Tusk Act 1
Fires ranged nail bullets from horseback without slowing your gallop. Ideal for popping Stage 1 TNT barrels and pressuring riders ahead, though vulnerable if cornered in close melee.
Compare each Stand and Spin build separately for Cross-Country Racing and Battlegrounds PvP, along with Stand Arrow draw tips and Steel Ball inputs.
Our overall ranking is an editorial starting point, not an official or independently verified list. Select a card for details.
AI-generated fan icons; not in-game artwork.
Our overall ranking is an editorial starting point, not an official or independently verified list. Select a card for details.
Fires ranged nail bullets from horseback without slowing your gallop. Ideal for popping Stage 1 TNT barrels and pressuring riders ahead, though vulnerable if cornered in close melee.
On-foot sprint passive runs faster than standard horses across desert stretches and ignores mount Stamina drain, making it one of the most consistent pure racing picks.
Fast close-range M1 combos, high barrage damage, and reliable R guard-breaks. Excels in Battlegrounds duels and tight checkpoint brawls, though it offers no ranged poke on long straights.
Strongest in close-to-mid range fights, where dimensional clones and counters punish aggressive opponents at checkpoints and in Battlegrounds. Less consistent for pure stage speed.
Gyro Zeppeli's Steel Ball fighting style. Mixes mid-range Double Throw pokes, a Steel Reversal counter, quick revolver shots, and a high-damage G Awakening.
Quick sword slashes with short cooldowns and clean M1 combo extensions in grounded 1v1 fights; less useful while riding at full gallop.
Sound projectiles and area traps that control narrow canyon chokepoints and punish chasers following too closely.
Plants timed contact bombs that punish riders trying to draft right behind your horse in tight packs.
Defensive pocket-room Stand built to dodge burst damage and survive ambushes, trading away almost all solo offensive pressure.
Long-range solar beam zoning while the user stays sheltered; fun for stationary area denial, though awkward to use in fast moving races.
Dinosaur transformation Stand shown in pre-release teasers alongside Mountain Tim and Six Pistols, focused on fast rushdown attacks.
Spin controls and moves for Gyro Zeppeli's Steel Ball style, combining dual-ball throws with revolver shots and the Purple Awakening Bar.
Double Throw (Ranged dual steel ball projectile)
Kneel (Downward slam strike)
Steel Rush (Multi-hit close flurry)
Steel Reversal (Defensive counter stance)
Revolver (Quick sidearm shot integration)
Enhance (Spin buff activation)
Awakening Bar (Purple meter for ultimate state)
Using a Stand Arrow presents 3 random Stands and lets you choose 1. Craft Arrows from Arrow Fragments dropped in Battlegrounds or Top 10 race finishes.
Consuming a Rokakaka Fruit clears your current Stand so you can roll again. Claim 2 free Rokas right now using codes 50KLIKES and D4C.
Traverse the Devil's Palm hazard zone or hunt down Saint Corpse Parts across the map to unlock hidden passive abilities and evolutions.
Across long stages from San Diego to the Arizona Desert, staying at top speed matters more than long melee combos. Tusk Act 1 lets you snipe rival riders and Stage 1 TNT crates without breaking stride, while Sandman keeps moving fast even when terrain hazards knock others off their horses.
In Battlegrounds PvP and crowded checkpoint gates inside A Bizarre Run, fast startup hits and counters decide fights. Star Platinum wins close M1 trades, D4C punishes reckless rushdowns with clones and counters, and Spin controls mid-range space with charged Steel Balls.