|Origin||Xmas Shooting - Scramble!!|
Ignore healing effects. When playing a battle card, gain +1 ATK & EVD in battle, and max HP is reduced by 1 (to a minimum of 2).
Like her in-game personality, Kiriko is a sadist constructed around an unusual passive and Hyper. Kiriko herself, possess a health stat only rivaled by field events such as and to help KO her if the player does not have her Hyper. Other cards such as and can also be used to help the player KO themselves, to restore her to full health. While battle cards should generally be avoided to preserve Kiriko's high health stat, the player should use them when it is strategic to do so. In emergency situations, where the player is low on health, defense cards can be used to keep Kiriko alive. In the late game, the player can also use offensive battle cards for powerful assaults to KO other opponents for more stars. While they can be used at any time, battle cards are generally better used toward the late game, however, as the health reduction from Kiriko's passive will permanently lower her health stat for the duration of the game., and a slightly debuffed defense stat. As a result, Kiriko can be very difficult to defeat even with her below average defense if the player consitently rolls well. With her large amount of health, the player will likely be able to survive multiple confrontations, however, due to her inability to use healing cards, once a health point is lost in combat, it will not return unless she is inevitably KO'd. As a result, Kiriko's playstyle revolves solely around the player committing self-KOs to prevent Kiriko from losing stars. The general goal of Kiriko is to fight/survive until her health is reduced to 1, and then to use to KO herself. This will cost the player 10 stars, but will repay them with 15 more stars. The player can also take advantage of certain
Kiriko's main disadvantage is her build and her Hyper reliance. Even with her large pool, Kiriko is not a tank, as her below average defense can result in her health being depleted quickly if the player rolls poorly. If the player rolls 1, and arolls a sizx, the player will already have lose 75% of their health. The more blatant disadvantage is that Kiriko cannot heal herself under any circumstance including cards, and panels, or field events. (This includes if the player should get their hands on it). As a result, every battle will be a risk to Kiriko's unhealable health, and combat is not advisable unless the player has to. The player may also never get the chance to use Kiriko's Hyper depending on how successful opponents are at KOing each other. Further, her inability to use many battle cards forces the player to use such cards sparingly, which can make it more difficult for the player to attack and defend.
Kiriko should almost always be played for star norma and should play passive, letting other players beat themselves up so she can steal the KO with her Hyper. Early on in the game, the player should avoid confronting other players while focusing on panels and panels. The player should keep trying to draw cards until they find her Hyper, as it is essential to her success. In the late game past norma 4, the player should start using battle cards if the situation to either assault another player far ahead of Kiriko occurs or if they needs to protect themselves from an opponent's attack.
- +Highest base HP in the game
- +Powerful and inexpensive Hyper
- +Hyper counters other character's Hypers
- -Hyper reliant
- -Very situational Hyper
- -Unable to benefit from healing cards and effects
|"Just hold still, I'll fix you up real quick." - Kiriko|
Kiriko's Hyper is Final Surgery. When the Hyper is used, it KO's all units with 1 HP and the player gains 25 stars for each KO'd unit (player included).
Final Surgery is an overall powerful Hyper that can both KO the opponent and player and provides stars, like a cheaper improved version of. From level 2 onward, the player will be able to use the card to KO opponents and themselves if the situation presents itself. Due to its cheap price, the player will always gain at least 15 stars and 90 at most. The Hyper should generally be used, however, on KO Kiriko when her health is depleted to restore it back to 8 without losing stars.
The Hyper itself can be best used with combos such asThe main downside of the Final Surgery is that it is a situational Hyper. If the player is particularly unlucky, the opportunity may never arise to use the card if Kiriko and other opponents are consistently KO'd successfully without reaching a health stat of 1. The Hyper is also susceptible to and , with the later, while rare, enabling Kiriko to KO everyone for a gain of 100 stars. Final Surgery can also be used as a deterrent and counter against other characters and combos. For instance, will be at a large disadvantage as her Hyper and passive rely on being at 1 health. will also have difficulty using her Hyper as it will run the risk of providing Kiriko with free bait for Final Surgery. , as it is an event card, meaning other players may be able to profit from it and KO themselves as Kiriko normally would.
- Playing As Kiriko
- Landing on panels should take priority for Kiriko if the player starts without a as it is crucial to the player's success.
- and are relatively essential as Kiriko, based around her Hyper, thus the player should try to use any method to find it.
- If the player cannot seem to draw Kiriko's Hyper can be used as an excellent substitute to finish off the player. A less guaranteed yet, usually effective method is to play as it is notorious for striking the player.
- The field events such as, , , and should be used to the players benefit to either KO Kiriko, or reduce her health to use her Hyper.
- Powerful battle card that synergies well with Kiriko's passive such as can be used and held until the final chapters of the game to quickly steal stars from other players if they are going to win.
- is a risky card the player can use that can either benefit or damage the player based on chance. In the worst case scenario, the card will result in someone else activating , however, the card is the player's best hope for activating early on for cheap.
- Playing Against Kiriko
- Bully characters like are the best counter to Kiriko as they can potentially deal the highest damage, thus KOing Kiriko and other players before they reach 1 HP. Bullies and constant combat on a whole can quickly whittle down Kiriko's large health stat.
- Cards such as , , , and can easily rob Kiriko of her Hyper, thus removing her main source of power.
- Healing cards such as , , , and are all useless to Kiriko, and are thus effect counters as they prevent her from finding her Hyper or useful cards in the deck.
Recommended Cards[edit source]
Counter Cards[edit source]
|Not a Real Medical License||Play 10 games as Kiriko.|
|The Doctor is Out||KO all 4 players, including yourself, with a single use of Kiriko's hyper.|
|Lingering Effects||Reduce Kiriko's hp to 2, and then proceed to win the match.|
- During her original release, Kiriko's Hyper,  had a game breaking glitch. If the player used the card to KO someone on the same panel as Kiriko, the game would crash, resulting in the board and all characters disappearing and sometimes screen distortion.
- Kiriko appears in the art for and .
Update History[edit source]