Hajime Banchou

Baton pass every turn to grow holo power, then let 2nd Hajime hit for 160 after the pass.

CTier
69.1%Win rate vs the field
#39 of 49JP ranking
JPCard pool
DRound robin tier: 35.5% head-to-head, #41 of 49

How the deck wins

Hajime's stage skill adds a holo power card the first time each turn a Hajime baton passes. Many Hajime Arts get stronger after a baton pass this turn.

2nd Hajime hBP09-021 does 80 +80 after a baton pass, so 160 for 2 white cheers, and adds holo power on a knockout.

The oshi skill spends holo power for Arts+10 each; with 7 or more, every Hajime gets Arts+100. 2nd Hajime hBP09-020 in the collab spot makes your center's Arts cheaper and never rests.

Deck list

Tap any card to see it full size.

Oshi and holomem (30)
Support (20)
Cheer deck (20)
QtyCardTypeCard no.
1Todoroki HajimeOshihBP09-002
4Todoroki HajimeDebuthBP09-015
4Todoroki HajimeDebuthBP09-016
4Todoroki HajimeDebuthSD05-002
4Todoroki Hajime1sthBP09-018
4Todoroki Hajime1sthBP09-019
3Todoroki Hajime1sthSD05-007
3Todoroki Hajime2ndhBP09-020
4Todoroki Hajime2ndhBP09-021
4Banchou DanceEventhBP09-102
2Explosion MagicEventhBP02-079
2Knock Kn-Knock Knock Kn-Knock Knock KnockEventhBP09-096
1Papa Quits His JobEventhBP08-094
1TotsumachiEventhBP03-088
4We are ReGLOSSEventhBP08-101
2Friendly PCItemhBP05-074
4Normal PCItemhBP01-104
20White CheerCheerhY01-001

Matchups (round robin)

In the JP round robin, each of the 49 JP specialist AIs played every other one 400 times, half going first. This deck won 35.5% of those games: tier D, #41 of 49. It won 13 of its 48 matchups (34 below 40%). These are AI-vs-AI results, not tournament data.

Toughest matchups

  1. Mio-oshi Baelz Elizabeth5.0%In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 5.2 times a game, and downs 4.9 holomems a game. When Hajime Banchou wins, it downs 3.2 holomems a game (vs 1.0 in its losses) and attacks with "Unending Passion" from 2nd Todoroki Hajime (hBP09-021) more often (3.4 vs 1.1 times a game).
  2. Towa Selection8.8%In its wins, Towa Selection attacks with "To Become a Full-Fledged Devil" from 2nd Tokoyami Towa (hBP09-057) 2.0 times a game, and attacks with "Top Student at the Underworld Academy" from 2nd Tokoyami Towa (hBP09-057) 1.9 times a game, and downs 4.8 holomems a game. When Hajime Banchou wins, it downs 4.0 holomems a game (vs 1.8 in its losses) and attacks with "You've Got to Understand!" from 2nd Todoroki Hajime (hBP09-020) more often (4.7 vs 1.8 times a game).
  3. Kobo-oshi Moona Hiroshima10.5%
  4. Vivi Overflow Stall11.8%
  5. Lamy Selection13.0%

4% going first, 6% going second. Games last 10.5 turns on average (400 games).

Most wins come from taking the opponent's last life card (100% of wins). In a loss, the opponent usually takes its last life card (91% of losses).

In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 5.2 times a game, and downs 4.9 holomems a game. When Hajime Banchou wins, it downs 3.2 holomems a game (vs 1.0 in its losses) and attacks with "Unending Passion" from 2nd Todoroki Hajime (hBP09-021) more often (3.4 vs 1.1 times a game).

Key cards

2nd Hajime hBP09-021 (main attacker)

Unending Passion: 80 +80 after a baton pass this turn. Gift: adds holo power when it downs a holomem.

Baton pass into her, then swing for 160.

Todoroki Hajime (oshi)

Stage: once per turn, a Hajime baton pass adds holo power. Skill: archive power for Arts+10 each; with 7+, all Hajime get Arts+100.

Save up 7 power for one huge turn.

2nd Hajime hBP09-020

60. In the collab spot, your center's Arts cost 1 less white. Gift: doesn't rest.

Keep her in the collab spot; she attacks every turn.

1st Hajime hBP09-018

Bloom (center): draw 2. Arts in the collab spot: 50.

Bloom it in the center on turn 2.

Banchou Dance

Put the top 2 into holo power, then take 1-2 from your holo power.

Grows power and finds cards.

Debut Hajime hBP09-016

Collab: going second on turn 1, take 2 cheap-retreat Hajimes.

Your turn-1 collab when going second.

Game plan

Turns 1–2

Early game

Bloom and draw.

  1. Bloom 1st hBP09-018 in the center on turn 2 for 2 cards.
  2. Collab debut hBP09-016 when going second.
  3. Play We are ReGLOSS and Banchou Dance.
Turns 3–4

Mid game

Set up both 2nds.

  1. Bloom 2nd hBP09-021 and 2nd hBP09-020 around turn 3.
  2. Put hBP09-020 in the collab spot.
  3. Baton pass every turn to add holo power.
Turn 5 on

Late game

Pass, then swing.

  1. Baton pass into hBP09-021 and hit for 160.
  2. Once you have 7 power, use the oshi skill for Arts+100 on every Hajime.
  3. Use Papa Quits His Job to protect the center.

What the trained AI does

In 60 test games the trained AI won 73%, against 62% for the general AI playing the same deck. It finished games in about 8 of its own turns.

Habit (per game)Trained AIGeneral AIWhat it means for you
2nd hBP09-021 damage448342Baton pass, then attack with hBP09-021.
2nd hBP09-020 damage314224Attack from the collab with hBP09-020 too.
1st hBP09-018 blooms on turns 1-21.7—Bloom it for the draw.
1st hBP09-019 damage4692Don't stall on 1sts.
Debut hSD05-002 damage2952Bloom Debuts instead of attacking.

Practice it

  1. In Match Lab's Player vs Bot, play against the Hajime Banchou (JP) Specialist AI first and watch how it sets up.
  2. Then pilot the deck yourself against the Generalist AI.
  3. Aim to win in about 8 of your own turns, like the trained AI does.

Last updated 2026-11-11.