When KO'd in battle, revive with 2 HP on the next turn.
Like most bonus characters, Sora (Military) is very similar to her counterpart, recover with half her health and be able to move, which enables her to keep pursuing her opponent. Sora (Military) can only enter normal recovery if she is KO'd by a Field Event or card such as ., with an added passive effect and adjusted Hyper. Like the original, Sora (Military) is a medium risk, medium reward character with relatively balanced stats. She features an above average attack and evade stat, which enables her to dodge and attack effectively. Unlike traditional Sora, however, Sora (Military) is built more around combat, as a result of her passive ability. Whenever Sora (Military) falls in combat she will immediately
Sora (Military)'s main disadvantage, however, is her below average health stat and her passive ability. Her below average health puts her at a disadvantage in combat, as she will not be able to survive as many combats as other characters. Her unique passive ability can also be a double-edged sword, depending on the circumstances. Since Sora (Military) revives with only 2 health points, she can be quickly KO'd after reviving by an aggressive opponent such as, if the player rolls poorly.
- +Good blend of offense and defense stats
- +Strong Hyper that enables guaranteed high rolls
- +Passive enables the player to keep on pursuing a target
- -Below average HP stat
- -Passive ability can backfire, under the right circumstances
- -Cheaper but less powerful Hyper than
- -Hyper can be situational or underwhelming
|Awakening of Talent|
|"I'll commence...my operation now." -Sora|
Sora (Military)'s Hyper is Awakening of Talent. When the Hyper is used, all rolls for movement, battle, bonus and drop will be 5, until the end of the player's turn. The card can be used as a Boost card or a Battle card.
Hyper Strategy[edit source]
Awakening of Talent is an adjusted version ofThe main drawback of Awakening of Talent is that the Hyper itself is not incredibly powerful. While the Hyper guarantees a roll 5, this translates to a total attack output of 6, which is slightly less than the 7 granted by that greatly boosts Sora (Military)'s movement and combat abilities. This Hyper itself in relatively low level and cheap to use, enabling the player to start using her Hyper early in a match. The Hyper also features the added bonus of being able to be used as either a Boost or Battle card, enabling it to be used on an opponents turn as well. As a result, the Hyper is extremely versatile, enabling the player to catch opponents, overpower them, and defend against them with guaranteed roll strength on either the player or opponents turn. The guarantee also overrides cards like . It is advisable that the player collects as many Hypers as possible, as the Hyper can be used as a deadly Battle card at any time, or be combined with other Boost or Battle cards of maximum effect. . Unless combined with other cards, even if Sora's throws a max roll, the Hyper will more than likely fail to KO the opponent, unless they are low on health. As to be expected, this can lead to disappointing outcomes from the Hyper.
- Playing As Sora (Military)
- Playing Against Sora (Military)
Recommended Cards[edit source]
Counter Cards[edit source]