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Hype it Up! - A Summer Beast Guide
By Tekkahedron
Need some help getting Total Rampage? This guide might be of some use to you!
   
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Introduction
Total Rampage
Defeat Summer Beast on Hyper difficulty after 3 or more Rampage.

This guide covers strategies that can be used to help you earn the Total Rampage achievement.

In order to earn this achievement, the players must cause the Summer Beast to use it's Rampage ability three times before defeating it in hyper difficulty.

Contraband


This achievement has no team or deck building restrictions. The teams you will use for this boss are determined by what roles you will need to fill to survive, rather than what you are forbidden from using.

Know Your Enemy


HP: 5 | ATK: ±0 | DEF ±0 | EVD: ±0
Every turn, summon a seagull Minion (up to Boss Lvl). When a Minion is defeated, lose 1 Hype. When a player suffers a KO, gain 1 Hype. If Boss has 10+ Hype at the start of the Boss turn, Rampage.


Lives


The Summer Beast has a unique lives system shown by the hearts on it's character portrait. Although the Summer Beast seems to have a way lower HP pool than most bosses, it must be KO'd 10 times in order the win the fight. Rampages even increase its base HP, making it important to keep the beast under control.


Seagull Minions


Each turn, the Summer Beast will summon a Seagull minion on it's position if there fewer than 4 of them active. They have stats identical to that of a standard Seagull and will wander around the map attacking any character they pass. The Attacker's priority ability does not affect these minions and they will attack first as normal.


Hype


At the start of the boss's turn, if it has 10 or more hype, it will use up that type to play Rampage. The boss earns hype whenever a player is KO'd by anything and loses hype whenever one of it's seagull minions is KO'd. Hype can also be earned from some cards it plays, such as Hype It Up. Since the boss needs to rampage three times in order to get the achievement, it is important to build a team composition that can both keep themselves alive and KO seagulls to suppress hype, but also be able to build hype later in the game to earn the achievement as smoothly as possible.

Boss Cards
Hyper Cards
Hype Mode
This card is more or less a passive effect that is in effect throughout the entire match. In addition to the lives mechanic, it also gives the Summer Beast a +2/+1/±0 statline in battles.
Rampage
The objective of this achievement is for the boss to play this card three times before defeating it. When played, the boss loses all hype, but can still gain hype if players are KO'd from the damage. This card will then deal 1 damage to each player for each Rampage that has occurred (including that one). If the boss is KO'd before it can play it, it will try again the next time it can act if it has enough hype still. Because the boss gains +1 ATK and HP every time it rampages, in is important to get its lives as low as possible before allowing it to raise its stats. Make sure not to stack up your units, or else the speed boost could result in a lot of players getting hit.
Home Sweeper
Every boss will play this card on chapter 40. From then on, every panel, excluding warp type panels, will be turned into a boss panel. This will severely impact your team's ability to gain stars, block healing and norma checks from home panels, and prevent you from drawing any more cards without a dealer or Charity. If the boss has not Rampaged three times by this point and is not on it's last legs, you are probably looking at a loss. If you find yourself in this predicament, try to keep your support and anchor alive by landing on the normal warp panels. Timing KO's among your teammates is important if you want to succeed at this point in the game.


Level 0 Cards
Rest
This card doesn't show up on hyper. Ignore it.
                                         

Level 1 Cards
Chase
As long as you all don't stack up, this card is pretty easy to deal with. Spread out to minimize fights with the boss.
Play
The boss gains 1 hype, which will likely be lost pretty quickly when you KO one of the gulls. This card is pretty much useless unless a rampage is incoming.
Tire Out
It is very important for your tank and support to not be KO'd while this is active or else the rest of the team will be in trouble. Characters like Shifu Robot anyone affected by Extend that revive instantly are unaffected by this.
Pudding Seeker
The real danger of this card is that it prevents your team from preparing for the next card. This can be a real problem if it sticks around to late game where cards like Sandwich Thieves and Watermelon Splitting are available.
Birds
The damage from this can add up over time, but for the most part it only becomes a problem if it overlaps with a rampage. Try to keep a Dinner handy to counteract this.
Seagull Friend
Late game, these traps are great for building hype and nerfing your Attacker's damage to prevent an early victory. Otherwise you can have Shifu Robot or the support eat these with the help of your defender's shield to keep your Attacker safe.


Level 2 Cards
Play Tag
Try to avoid fighting the boss this chapter unless you have a good chance of getting a KO. Use Home and Warp panels to position yourself safely if this card overlaps with a terror turn.
Hide and Seek
This card is great for building hype because it also prevents the boss from running your teammates over. If you are still trying to get KOs however, it can quickly bring about a rampage. Have someone fight her to end the effect.
Splash Water
On hyper, this will deal 4 damage. Just move out of the red indicator and you will be fine. In an emergency situation where everyone is stacked up on the boss, Here and There can be used for a chance to escape.
Psyched Up
Increases the boss's movement and gives it a little hype. It isn't very threatening on its own, but it can make cards like Watermelon Splitting terrifying if played back to back.
Play With Birds
Try to avoid fighting the gulls unless your character has a good chance of KOing them to offset the hype gain.
Exhaustion
This is a juiced up version of Tire Out. The same tips for that apply to this.


Level 3 Cards
Seagull Master
This is Seagull Friend, but it also places traps under the Seagulls too. If you can keep the Seagull population under control, there will be less traps to deal with.
Watermelon Splitting
This card can easily be a run ender, especially if it stacks with something that boosts it's movement, like Play Tag or Rampage. If there was ever a time to play Reverse Attribute Field, this is it. Remember that the beast doesn't stop after attacks when this is played, so try not to stack up with your allies to avoid being wiped.
Pudding Break
If you can get the boss's lives down to a resonable number before this is drawn, it becomes a very helpful card for building hype. It heals the boss, gives her 4 hype, and doesn't hurt your allies at all. If you aren't doing too well and she gets this while she still has a bunch of lives, it can become pretty dangerous for the same reasons, especially if she has Rampaged.
Hype It Up
This is one of the quickest cards for building hype. While it can be a pain if she gets it early, you can counteract it by KOing her before she can play it. Although I guess that's true for most of these cards...
Sandwich Thieves
I ordered a sandwich not an Air Strike! Dinner helps offset the damage this card causes, but it is still important to position yourself so that the boss or the gulls don't get the jump on you after taking a bunch of damage. Have your Anchor shield the player that needs it the most, either the Attacker, or the Support if they are low.

The Accomplices
Wandering Units
HP: 3 | ATK: +1 | DEF: -1 | EVD: -1 | REC: —

Apart form the sunglasses, these seagulls are identical to the normal ones you find in encounter panels. They will always attack players when they pass them. KOing one will reduce the Summer Beast's hype by 1 and give 1 win.


Encounter Units
HP: 3 | ATK: +1 | DEF: -1 | EVD: -1 | REC: —

HP: 3 | ATK: -1 | DEF: +1 | EVD: -1 | REC: —

HP: 3 | ATK: -1 | DEF: -1 | EVD: +1 | REC: —

The Summer Beast has the same encounters as the standard PVP mode. KOing them does not cause the boss to lose hype.

The Strat
The easiest way to defeat the Summer Beast while enduring her rampages is with the following setup.
  • A powerful attacker that can KO the beast quickly.
  • A quick reviving, low HP unit to feed the boss hype.
  • A high HP, defensive unit to anchor the team and survive rampages.
  • A support to heal and revive teammates when things go wrong, prioritizing the anchor.

The Attacker


In order to maximize safety and reduce the number of level 3 cards played against the players, the team should try to get rid of as many boss lives as they can as quickly as they can. When combined with Forced Revival, a good attacker can take multiple lives in quick succession.

Kae provides the most damage while reviving very quickly. She is also very capable of holding back later in the game when it it time to build hype using DEF boosting cards. While she is my preferred choice, many positive ATK units can be utilized here. Try to avoid units with high REC like Tomomo or Star Breaker, as a bad fight will delay your assault and drain your stars when the support inevitably has to revive you.


The Feeder


Once the attacker has knocked the boss down to around three lives, it becomes time to start building hype. In addition to gaining hype from cards that it plays, the boss gains hype whenever a player is KO'd. Building hype quickly before it gets too late into the game will help your chances of getting Rampages off before the boss's deck becomes too powerful.

Shifu Robot is by far the best at this role, as it can be chain KO'd very quickly due to it's revive mechanic while supporting it's team with either damage as an attacker or extra healing as a support.


The Anchor


As the game goes on and teammates start dying left and right (on purpose or otherwise), it is important to have a unit that focuses solely on survival so the team does not get wiped. Since this boss has a lot of cards that deal damage, including Rampage, a high HP stat is a must. The defender role will offer the most tanking ability to protect that HP, but dealer or support can be used based on the needs of your team.


The Support


Last but not least, the support keeps their teammates on their feet and makes sure that the anchor never goes down at times when they are needed.

The support has far more leeway with what character that they can choose as the support role is the important part. They even have the option to stack characters with another job to add some backup to the team composition.

Example Teams
Tried and True


Attacker Kae with Blazing!
Attacker Shifu Robot with Turbo Charged or role hyper
Guardian Fernet with role hyper
Support Marie Poppo (Mixed) with role hyper

This is my goto setup when helping players get this achievement.

Kae is an extremely efficient attacker. Despite having +2 ATK most of the time, she does not suffer a REC increase due to her offenses coming from her passive rather than her base stats. In addition, she can pump put a lot of damage using cards like I'm on Fire! that have very cheap star and deck costs. She also has the added bonus of using Rbits to nerf her damage when it comes time to start building hype.

Shifu Robot is the single best character for feeding the Summer Beast hype due to its unique revival mechanic. Any time it is KO'd it will bypass the revival roll and revive with 1 HP. This allows it to be KO'd multiple times in quick succession while still being an offensive threat. The attacker role is used to give Shifu robot the chance to get a hit in before it get destroyed. Whether or not you decide to go for role hyper depends on how much healing your team packs in the deck. I would say role hyper is more useful, but either way, Shifu Robot won't use it's hyper a lot. If you are finding that your team is KOing the Summer beast before you can get Rampage to go off, you may want to try support Shifu Robot instead, trading in some damage and priority for more team survival. In this situation, always take role hyper.

Fernet will give you the most defensive bulk without having to resort to cards. We use role hyper in this situation as it does more or less the same job as Air Support for far fewer stars. If you find Kae is KOing the boss too quickly, then Air Support can be used instead to nerf her damage by boosting her DEF. We pick Fernet over Kyoko due to her higher HP pool and the ability to play Reverse Attribute Field to go on the offensive.

Marie Poppo (Mixed) has a lot of things going for her. Ocean Dive has a lot of warp-move panels for her to trigger her passive. Her high HP lets her tank Rampages when needed. Since her power is tied to her passive and HP, she does not need to use her own hyper, opting for the much more useful Guardian of Blooming Flowers in order to further boost her supportive capabilities.

It is EXTREMELY important to bring Guardian of Blooming Flowers as Mixed Poppo rather than Subspace Tunnel. The ability to revive the Anchor with full HP is invaluable and a far more useful effect than creating warp panels. In addition, the Summer Beast can use the warp-move panels in conjunction with a card like Watermelon Splitting to easily wipe your entire team. Giving it the chance to do so for a few stars or cards is foolhardy and will make your team lose. If you mess up and bring Subspace Tunnel, either restart, or don't ever use it.


DLC Free


Attacker Kai with Protagonist's Privilege
Attacker Shifu Robot with Turbo Charged or role hyper
Guardian Fernet with role hyper
Support Fernet with role hyper

If for one reason or another you find yourself in a lobby where no one has access to DLC, a setup similar to this one can help increase your chances of completing your goal. Luckily, two of the core units are available base game, leaving only your Attacker and Support needing to be assigned.

Kai is the safest choice out of the base game units for Attacker thanks to his good HP and DEF and manageable REC. Protagonist's Privilege will counter some of the Summer Beast's scariest cards, such as Watermelon Splitting.

Shifu Robot and Fernet return again for the same reasons as before.

As for the support, a second Fernet is the safest option; although some other characters can make do. Despite not being able to make good use of the EVD buff supports get, Fernet's natural bulk will help her stay alive when the field starts to become covered in boss panels and her team needs her. Mio, Poppo, and QP are other options, with Mio and using role hyper and QP and Poppo using either. None of them really come close to Fernet's durability however.


Joker's Got a Gun


Dealer Marc with x16 Big Rocket
Dealer Suguri (46BY) with Observer of Eternity
Guardian Fernet with role hyper
Support Shifu Robot with role hyper

This is a team that only works while the Joker mixer is in active and is mostly a "for fun challenge" team. Otherwise, it costs way too many stars to play this many expensive cards.

Rather than fighting the boss head on, this team aims to take it out from a distance with damaging cards. Marc should do everything she can to find x16 Big Rockets and pass them to Suguri (46BY). She can play them herself where it would get a KO, but Suguri's damage-doubling passive will make the rockets deal way more damage. Later in the game, she can use her evasion penalty to feed the boss hype, although her 6 REC will make her far less efficient at it than Shifu Robot unless your healer stays near her.

Suguri (46BY) will be the focus of this strategy, as she can double the damage of cards passed to her by Marc. Defender or Support can be used instead if you would rather rely on Marc to feed Suguri hypers than the RNG of Observer of Eternity.

Yep. Fernet again. Moving on.

The last team member is really up to preference, but a support is needed one way or another. Fernet unsurprisingly is a good option. Shifu Robot support can help feed the boss and keep allies alive, so I've included it for this team. You can even double up on dealer Marc, but consider having Suguri (46BY) go support instead of dealer in order to help keep your two 6 REC characters on their feet and drawing cards.

Cards of Note
Summer Beast Counters
Forced Revival
Thanks to its lives mechanic, the Summer Beast is the only boss affected by this card. You can use this card to revive the boss with 1 HP, setting it up for another easy KO. This can be done by having a player higher in the turn order KO the boss or by letting the boss KO itself on its turn by moving your attacker in front of it and letting it attack them. Seagulls will not revive. Make sure to coordinate with your team on who brings these. If everyone packs three, you will run into a lot of dead cards in the deck.
Reverse Attribute Field
This card is great for both keeping your support characters alive and nerfing your offense characters once the time comes to start building hype. Even if it seems counter productive, the Attacker should hold onto this card if they draw it early. Since this card is a (Max 1) card, multiple players will need to bring it.
Dinner
The boss and its minions deal a lot of damage both in and out of combat. You are going to need a few of these to heal before or after rampages.
Serene Hush
This card can cancel out one of the boss's dangerous stat-boosting cards like Watermelon Splitting or buy you a turn for your allies to revive in a pinch.
Metallic Monocoque
This card does a good job of reducing the damage dealt by Birds, Sandwich Thieves, Dance of the Seagulls traps, and Rampage. It is especially strong if you can get it onto your Anchor, as it will dramatically increase their survivability.
                                         


Standard Co-op Cards
These are pretty commonly used cards that don't have anything specific to go over. If you know what they do, then you know why they're played.

Recommended:
Rbits
I'm on Fire!
Nice Present
Passionate Research
Extend

Useful:
Big Magnum
Accel Hyper
Windy Enchantment
Piggy Bank
Serious Battle
Star-Blasting Light

Filler:
Nice Jingle
Dash!
Here and There
Party Time
Saki's Cookie



Do Not Bring
Heat 300%
A lot of Kae players will bring Heat 300% in an attempt either debuff the their opponent's defenses or to power themselves up. In in co-op however, this rarely happens unless the trap is placed on a home panel. A home panel that the rest of your team now effectively cannot use. There will be up to four seagulls and your teammates that can also trigger the trap prematurely. Seagulls are already super frail, and your other teammates will not appreciate the -2 DEF. Even if you do manage to afflict the right target, it only lasts for 2 turns. There are other filler cards that will do more for your team.
Trap cards (With some exceptions)
Non-hyper trap cards are awful in co-op. Getting them to trigger is unreliable at best and Path Blockers is not worth the 5 deck points per copy. With the exception of Piggy Bank, Dangerous Pudding for QP (Dangerous), and maybe maybe maybe I Wanna See You none of the available traps are worth using, even for free.
Super All-Out Mode
This card is not only too expensive, but it also sabotages your team by buffing the boss and it's minions. Sure, you might gets some good hits on the boss, but will you survive the counterattack? There are much safer and cheaper options for more damage.
Dark Side Of Business
While you could argue that this can be used to prevent your Attacker from defeating the boss, Reverse Attribute Field is a much better option. This card does nothing up until that point and has no defensive uses, unlike Reverse Attribute Field or even Serious Battle.
Sink or Swim
This is awful on anyone that isn't an attacker. Heck it's awful on attackers too. Think of your teammates.
"On defense" battle cards
Shield, Shield Counter, and Tactical Retreat are all cards that your attackers will be unable to play. The Attacker role always gives them priority against the Boss, making these cards useless against the Unit they would be most useful against. Since most of these team compositions use two attackers, Rbits is better in more cases while still allowing players to attack the boss.
Little War
Dangerous and too expensive. Enough said.
Play of the Gods
This is hyper. RNG like this has a good chance of sabotaging your run and making you lose. Don't rely on RNG when you could just add more of the card you actually wanted to play.
Accelerating Sky
This card is too expensive, makes your team squishier, and only boosts the least useful stat in this boss fight, evasion. Kae and +2 EVD characters are the only ones who want this card. Everyone else just gets screwed by it.
Bloodlust
There are better healing cards that more of the team can use. Your healers and defenders will not appreciate the damage this causes.
Lucky Charm
Cards are really important for this boss, so not being able to play them is a huge downside. If Shifu Robot draws this card then gets chain KO'd by the boss and its minions, say goodbye to your stars.
                                         

Mixers


Mixers can help by making the boss easier or cause problems by making the boss stronger and messing with your team. Mixers aren't necessary for this boss, but there are some that will improve your chances of victory. If negative mixers are in the pool for the day however, it may be in your best interest to just turn them off though.


Positive Mixers
These mixers only have bonuses for your team.

Joker: It makes your cards free, allowing your team to play more cards without sacrificing star normas.

Charity: Draw an extra card every 5 chapters.

Star Chaser: Doubles the stars received from bonus panes.

Treasure: Free stars and the occasional hyper card, provided you can land on the treasure chests.

Amplify: It's a free stat boost. Just keep in mind that it may nerf Kae for a few turns if she gets the DEF buff.

Defensive Heroes: This is a great mixer to have. If Defensive Heroes is active however, you may not want to run Kae, as it will decrease her damage.

Evasive Heroes: An EVD buff doesn't help most characters against this boss, but it doesn't hurt you either.

Sprint: Go fast with no downside.



Questionable Mixers
These mixers can both help and harm allies, so use them at your own risk.

Aggressive Heroes: This mixer helps you KO the boss faster, but also makes it more difficult to hold back later to let the boss build hype.

Air Raid: This will cause more damage to your team than the boss, but it does help poke down seagulls as well.

Bomber: Same as Air Raid, but less predictable.

Backtrack: This mixer can be difficult to plan around. It isn't a deal-breaker, but it can mess you up if you don't keep an eye out for when it triggers.

Flipped: This mixer can help when building hype but can also make it more difficult to KO the boss leading up to that. Having a unit with negative ATK like Fernet, Natsumi, or Poppo (Mixed) can make it worth it.


Negative Mixers
These mixers will harm your chances of winning with negligible or nonexistent upsides.

Freeze: Freeze + Watermelon Splitting = GG. This also makes it easier for the boss to find fights against your team and can shut down the warp-move panels, preventing your team from using them to reposition.

Blazing: This mixer puts your Anchor and Support at greater risk of being KO'd. In addition, it makes Kae a little too strong and can make it difficult to build hype late game before she roasts the boss.

Miracle: While 2x draw and bonus panels are great, those 2x move and warp move panels will be the death of you late game. If this event overlaps with Watermelon Splitting or a particularly nasty Sandwich Thieves, you're gonna have a bad time.

Regeneration: This mixer makes everything a little harder to KO, and time is not on your side in this fight.

Random Warp: Don't put your lives in the hands of RNG. He's a terrible driver and I think he showed up drunk today.

These ones all either directly buff the boss or hinder the players, so I'm not going over them in detail:
Healthy Boss
Menacing Boss
Hard-shelled Boss
Slippery Boss
Confusion
Minelayer
Beggar
Bankrupt


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
Soap 漬物 29 Jul, 2020 @ 4:33pm 
Very Yuusful guide