to hit while making it harder for your opponents to block. Amazing in a Play of the Gods deck and still good without.
Holy Night
Increases the stars you passively gain, speeding up star normas and letting you play more powerful cards sooner and more often.
Indiscriminate Fire Support
On the one hand, Suguri's high EVD makes getting hit mostly a nonissue. On the other hand, Suguri's low HP can make this card dangerous if you get bad RNG. If you are willing to risk it, this card is a great way to poke down opponents.
Little War
Very expensive. If you are going for wins, this will let you get two attacks in on your opponent. Otherwise, hang on to this card and hope someone hits it with Play of the Gods.
Out of Ammo
Prevents your opponents from retaliating with battle cards when you attack them.
Party Time
Pull everyone together and give them a head start before you run them down with Accelerator.
Play of the Gods
This is a great card to run with expensive event cards like Little War. Not only does it save you stars, but it also lets you play those cards much earlier than normal.
Poppo the Snatcher
The -1 DEF penalty doesn't bother Suguri all that much, so this card is great for earning stars quicker.
Dangerous Pudding
The victim misses their next turn. It doesn't stop normas, but it does waste their time and give you a chance to catch up to them in stars or to fight them.
Go Away
A cheap and easy way to deny normas. Also can be used to keep you off a drop panel or to keep others away from battle spaces.
Heat 300%
Doesn't hurt you as much as it does most other players, as you will be dodging most of the time anyways.

C Rank Cards
Image
Name
Review
Big Magnum
Lets you hit really hard at the cost of some health. Be careful if you decide to bring this, as it allows your opponents to KO you much more easily.
Final Battle
Suguri's high dodge chance makes it easy to avoid small hits and keep your health high, but be wary of this card. It gives your opponent more opportunities to roll high and put you in a dangerous position. Against the right characters, this card will give you an easy KO. Against offensive characters, you may end off biting more than you can chew.
Shield
Good for surviving fights where you don't think you will be able to trust your dodge. Can only be played on defense, so it can't save you from bosses.
Ambush
Punish a player who attacked you last turn. Can also be used to skip your turn if you really want to pay 20 stars to do that for some reason.
Backdoor Trade
This can help you get back in the game after an Accelerator revenge KO.
Flip Out
Make the best out of a bad situation and set another player back. You shouldn't try to land on a drop space, this just makes it a little less painful in the event that you have to.
Gentleman's Battle
Lets you fight someone from anywhere, but only if they have full health.
Long-Distance Shot
The damage doesn't bother you much and can help you soften up an opponent before a battle.
Princess's Privilege
Toss your hand and get a new one.
Treasure Thief
Steal a card from someone who though they could hit you.
Cloud of Seagulls
The damage is dealt randomly and it can hit you even if you play it, but your high dodge change helps minimize the repercussions if you do end up hitting yourself.
Forced Revival
Lets to KO players twice. If an opponent uses it on you, you have a better chance of making it out alive than most characters thanks to your dodging prowess.
Here and There
Great for escaping and denying normas. If you want to fight people, use Party Time instead.
Sealed Guardian
How confident are you at dodging? If the answer is very, play this to put all of your opponents at a huge disadvantage. Run with Play of the Gods if you are a brave soul.
We Are Waruda
Redistribute the traps on the board to get them off your base and hopefully somewhere less dangerous.
C Rank Cards (Part 2)
Lost Child
Reverses your travel direction, making you run into players more often.
Metallic Monocoque
Suguri's low HP makes her susceptible to out of combat damage like Marc's x16 Big Rocket. This gift makes it just a little harder for those characters to KO you in a setting where you can't dodge.
Windy Enchantment
Passively increases your movement so you can catch up to players more easily.
Assault
Forces a fight against the victim. Great for you even if you land on one set by an opponent unless they have really high ATK or get lucky with their rolls.
Bad Pudding
Mess with the victim's hand. Not terrible to land on yourself, but it can make you discard Accelerator or another key card.
Encore
It sort of doubles spaces like your hyper does, with the added bonus of giving you two battles on encounter spaces.
Flamethrower
Erases people's hand or KOes them if they don't have any cards. While the KO sounds powerful, the victim doesn't lose any stars. Worst case scenario, they miss out on a norma. This rarely happens anyways due to most players keeping their cards.
Invasion
The victim suffers an NPC attack before they get the chance to counterattack. If Seagull shows up it can hurt a lot, but otherwise hope they roll really well or it won't do much.
Mimyuu's Hammer
Doesn't do much to you but can soften up opponents.
Piggy Bank
Helps with star collection. The longer it sits, the more stars you get. If you place it on your home, it will be easy to pick it up later. On the other hand, everyone does this, and other players will assume any trap you place on your own home will be this. Alternatively, you can place it somewhere off the normal path and let it grow for a bit.
Piyopiyo Procession
Play on your base for a shot at some wins or on the base of a less offensively inclined character to give them a hard time. Do not put this on a bully's base or you risk handing them a bunch of wins.
Present Thief
Similar hand disruption to Flamethrower, but the trap sticks around after someone triggers it. The next player to trigger it gets the stolen cards.
Sealed Memories
Lets you see the victim's hand and might confuse them a bit. Lets you know when it is safe to attack a player or pop Accelerator.
Sky Restaurant 'Pures'
A devastating trap for a star collector to land on. The heal isn't great for you so use it against your opponents by putting it on their bases or on important spaces, like 2x draw panels.
Tragedy In The Dead of Night
Like Bad Pudding, but with no risk to you if you play it yourself. If you land on one an opponent played, you risk giving them a powerful card like Accelerator.
Wanted
Helps you get wins faster if you can catch the victim.

D Rank Cards
Image
Name
Review
Accel Hyper
Lets you easily KO players, but also makes it very easy for them to one shot you. Play during an Accelerator turn to roll four dice for your attack. Worth playing for the memes to be honest.
Extension
You never know what you are going to get, so don't count on this card to save you. It might, but it probably won't.
Portable Pudding
Suguri doesn't have enough HP or DEF to make this card worth adding to her deck. You have a better combat trick in Rainbow-Colored Circle.
Quick Restoration
This card is more geared toward characters that like to block and doesn't actually help you survive battles any better. You have cheaper and more effective options for defending yourself.
Rbits
Benefits your opponents much more than it does you due to Suguri's -1 DEF. Use Rainbow-Colored Circle or Shield instead.
Reverse Attribute Field
Good for escaping encounters with bosses and bullies. Use defensively only, as it puts you to -1 ATK.
Serious Battle
This card more or less does the same job as Reverse Attribute Field. The two key differences are that Serious Battle gives you a better chance at dealing damage to bosses and is more neutral than RAF. RAF is much more effective against units with high stats and much less effective against units with very low stats, while Serious Battle is more even.
Shield Counter
You will take 2 damage if an opponent plays this against you and it will waste your Accelerator if you played it. If you are a more passive player, you might want to consider this card, but otherwise steer clear of it.
Tactical Retreat
Nope the heck out of a fight you know you can't win. This card will let people escape from Accelerator, so I would advise against bringing it. It is also useless against bosses and is negated if the opponent uses a battle card.
Completion Award
Great for trap spammers, but more or less useless for you.
Lonely Chariot
An expensive and risky movement option. Suguri doesn't usually run much healing, so this can be tough to maintain.
Pudding
Suguri's low health and do or die play style mean that this card will benefit your opponent much more than you.
Saki's Cookie
Like Pudding but smaller. Suguri doesn't usually take small hits and you dodge the same at 4 health or 1.
Stiff Crystal
Traps are annoying. This card will prevent one from messing with you. Don't expect to get many stars back, as most players prefer to play level 1 traps. You are generally better of moving them with We Are Waruda.
Sweet Destroyer
This card isn't good unless your name is Yuki (Dangerous).
Dinner
Same issues as pudding, but it also heals all of your opponents. On the bright side, it heals you if one of your opponents plays it. Too bad Suguri doesn't take much damage.
Gift Exchange
You risk giving away Rainbow-Colored Circle and Accelerator if your opponents play this.
Mix Phenomenon
Play this when the boss shows up if you don't want to deal with it. Otherwise, it doesn't do much.
Scary Solicitation
Not a great card. Most players won't even play this unless they really need to deny a star norma.
Scrambled Eve
Empties your hand and gives your opponents a chance to draw any Accelerators you were carrying.
Star-Blasting Light
If you really hate traps or there is a Krilla in the lobby, run this with Play of the Gods to clear off the board. Otherwise, it it too expensive to be worth playing.
Super All-Out Mode
Really painful of you fail to KO the target or someone uses this when they have the drop on you. That +3 total ATK bonus is nice for assassinating low heath players though.
Unpaid Work
Not very helpful.
D Rank Cards (Part 2)
Bloodlust
Suguri avoids a lot of damage, so the healing from this isn't worth the life drain.
Price of Power
Lets you play cards earlier than usual. Nobody expects the level 2 Accelerator. Unfortunately, most of the cards Suguri wants to play are really expensive or low enough level that this doesn't really help all that much.
Unlucky Charm
Easily discarded and not worth the effort. Only gift cards matter characters like Tsih and Nico want this in their decks anyways.
Brutal Prank
RIP Accelerator and your wallet. You don't even benefit from the heal most of the time. This card can set you back a bit but it can also be devastating for some of your opponents who like to hoard their hypers like QP. Play at your own risk.
Exchange
Only good when you are really behind, which you might not be any more by the time an opponent lands on it.
For the Future of the Toy Store
Unless you are going for wins and spending stars like crazy or dying a lot, this will be a dead card for most of the game. This can come in clutch if you get it out early or are having a bad game though.
I Wanna See You
This gets you closer to your opponents, but puts you in front of them.
Poppoformation
Weakens your opponents, but is extremely dangerous for you to land on. Turns you into a sitting duck until the end of your next battle.

F Rank Cards
Image
Name
Review
Desperate Modification
Suguri is at a greater risk of dying to this card than almost any other character due to her evasive nature. Anyone capable of a decent attack roll can make use of this or can take advantage of you messing this up.
Mimic
Do. Not. Give. Your. Opponents. Accelerator.
Accelerator is a really good hyper and there are only a small handful that you would rather have in most situations. On the other hand, there are characters that would kill to have a hyper like yours and almost any character will benefit from having it.
Oh My Friend
Summons the boss to ruin your day. If summoned early, the boss will still show up again at the start of the next chapter as long as a player has hit level 4 and the first boss is KOed. This will prevent you from getting wins from battle spaces for a while and put your life at risk every time you or someone else plays it.

Sample Decks
Balanced


1x Dark Side of Business
1x I'm on Fire!
2x Rainbow-Colored Circle
1x Dash
1x Extend
1x Nice Present
1x Passionate Research
1x Party Time
1x Go Away

A good mix of offense, defense, and utility for the player that wants a bit of everything. Rainbow-Colored Circle keeps you safe while I'm On Fire lets you bring the pain and Nice Present and Passionate Research help you find your hyper. Dash, Extend, Party Time, and Go Away serve to add some utility to the deck by letting you control the battlefield. Finally, Dark Side of Business helps you deal with tanks and reduced rewards characters, which Suguri can have some problems with.


Sonic Boom


1x Big Magnum
1x Dark Side of Business
2x I'm on Fire!
2x Rainbow-Colored Circle
1x Nice Present
1x Passionate Research
2x Party Time

An offensive build that takes advantage of Suguri's good attack to fight your opponents. This build sacrifices safety for offensive strength, so don't let people get behind you or else they might try to KO you with one of these battle cards.


Do a Barrel Roll


3x Rainbow-Colored Circle
1x Dash
1x Extend
1x Nice Jungle
1x Nice Present
1x Piggy Bank
2x Here and There


This deck aims to keep you out of trouble while boosting your star collection. Rainbow-Colored Circle will keep you alive in most battles and Extend will make sure that the one that goes poorly doesn't set you back too much. Nice Jingle and Piggy Bank will help you get stars. Here and There and Dash will help you escape from danger. Lastly, Nice Present helps you find all these cards.

Who to Watch Out For
Bullies


With their +2 ATK, these characters will easily be able to keep up with your high evade rolls. You are at a severe disadvantage without Rainbow-Colored Circle and risk being KOed before you have a chance to counter attack if they get the drop on you. Stay away from them and use your hyper and battle cards to attack them when you have an advantage.


Tanks


You will have a hard time taking these characters down due to their high defenses. Even Accelerator will have a hard time dealing damage to them if they manage to roll well. Despite this, you have a very high chance of dodging their attacks due to your high EVD and their low ATK. Keep chipping away at them, but watch out for heals and 6s. Cards like Pudding will quickly undo all the work you've been doing and give them more opportunities to get a high roll against you.


Alte


Alte isn't very threatening until level 3; when she gains access to her hyper Self-Destruct. Once she does, you will have to be very careful about picking fights with her. If she plays Self-Destruct in a battle where you KO her, you will be the one who loses stars, you won't gain any wins, and she will gain a permanent +1 bonus to ATK. She will easily be able to hit you after gaining a few stacks, maxing out at a terrifying +3. Only use Accelerator on her if you know that she doesn't have her hyper and avoid her entirely if she gets two or more stacks.


Hime


Hime's +1 ATK can cause problems for you if she rolls well. Even more frightening is her hyper Binding Chains. This card will cause all of her opponents to skip their next turn and suffer a -2 EVD penalty. Without a battle card to save yourself, this will force you to rely on your less than stellar defense or a disadvantaged dodge roll to save you. You will be an easy KO if she follows up with a battle card of her own. Try to stay behind her so she can't use her hyper to attack you.


Islay


Islay has extremely solid base stats in exchange for her ability to attack opponents when passing, which make her difficult to KO. Her hyper Rival allows her to fight you anywhere, any time and boosts her already good ATK to +2. If she follows it up with a battle card like Big Magnum and you don't have Rainbow-Colored Circle you are likely going to die. Always hang on to a defensive card in this matchup in order to mitigate the chances of this happening. She is the only character in the game who is 100% safe to land in front of and can't use combat to stop on important panels, so keep this in mind when passing her on the board.


Miusaki


Miusaki is a tough nut to crack. You cannot KO her in battle as long as she has 3 or more health, and her counterattacks hurt like hell. Don't waste Accelerator on her unless you have a way to follow up next turn for the KO or she is bellow 3 health. Her hyper Solid Witch makes her immune to damage, so don't attack her if she is glowing green. She will use it to get free attacks on you and avoid imminent Accelerators.


Nath


Nath starts the game very weak, but can boost her stats via a stacking mechanic. Whenever a player plays a battle card in a fight she's in, she will gain 1 stack of Active Extension (one per fight). At the maximum three stacks she becomes a menace; blocking your attacks with ease and threatening to KOing with her +2 ATK. Once she hits level 3, you will also need to watch out for her hyper Another Ultimate Weapon. In exchange for all of her stars, Nath gains a potentially MASSIVE boost to her ATK and DEF. With enough stars, the stat boost from her hyper will make it easy for her to survive Accelerator and will make it tricky for you to survive the counter attack. Even a 0 stack Nath can become a deadly force with this card. Bully her before she gets stacks and try to keep her from reaching level 3 as much as possible.


QP


QP can be surprisingly hard to take down due to her average stats and her hyper Hyper Mode. This battle card gives her a +2 ATK boost and negates the rewards and penalties of you KOing her. The attack boost will make it a lot easier for her to hit you if she survives and she has access to it from the start of the game due to its low level cost. She can even counter Accelerator with it, as it prevents any of the benefits of KOing her. Fight her when her hand is empty and watch out for 6s.

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

Suguri's evasive specialization can be a liability against certain bosses. Many of the bosses have high ATK by default and most of them have ways to boost their damage rolls. M10 Robot, Big the Jonathan, and the Summer Beast all have ways to boost their attack to lethal levels for Suguri, making it difficult for her to fight as the game goes on. Big the Haruo is a bit less dangerous for her if your team can keep the little chickens under control. Star Devourer is the one boss that she has a solid advantage over, as her high EVD lets her avoid the boss's bonus damage.

Attacker and support are her best roles. Defender and dealer are viable but avenger is just plain bad.

Attacker
Suguri makes an excellent attacker. Her good ATK stacks nicely with the class bonuses and lets her deal plenty of damage even when she doesn't have Accelerator. She does have a habit of going down at bad times though, so pair her up with a support to bypass that 7 REC roll.
Defender
The defense boost from this role is pretty handy for keeping Suguri alive. Her low health however makes it difficult to give her allies shields. This role is done better by her V2 version in my opinion thanks to its passive health regen.
Support
Want to have +3 EVD baseline? Suguri can play as an offensive support, fighting along side her team's attackers and reviving them when things get rough. The downside is that if she goes down, your team will have to go without her for a while due to her high REC. Great in games with two supports.
Avenger
Good avengers have high HP to soak lots of damage, good DEF to manage the amount damage taken, and poor evade to take medium hits for the ATK boost. Suguri's stats the opposite of this. Pick someone else if you want to play avenger.
Dealer
Accelerator can turn even the meekest teammate into a force to be reckoned with. The dealer role allows Suguri to share her hyper with her teammates. The HP boost is somewhat wasted however, as Suguri's poor DEF usually leads to her taking a lot of damage, assuming it isn't better to just dodge 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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1 Comments
SchnaJang 21 Mar, 2019 @ 9:05pm 
Can you make a Tomomo guide next?