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.
Baton pass every turn to grow holo power, then let 2nd Hajime hit for 160 after the pass.
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.
Tap any card to see it full size.
| Qty | Card | Type | Card no. |
|---|---|---|---|
| 1 | Todoroki Hajime | Oshi | hBP09-002 |
| 4 | Todoroki Hajime | Debut | hBP09-015 |
| 4 | Todoroki Hajime | Debut | hBP09-016 |
| 4 | Todoroki Hajime | Debut | hSD05-002 |
| 4 | Todoroki Hajime | 1st | hBP09-018 |
| 4 | Todoroki Hajime | 1st | hBP09-019 |
| 3 | Todoroki Hajime | 1st | hSD05-007 |
| 3 | Todoroki Hajime | 2nd | hBP09-020 |
| 4 | Todoroki Hajime | 2nd | hBP09-021 |
| 4 | Banchou Dance | Event | hBP09-102 |
| 2 | Explosion Magic | Event | hBP02-079 |
| 2 | Knock Kn-Knock Knock Kn-Knock Knock Knock | Event | hBP09-096 |
| 1 | Papa Quits His Job | Event | hBP08-094 |
| 1 | Totsumachi | Event | hBP03-088 |
| 4 | We are ReGLOSS | Event | hBP08-101 |
| 2 | Friendly PC | Item | hBP05-074 |
| 4 | Normal PC | Item | hBP01-104 |
| 20 | White Cheer | Cheer | hY01-001 |
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.
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).
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.
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.
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.
Bloom (center): draw 2. Arts in the collab spot: 50.
Bloom it in the center on turn 2.
Put the top 2 into holo power, then take 1-2 from your holo power.
Grows power and finds cards.
Collab: going second on turn 1, take 2 cheap-retreat Hajimes.
Your turn-1 collab when going second.
Bloom and draw.
Set up both 2nds.
Pass, then swing.
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 AI | General AI | What it means for you |
|---|---|---|---|
| 2nd hBP09-021 damage | 448 | 342 | Baton pass, then attack with hBP09-021. |
| 2nd hBP09-020 damage | 314 | 224 | Attack from the collab with hBP09-020 too. |
| 1st hBP09-018 blooms on turns 1-2 | 1.7 | — | Bloom it for the draw. |
| 1st hBP09-019 damage | 46 | 92 | Don't stall on 1sts. |
| Debut hSD05-002 damage | 29 | 52 | Bloom Debuts instead of attacking. |
Last updated 2026-11-11.