Tomomo (Casual & Sweet Eater)/Hyper
Hyper[edit | edit source]
Tomomo (Casual)'s hyper is Miracle Red Bean Ice Cream. When held, the unit gains +1 ATK until the card is discarded. Getting KOed through battle will remove this card from the player's hand. Additionally, when played by Tomomo (Casual), she will transform into her powerful Sweet Eater form and immediately recover to full HP. When Tomomo (Sweet Eater) holds this card, it transforms into Magical Revenge.
Tomomo (Sweet Eater)'s hyper is Magical Revenge. When played below max HP, a random living opponent will take 1 point of damage. If this effect results in a KO, the player gains one win. This effect is repeated for every HP below the unit's max HP, so if Tomomo (Sweet Eater) is at 1HP, this card will deal 5 damage spread out randomly across all living opponents. If any unit other than Tomomo (Sweet Eater) gains this card, it transforms back into Miracle Red Bean Ice Cream.
Strategy[edit | edit source]
While Miracle Red Bean Ice Cream is not a particularly powerful card in its own right, its ability to transform Tomomo (Casual) into Tomomo (Sweet Eater) usually makes it incredibly central to her general gameplan. It can often be detrimental to draw too early, as Tomomo (Casual)'s poor HP makes her fairly easy to wear down and KO in battle in order to forcibly discard her hyper before she can use it. Due to this, it can be effective to avoidpanels until Norma 3 to avoid painting a target on yourself. Once drawn it is generally a good idea to use it immediately to avoid a premature KO, however it can occasionally be worth waiting a chapter or two to take damage from a Bomber or Air Raid field event as it will be healed upon transforming. is useful for all characters with powerful hypers, but Tomomo (Casual) in particular can hold onto it to draw hypers without making herself a target. can also be used to avoid battles that could thwart Tomomo (Casual)'s transformation. can be used to transform early at Norma 2, though the 35 star cost still makes this difficult.
Magical Revenge is a powerful but risky hyper; the damage it can deal and the wins it can grant can be game-changing, but Tomomo (Sweet Eater) does not particularly like being at the low HP required to make use of it, so the hyper is somewhat of a double-edged sword. One potential use is to use it to try and weaken a target before attacking them - this makes it more likely for Tomomo (Sweet Eater) to attack and KO her target without getting counterattacked, useful for landing on a home panel at low HP, but the random target selection makes it inconsistent in this regard. The hyper can also be useful if Tomomo (Sweet Eater) is getting bullied by another player; it's likely that both players will be left at low HP from a single encounter, making it more likely for the hyper to KO her attacker before they can attack again. This can buy her enough time to heal or complete a norma. In any case, as Tomomo (Sweet Eater) discards her hand upon KO anyway, there's little reason to hold off using it in such situations.and are useful for bringing players to 1HP where Magical Revenge only needs to hit once to score a KO, though the latter puts Tomomo (Sweet Eater) at risk of a KO herself. will restore all missing HP when Magical Revenge is used, however Tomomo (Sweet Eater) should generally avoid cards that deal self damage as she is put in a highly disadvantageous state if KOed.