Okayu Backline Hunter

Chip the opponent's back row with special damage until their attackers fall before they can swing.

BTier
76.1%Win rate vs the field
#35 of 49 · #22 of 35JP ranking and EN ranking
JPCard pool
DRound robin tier: 42.1% head-to-head, #35 of 49

How the deck wins

Most Okayu 1sts and 2nds deal 10-20 special damage to the opponent's holomem, often the center and a back holomem. Small hits add up, and damaged back holomem fall before they bloom into attackers.

2nd Okayu hBP05-045 hits for 120, adds 20 special damage and sends an archived cheer to a back #GAMERS holomem.

1st Okayu hBP05-043 in the collab spot draws the opponent's attacks away from your center; the trained AI collabs it about 9 times as often as the general AI.

Deck list

Tap any card to see it full size.

Oshi and holomem (32)
Support (18)
Cheer deck (20)
QtyCardTypeCard no.
1Nekomata OkayuOshihBP05-004
2Nekomata OkayuDebuthBP05-042
5Nekomata OkayuDebuthSD03-002
4Nekomata OkayuDebuthSD03-003
4Nekomata Okayu1st BuzzhBP02-041
4Nekomata Okayu1sthBP05-043
3Nekomata Okayu1sthBP05-044
4Nekomata Okayu1sthSD03-007
4Nekomata Okayu2ndhBP05-045
2Nekomata Okayu2ndhBP07-057
4Harusaki NodokaStaffhSD01-016
2Borderline Evil RobotEventhBP07-094
1Mikkorone 24EventhBP02-084
1So, That Makes You My EnemyEventhBP01-108
4SorAZ CelebrationEventhBP05-080
2Friendly PCItemhBP05-074
4Normal PCItemhBP01-104
20Blue CheerCheerhY04-006

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 42.1% of those games: tier D, #35 of 49. It won 18 of its 48 matchups (25 below 40%). These are AI-vs-AI results, not tournament data.

Toughest matchups

  1. Mio-oshi Baelz Elizabeth5.8%In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 4.9 times a game, and downs 4.3 holomems a game. When Okayu Backline Hunter wins, it downs 3.3 holomems a game (vs 0.7 in its losses) and attacks with "Why Not Try Falling for Me?" from 2nd Nekomata Okayu (hBP05-045) more often (3.6 vs 1.5 times a game).
  2. Gigi Homing Riot15.0%
  3. AZKi Frontier15.0%In its wins, AZKi Frontier attacks with "The trajectory we spun - a song dedicated to all" from 2nd AZKi (hBP07-069) 2.3 times a game, and attacks with "I love music and singing!" from 1st AZKi (hBP07-066) 1.7 times a game, and downs 4.5 holomems a game. When Okayu Backline Hunter wins, it downs 5.0 holomems a game (vs 2.4 in its losses) and attacks with "Why Not Try Falling for Me?" from 2nd Nekomata Okayu (hBP05-045) more often (5.3 vs 2.2 times a game).
  4. Lamy Selection15.2%
  5. AZKi-oshi Chloe Lui Slot17.2%

6% going first, 5% going second. Games last 10.7 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 (93% of losses).

In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 4.9 times a game, and downs 4.3 holomems a game. When Okayu Backline Hunter wins, it downs 3.3 holomems a game (vs 0.7 in its losses) and attacks with "Why Not Try Falling for Me?" from 2nd Nekomata Okayu (hBP05-045) more often (3.6 vs 1.5 times a game).

Key cards

2nd Okayu hBP05-045 (main attacker)

Why Not Try Falling for Me?: 120 and 20 special to any holomem; send an archived cheer to a back #GAMERS holomem.

Your main attacker; it hits and refuels.

Nekomata Okayu (oshi)

1 power: with Okayu in the center, 10 special to any holomem. SP: swap their center with a damaged back holomem and draw 3.

Use the 1-power skill every turn to finish damaged holomem.

1st Okayu hBP05-043

30, may archive a blue cheer for 10 special to center and a back holomem. Gift (collab): protects your center.

Collab it every turn.

1st Okayu hBP05-044

Bloom: 10 special to center and a back holomem. Arts: 40 and 10 special.

Bloom it early for free chip damage.

Debut Okayu hSD03-003

Collab: with a #GAMERS center, 10 special to center and a back holomem.

Your turn-1 collab; the trained AI does it in almost every game.

2nd Okayu hBP07-057

100, plus 50 special if a back holomem has taken 100+ damage.

Finishes off a back holomem you've been chipping.

This deck does worse going second (67% vs 87% first). Going second, collab right away to start the chip damage.

Game plan

Turns 1–2

Early game

Start chipping right away.

  1. Collab debut hSD03-003 on turn 1.
  2. Bloom 1st hBP05-044 for 10 special to two holomem.
  3. Bloom 1st hBP05-043 and collab it.
Turns 3–4

Mid game

Get 2nd Okayu out.

  1. Bloom 2nd hBP05-045 around turn 3.
  2. Use the 1-power oshi skill every turn.
  3. Target the back holomem they're building up.
Turn 5 on

Late game

Pick off weakened holomem.

  1. Attack with hBP05-045 and spread its 20 special damage.
  2. 2nd hBP07-057 adds 50 once a back holomem has 100+ damage.
  3. The SP pulls a damaged back holomem into the center for a knockout.

What the trained AI does

In 60 test games the trained AI won 77%, against 45% 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 hBP05-045 damage427306Make hBP05-045 the attacker.
1st hBP05-043 collabs2.30.3Collab it every turn.
Total special damage366250Chip damage is how the deck wins.
Debut hSD03-003 collabs on turns 1-21.1—Start chipping on turn 1.
1st hSD03-007 damage330Bloom hSD03-007 for its cheer, not to attack.

Practice it

  1. In Match Lab's Player vs Bot, play against the Okayu Backline Hunter (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.