Hololive – Transforming the Robot (R/G) [01/31/2023]

Hidden beneath the suspicious smiles and dangerous dances of the 0th Generation lies a powerful weapon. All the girls band together, making visual appearances contrary to their true intentions. While the pure Sora practices on stage, Miko and Suisei plan out war crimes, Azki works from behind the scenes, and the high-tech Roboco slowly modifies herself in her dreams to wipe out humanity.

The fully mechanized robot joins the fray with her fancy assault rifle. On play from hand or UNION [合体], Roboco scours the top three cards of your deck. When she reverses her opponent with her climax in play, she can pay a single stock to deal two damage. Roboco cuts straight to the chase and effectively finishes your opponent. Furthermore, she has the bonus of being able to be spawned early if you fulfill her UNION requirement.

To achieve ultimate perfection, the Roboco to our left merges with one of the two Robocos either in the center or the right. On play, she can also optionally send the level 3 Roboco finisher to the bottom of your deck for herself to merge into. The Roboco in the center has the same name as the targeted Roboco on the right when she is on the field. Since the 2/1 requires the name for the merge on the field, this 1/0 Roboco can be used as merger material instead if you do not have the 0/0 on the field. Additionally, Roboco is a large beatstick with built-in encore capabilities if she is the last character on your front field at the start of any encore phase. The Roboco on the right is a frontal assist with a built-in salvage ability.

Our game plan is simple. We must compile the pieces for Roboco and put her together.

As for our early advantage engine, we have the old reliable Sakura Miko combo above. Sakura is a simple on-reverse salvage combo with her climax. Standby is a potential additional option for the deck as it allows us to spawn our Roboco pieces early. Since the 2/1 Roboco’s ability is an act effect, assuming we can collect the other pieces, we can spawn 3/2 Roboco as early as level 1. Furthermore, we can also spawn the 3/2 Roboco at level 2 as a backup plan or for additional value.

Suisei effectively accomplishes the same thing as Sakura although she does come with some other advantages. Suisei is larger on-play and despite being a reverse combo, she will likely secure a reverse more easily than Sakura. She can salvage both a character or the Gen 0 backup event, something that will be discussed later in this post. Choose whichever of these combos suits you.

The Roboco to the left acts as a Riko profile while also pumping another character’s power when she swings. She’s a great addition to both grab combo pieces and secure reverses for our level 1 combos. Sora in the center carries a more expensive Pina effect while being a salvage brainstorm. Suisei is a climax swapper when sent to the waiting room that also gains power when other characters attack.

HOL/W91-T018TD #ホロライブ0期生

The event above is a nice option for the deck as it offers both survivability to your Robocos and protects you from auto based damage effects. The anti-reverse ability is particularly great as it allows Roboco to potentially face against targets the following turn to get the reversals she needs for her combo.

Outside of the level 1 Suisei combo, the two cards above are additional means to fetch the level 2 backup event. AZKi can grab the card from clock for a single hand discard cost. Sakura is a climax filter to salvage either a character or the event from the waiting room.

HOL/W91-059C 面接中 ときのそら

Sora above is the last card I’d like to mention. Sora has a cheap cost when sent to waiting room to spawn a costless character equal to your level or lower from the deck and place them onto the stage. Since both the pieces we need to upgrade our Roboco are costless cards, we can directly bring them to the stage.

HOL/W91-138S-SR 願いを叶える星街すいせい

Suisei is the best backup if we run any backup at all, outside the event. She’s an anti-change which is more predominately used to rid your opponent’s field of any nuisances. Backups also unfortunately reverse the opposing cards during our opponent’s turn, making it difficult for Roboco to have a reverse target for her combo during our turn. Still, they can be nice from time to time to preserve field and keep one or two Robocos alive.

The 1/0 clock encore Sakura is great for a number of reasons. Firstly, it can preserve itself on the field for a cheap cost. Secondly, its clock encore effect lets you choose a card from your waiting room to place into clock. This has many implications to both fix colour along with working with all our clock to hand-fixing strategies. 3/2 Suisei from the Premium Booster is a nice secondary finisher that has the potential to draw us cards such as that of Roboco’s climax or the 2/1 event.

Fool your opponent with the plethora of cute and gentle-voiced idols in the front row while you prepare the power mechanical Roboco in the back. Surprise them as the mighty robot sends her heat-seeking missiles at your opponent, launching waves of damage at them.