Sora & Sham (Cuties)/Hyper
Cuties' Hyper is Special Stage. When activated, the unit will receive stocks of "Live Mode" equal to their norma at the time of activation. In this mode, the unit will be unchallengeable to battle but can challenge others, untargetable by boost cards, has a -3 movement roll, will only be able to triggerand panels, and be unable to play cards. Opponents within a 2-panel radius of the unit at the end of their turn will pay the unit 5 stars for each of the unit's norma level. Either way, the longer the player can keep an opponent nearby, the more stars the player can steal.
Strategy[edit | edit source]
Special Stage is one of the greatest star-draining cards in the entire game, with the possibility to steal even more stars than Vortex where the effect is almost impossible to dodge. The player can also use the card viciously on larger boards like White Winter where the long walk to a player's home panel can force the opponent to walk through the hyper to avoid missing their norma. In short, the goal of the player will be to steal from the opponent as many times as they can, which can only be accomplished if the player is already close by at the time of activation. Another great aspect of the hyper is that it is very easy to make a star profit with the card, as the player only needs to steal from 2 characters or 1 character twice to recover the cost of the card. Better yet, the card is based on the player's level, not the opponent's, and thus enables the player better control over the card's effect. The player can also take advantage of the invincibility the card provides if they wait until norma 4 to activate the hyper, as it will provide full protection from the panels for 4 turns. This may even give the player the opportunity to KO the boss if the other players have already faced it multiple times while the player was in Live Mode.. Unlike Ubiquitous, however, the card requires more thought, as the timing of the card's activation will determine how well the card performs. In order to yield the best results from the card, the player will need to activate the card when opponents will be near the player soon. This can be accomplished by activating the card when there are KO'd players recovering nearby, when the player is heading down a path that their opponents must follow to get to their , or by using the hyper on a compact/commonly crossed section of the board. While the hyper cannot steal from KO'd players, it can the moment they recover. Special Stage is also infamous on small boards like
As to be expected, the card is far from perfect. The greatest disadvantage to Special Stage is the timing and luck aspect required to get the card to work well. If the player is particularly unlucky, they may time the hyper poorly enough that they don't make the cost back. Likewise, if the opponents roll high or use Star Circuit where the panel spacing and lack of path diversity can make the hyper difficult to time well. In a different but equally poor scenario, if the player activates the card when they are at 1-2 HP, opponents may follow the player on purpose, accepting the star loss, but waiting for the stocks to run out so that they can KO the player and get their stars and more back. This problem is more common with bullies and in particular , as the opponent will not care about stars as much., they can easily escape the hyper's effect. Similarly, cards like and field events like can easily enable opponents to escape the hyper's range. Consequently, the hyper works very poorly on boards with an abundance of panels and can be hard to use on boards like