Watame Holo Power

Every Watame attack adds holo power; 2nd Watame hits for 160 and LAMBDUCK attacks for free from the collab spot.

A+Tier
85.1%Win rate vs the field
#17 of 49JP ranking
JPCard pool
BRound robin tier: 58.2% head-to-head, #16 of 49

How the deck wins

Watame's stage skill, Do-do-drive, puts the top card of your deck into holo power whenever one of your Watame uses Arts. At 6 power, Shall I do a Horn Drill? (once per turn) gives every Watame Arts+100 for the turn.

2nd Watame hBP07-014 is the main attacker: 160, and from the center, when it downs a holomem with damage to spare, the extra damage hits one of the opponent's 2nd holomem as special damage. 2nd hBP09-022 does 100, or 150 with 4+ holo power.

LAMBDUCK hBP06-083 counts as Watame. In the collab spot with a 2nd Watame in your center, its 80-damage Arts needs no cheers at all, and its attacks also add holo power. The trained AI learned to use it far more than the general AI.

Deck list

Tap any card to see it full size.

Oshi and holomem (33)
Support (17)
Cheer deck (20)
QtyCardTypeCard no.
1Tsunomaki WatameOshihBP07-001
1Tsunomaki WatameDebuthBP03-067
4Tsunomaki WatameDebuthBP07-008
4Tsunomaki WatameDebuthBP07-009
4Tsunomaki WatameDebuthSD08-007
3LAMBDUCK1sthBP06-083
1Tsunomaki Watame1sthBP03-070
3Tsunomaki Watame1sthBP07-010
4Tsunomaki Watame1sthBP07-011
2Tsunomaki Watame1sthBP07-012
4Tsunomaki Watame2ndhBP07-014
3Tsunomaki Watame2ndhBP09-022
3Harusaki NodokaStaffhSD01-016
3holoANStaffhSD14-010
1Borderline Evil RobotEventhBP07-094
2So, That Makes You My EnemyEventhBP01-108
2SorAZ CelebrationEventhBP05-080
4Normal PCItemhBP01-104
2Tsunomaki Watame's HammerToolhBP07-102
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 58.2% of those games: tier B, #16 of 49. It won 33 of its 48 matchups (8 below 40%). These are AI-vs-AI results, not tournament data.

Toughest matchups

  1. Mio-oshi Baelz Elizabeth10.2%In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 5.0 times a game, and downs 4.6 holomems a game. When Watame Holo Power wins, it downs 3.0 holomems a game (vs 0.9 in its losses) and attacks with "Headshot with the Watame Hammer!" from 2nd Tsunomaki Watame (hBP07-014) more often (2.2 vs 0.5 times a game).
  2. Iroha Bloom Cup30.2%In its wins, Iroha Bloom Cup attacks with "Taking a Step Together" from 2nd Kazama Iroha (hBP06-027) 3.2 times a game, and attacks with "Hope You'll Like It" from 1st Kazama Iroha (hBP06-026) 1.9 times a game, and downs 4.8 holomems a game. When Watame Holo Power wins, it downs 4.7 holomems a game (vs 1.9 in its losses) and attacks with "Headshot with the Watame Hammer!" from 2nd Tsunomaki Watame (hBP07-014) more often (2.7 vs 1.1 times a game).
  3. AZKi-oshi Chloe Lui Slot31.5%
  4. Kobo-oshi Moona Hiroshima35.0%
  5. Subaru Oozora Police37.5%

10% going first, 10% going second. Games last 11.3 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 (90% of losses).

In its wins, Mio-oshi Baelz Elizabeth attacks with "It's not fun without you" from 1st Hakos Baelz (hBP07-045) 5.0 times a game, and downs 4.6 holomems a game. When Watame Holo Power wins, it downs 3.0 holomems a game (vs 0.9 in its losses) and attacks with "Headshot with the Watame Hammer!" from 2nd Tsunomaki Watame (hBP07-014) more often (2.2 vs 0.5 times a game).

Key cards

2nd Watame hBP07-014 (main attacker)

Headshot with the Watame Hammer!: 160 for white + white + colorless. Center only: if it downs a holomem with more damage than its remaining HP, deal the excess as special damage to 1 of the opponent's 2nd holomem. Gift: +10 HP per holomem stacked under it (200 HP base).

Your finisher in the center. With the Hammer attached it hits for 210.

Tsunomaki Watame (oshi)

Stage skill Do-do-drive: when your Watame uses Arts, put the top card of your deck into holo power. 6 power, once per turn: all your Watame get Arts+100 this turn.

Attack with Watame every turn to grow power; spend 6 for the +100 on a lethal turn.

LAMBDUCK

1st, also regarded as Watame and Subaru. I Am Subaru & Watame! Yeah!!: 80 for 3 yellow; in the collab spot it needs 1 yellow less with a Watame oshi, and 3 less (free) if your center is a 2nd Watame. Collab: reveal a Subaru from hand (here only another LAMBDUCK counts) to return a Watame or Subaru from the archive to hand. The cheer deck is all white, so in practice it attacks only in the free case.

Bloom it and collab it next to a 2nd Watame center for a free 80 every turn.

2nd Watame hBP09-022

The Flowers Are Beautiful: 100, +50 with 4+ holo power, for white + white. Bloom: choose an opposing holomem; with 10+ holo power it counts as a 2nd this turn.

Second attacker; at 10+ power its bloom lets hBP07-014's excess damage reach any holomem.

1st Watame hBP07-010

Collab: put the top deck card into holo power, look at your holo power and take 1 card, then shuffle it. Arts: 40 for 1 white.

Your best collab early: power and a card at once.

Tsunomaki Watame's Hammer

Tool: Watame gets Arts+20. On a 2nd Watame in the center: Arts+30 more, but each Arts rolls a die and on 3 or 5 deals 50 special damage to one of your other holomem.

Put it on your center 2nd for +50; keep your back holomem healthy because of the self-damage.

Watch the Hammer's die roll: on a 3 or 5 it deals 50 special damage to one of your own other holomem (collab or back), so it can knock out a damaged one.

Game plan

Turns 1–2

Early game

Set up Debuts and start building holo power.

  1. Use Normal PC to fill the stage with Debut Watames.
  2. Going second on your first turn, collab debut hBP07-008 so a Watame can use its Arts twice.
  3. Collab 1st hBP07-010 when you can: +1 holo power and a card from it.
  4. Attack with Watame every turn so the stage skill keeps adding power.
Turns 3–4

Mid game

Bloom 1sts, get LAMBDUCK ready and 2nd Watame into the center.

  1. Bloom 1st hBP07-011 to search another 1st Watame, and 1st hBP07-012 for 30 special damage.
  2. Bloom LAMBDUCK and keep it for the collab spot; collab debut hBP07-009 much less (it is better in the center).
  3. Bloom 2nd hBP07-014 in the center around your 3rd turn, with the Hammer and 3 cheers.
Turn 5 on

Late game

Two attacks a turn close it out.

  1. 2nd hBP07-014 hits for 210 with the Hammer; LAMBDUCK in the collab spot adds a free 80.
  2. With 4+ holo power, 2nd hBP09-022 hits for 150 on 2 white cheers.
  3. At 6 power, use Shall I do a Horn Drill? for Arts+100 on every Watame on the turn it wins the game.
  4. The trained AI wins in about 7 of its own turns.

What the trained AI does

In 60 test games the trained AI won 88%, against 70% for the general AI playing the same deck. It finished games in about 7 of its own turns.

Habit (per game)Trained AIGeneral AIWhat it means for you
LAMBDUCK blooms per game1.180.33Bloom LAMBDUCK whenever you have one in hand.
LAMBDUCK collabs per game0.780.05Collab it next to a 2nd Watame center: its Arts is then free.
2nd hBP07-014 damage per game574495Keep hBP07-014 in the center with the Hammer.
Special damage per game169134Excess damage from hBP07-014 and Wata-BEEEAM add up.
Collabs with debut hBP07-0090.130.52Leave hBP07-009 in the center for its +20.
Holomem lost per game2.02.8Faster wins mean fewer knockouts taken.

Practice it

  1. In Match Lab's Player vs Bot, play against the Watame Holo Power (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 7 of your own turns, like the trained AI does.

Last updated 2026-11-12.