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Standverse Cards

0.5.0 is a TEST BUILD: every card is Common so they show up constantly in picks. New in 0.5.0: Gyro Zeppeli's returning Steel Balls, up to 4 Stands per player, D4C in its manga colours, a stronger Catch the Rainbow, Cream Starter and Anubis. Not play-tested yet.

166 fan-made JoJo cards in eleven sets, one per JoJo part: PHANTOM BLOOD, BATTLE TENDENCY, STARDUST CRUSADERS, DIAMOND IS UNBREAKABLE, GOLDEN WIND, STONE OCEAN, STEEL BALL RUN, JOJOLION and THE JOJOLANDS, plus OVER HEAVEN (the Stand Arrow and the final forms) and STAND FUSION (Stands from every part, side characters and villains included, each in its own part's set). Most of them change your gun or your shots. Requires UnboundLib. Works with RoundsWithFriends and alongside the other lel card mods (Red Rising, JJK, Multiverse, Otherverse, Animeverse, Crossverse, Gameverse Cards). A few Stands replace your gun (one gun replacer per player across every lel mod).

Not affiliated with Hirohiko Araki, Shueisha, David Production or anyone else. All art is original.

Install

  • Thunderstore Mod Manager / r2modman: open the Online tab, search for the mod, and click Install. UnboundLib and MapsExtended come with it.
  • Offline copy: Settings → Import local mod → pick this mod's zip, then install UnboundLib and MapsExtended from the Online tab (a local import doesn't install them).
  • Imported an older copy or one of the lel packs as a local zip before? Uninstall it first, so you don't load the same mod twice.
  • Everyone in a lobby needs the same version. Sharing a profile code is the easiest way to match mods and settings.

How Stands work

  • Up to 4 Stand cards. Cards marked Stand base are Stands. New Stand bases are offered until you hold 4 Stand cards (bases and evolutions both count); evolutions of the Stands you own are always offered. You can hold only one OVER HEAVEN Stand. With several Stands, your Stand figure shows your most evolved one and switches to whichever Stand is acting. Items and techniques (Stand Arrow, Stand Disc, Golden Spin, Tetraphobia, Ladybug Brooch, Green Dolphin Street and the PHANTOM BLOOD and BATTLE TENDENCY cards) are not Stands and can be taken by anyone.
  • Needs lists what a card is waiting for. "A or B": you need one of them. "A + B": a combo, you need both, and the two effects it merges stop firing on their own. "evolves X": only offered to X's owner. An evolution (an act, a Requiem, an Over Heaven, a STAND FUSION upgrade) keeps everything X did, X's combos included, each at least as strong, and adds its own power on top; where both use block, one press does both (see Evolutions keep everything under OVER HEAVEN).
  • Your Stand floats beside you and strikes when its abilities fire. A time stop freezes everyone but its caster; The World, Platinum: The World and The World Over Heaven can move during the last part of an enemy's stop. Stops last 2.5s (The World Over Heaven and Za Warudo Stopwatch 3s). While a cinematic plays (ZA WARUDO, ROAD ROLLER DA!) nobody moves, shoots or takes damage and every timer waits; the stop's own seconds start when it ends.
  • OVER HEAVEN cards need the Stand Arrow (or another listed card) on top of the Stand they evolve; they are the strongest cards here, so they stay Rare in normal builds. So do King Crimson (GOLDEN WIND) and Wonder of U (JOJOLION), which still need the Stand Arrow.
  • STAND FUSION cards need one Standverse card plus one card from another lel mod (listed under Needs), so they only show up when you play those mods together. The other mod's card keeps its own effect, except where the fusion takes over its block: with Za Warudo Stopwatch, Ora Kamehameha or Thermal First Bomb, the partner's own block action (Stopwatch's bubble, the Kamehameha beam, the Thermal Detonator lob) stands down, so one block press does one thing.
  • Cards marked Stacks can be taken more than once; each copy adds the per-copy number on the card.

PHANTOM BLOOD (6 cards)

Part 1: Jonathan's Hamon, the Stone Mask and vampires (no Stands).

Card Needs What it does
Hamon Breathing - Every few seconds your next shot carries the Ripple. x2 vs vampires. (Ripple Damage +50%; Per Copy +20%; Breath 2.5s) Stacks.
Stone Mask - Become a vampire: life steal and regen under a roof. The sun stops it. (Life Steal +35%; Regen 5/s; Regen In Sun None)
Scarlet Overdrive Hamon Breathing Ripple shots ignite: scarlet Hamon burns whoever they hit. Stacks. (Burn 24; Per Copy +12; Breath -0.4s)
Sunlight Overdrive Hamon Breathing Mid-air jump: Overdrive dive-punch. Landing sends a Sendo ripple. (Punch Damage 55; Sendo Damage 25; Cooldown 3.5s)
Zoom Punch Hamon Breathing Block: dislocate your arm into a long Ripple punch along your aim. (Reach 6; Punch Damage 24; Cooldown 3.5s) Walls stop the arm; it launches the foe and hits vampires (Stone Mask and Pillar Men owners) x2.
Space Ripper Eyes Stone Mask Every few seconds a shot also fires piercing jets from your eyes. (Jet Damage 22; Pierces Foes; Every 3s) Twin jets 16 long along your aim: every foe on the line takes the damage (blockable); walls stop them.

BATTLE TENDENCY (9 cards)

Part 2: Joseph's and Caesar's Hamon tricks, the Red Stone of Aja and the Pillar Men's modes (no Stands).

Card Needs What it does
Clacker Volley - Block: hurl Hamon clackers that ricochet off walls. Stacks. (Damage 28; Pairs 1 +1; Cooldown 3s)
Bubble Cutter - Your shots release spinning bubble cutters that seek foes. Stacks. (Bubbles 2 +1; Bubble Damage 10; Volley Every 0.45s)
Your Next Line Is - When a foe blocks, your next shot pierces the block and hits harder. (Shot Damage +50%; Window 2s; Cooldown 2.5s)
Red Stone of Aja Hamon Breathing Ripple shots also fire a solar beam through walls. Faster breath. (Beam Damage 40; Breath -25%; Sun Weakness None)
Divine Sandstorm Stone Mask Double-tap block: a sideways tornado shreds foes and bullets. (Tick Damage 7; Duration 1s; Cooldown 5s)
Boiling Blood Veins Stone Mask When hurt, boiling blood veins lash your attacker and scald. Stacks. (Damage 14; Scald 20 +8; Cooldown 2.5s)
Shining Arm Blades Stone Mask Light Mode: shining bullets. Every 3 hits, the foe is blinded. (Damage +25%; Bullet Speed +35%; Blind 0.8s)
Clacker Boomerang Clacker Volley + Hamon Breathing Combo. Clackers swing back for a 2nd Ripple hit; catch = full breath. (Clacker Dmg +30%; Hits x2; Catch Ripple)
Bubble Launcher Bubble Cutter + Hamon Breathing Combo. Ripple shots launch a barrage of exploding Hamon bubbles. (Barrage 6; Burst Damage 16; Volley +1)

STARDUST CRUSADERS (23 cards)

Part 3: the Crusaders' Stands, then DIO's assassins.

Card Needs What it does
Star Platinum Stand base Block: an ORA barrage that swats bullets. Moves late in time stops. (Punches 16; Cooldown 4s; Bullet Speed +25%) The barrage swats enemy bullets that fly into it; you can move in the last 25% of an enemy's time stop (Jotaro in DIO's stopped time).
The World Stand base Block: stop time, walk fast, throw knives. Shots become knives. (Time Stop 2.5s; Knives 6; Cooldown 6s) The World flings its arms wide, then throws a fan of knives that hang until time resumes; you move 30% faster in your own stop; you can move in the last half of an enemy's stop.
Magician's Red Stand base Every few seconds a shot is a flaming ankh that leaves fire behind. (Ankh Damage +50%; Burn 30; Recharge 3.5s) Where the ankh lands (a foe, a wall or the floor) flames burn for 2s in a 1.8 radius (24 to a foe who stays in them, blockable).
Hierophant Green Stand base Shots fire an Emerald Splash. Block: lay a ring of tripwire threads. (Shards 8; Splash CD 2.5s; Barrier 3.5s) The 20-metre barrier: a ring of threads (radius 6) around where you blocked; a foe who touches or crosses a thread sets off an Emerald Splash straight at them (up to 3 per barrier; cooldown 5s).
Silver Chariot Stand base Air jump: a rapier lunge. Block: the rapier cuts bullets around you. (Thrusts 10; Parry 1.5s; Attack Speed +25%) The lunge (jump in mid-air with no jumps left, cooldown 3.5s) thrusts 10 times; the parry cuts enemy bullets within 2.2 of you while you keep moving and shooting (cooldown 4s).
Hermit Purple Stand base Block: thorn vines grapple you to walls or yank a foe to you. (Vine Reach 13; Vine Damage 10; Cooldown 3s) A foe caught first along your aim is lashed and yanked toward you; otherwise the vines catch the wall or ceiling and pull you there. A miss costs only a moment. With Hamon Breathing the vines conduct the Ripple (+50% damage).
Emperor Stand base, gun replacer Your gun is a Stand revolver: 6 rounds whose bullets bend to foes. (Bullets Homing; Ammo +3; Turn Rate 240) The revolver is drawn in your hand and the ammo shows as its cylinder; every bullet (your other cards' too) turns toward the nearest foe ahead. One gun replacer per player.
The Fool Stand base Hold jump to glide on sand wings. Block: a sand wall eats bullets. (Glide Fall 3/s; Jumps +1; Sand Wall 2.5s) The wall rises across your aim just in front of you and eats enemy bullets for 2.5s (your own shots pass; cooldown 4.5s).
Star Finger Star Platinum A shot every few seconds also fires a long Star Finger stab. Stacks. (Stab Damage 26; Cooldown 2.5s; Per Copy +20%)
Platinum: The World evolves Star Platinum Block: stop time, close in and rush. Move in enemy time stops. (Time Stop 2.5s; Punches 18; Cooldown 6s) In the stop you step up to the nearest foe within 12, then the barrage lands while they're frozen; you can move in the last half of an enemy's stop.
Road Roller The World Mid-air jump with no jumps left: a Road Roller drops onto your foe. (Crush Damage 50; Shockwave 20; Cooldown 6s)
Armor Off Silver Chariot Below half health, once a point: shed armor for speed. Stacks. (Move Speed +35%; Fire Rate +50%; Duration 4s +1)
Red Bind Magician's Red Block: flame ropes bind and burn the nearest foe in reach. Stacks. (Bind 1.2s; Per Copy +0.3s; Burn 24)
Crossfire Special Magician's Red + Red Bind Combo. Ankh shots add homing ankhs that bind. Red Bind merges in. (Homing Ankhs 4; Recharge 2.5s; Bind 0.8s)
Road Roller Da The World + Road Roller Combo. Your time stop hangs a Road Roller over the foe, then drops it. (Crush Damage 55; Ignores Block Yes)
Cream Stand base Stand. Block: swallow yourself into the void and roll, erasing all. (Void Damage 40; Steered Roll 0.65s; Cooldown 5s) The void sphere steers after your aim, carves a tunnel through the map, erases enemy bullets it touches and bites every foe it passes through (unblockable). It never rolls you out of the map: at an edge it slides along it, and the tunnel stops short of the edge.
Bastet Stand base Stand. Hits magnetize; shots curve to them. Block: plug in an outlet. (Magnetize 3s; Full: Scrap 18; Outlet CD 4s) Each hit adds a stack (max 3) and your bullets bend toward magnetized foes; a hit at full magnetism pulls scrap metal into them. The outlet sits on the nearest surface along your aim for 6s; the first foe to touch it is fully magnetized.
Geb Stand base Stand. Foes who fire or block near you: a water claw from below. (Claw Damage 24; Hearing 22; Block: Listen 2s) The ground ripples under the foe, then the claw lashes up (blockable, launches; step off the ripple to dodge). Block: N'Doul listens for 2s and every sound a foe makes is struck at once (up to 3 claws).
Hanged Man Stand base Stand. Shots on walls leave glints. Block: leap out of one, slashing. (Slash 28; Glints 3; Cooldown 3.5s) Up to 3 reflection glints (4s each). Hanged Man shows in the glint nearest the foe for 0.3s, then leaps out and slashes (blockable, knockback 10); with no glint near the foe it leaps from your gun.
Justice Stand base Stand. Hits in your fog wound. Block: yank wounded foes, skew aim. (Fog Radius 7; Aim Skew 35deg; Cooldown 4s) A thin fog lies 7 units around you; hits on a foe inside it open a wound for 3s. Block pulls every wounded foe toward you for 0.4s and their next shot fires 35 degrees off their aim.
Yellow Temperance Stand base Stand. Flesh armor eats foes who touch you. Block: engulf a foe. (Bullet Dmg -25%; Contact 8/s; Engulf 1s) Bullets deal 25% less to you; foes pressed against you take 8 damage a second (ignores block). Block engulfs the nearest foe within 4 for 1s: 50% slower and 8 more damage a second.
Anubis Stand base, gun replacer Your gun: a possessed sword. Cuts walls apart; blocks teach it. (Slash 28; Speed +30%; Your Gun Sword) Hold fire to swing (0.45s, faster with attack speed): a 4.5-unit arc around your aim, through walls, blockable. The sword possesses you: +30% movement speed. A slash that meets a wall cuts a gap through it you can walk through (the map is whole again next round). Each slash a foe blocks teaches the sword +15% damage and 8% faster swings for the rest of the point (max 4); the ammo display shows the lessons.
The Sun Stand base Stand. A sun over the arena scorches foes in the open and beams them. (Heat 2/s; Beam 14; Beam Every 4s) Foes with no cover between them and the sun take 2 damage a second (ignores block); Stone Mask vampires take double and don't regenerate in the light. Every 4s it aims a thin line at a sunlit foe and fires a heat beam along it 0.5s later (blockable; move off the line).

DIAMOND IS UNBREAKABLE (17 cards)

Card Needs What it does
Crazy Diamond Stand base Block: DORA strike. Shots near you return as shards. Bounces home. (Strike Damage 24; Bounces +1; Max Shards 3) The homing strike reaches 4.2; restoration also brings back a foe's Diamond darts, rounds and tanks as shards.
Dorarara Crazy Diamond Double-tap block: DORARARA! Crazy Diamond throws a barrage. (Hits 14; Hit Damage 3.5; Cooldown 5s)
Shining Diamond Crazy Diamond + Dorarara Block: restore shots, then a DORARARA that fuses the foe in place. (Hits 18; Fused For 1.2s; Cooldown 4s)
Killer Queen Stand base Hits make the foe a bomb. Block: click! No bomb? Next shot plants one. (Bomb Damage 30; Blast Radius 3; Unblockable Yes) With no bomb out, block primes your next shot: where it lands on the map a touch bomb waits 4s (a foe's touch sets it off for 22; a later block clicks it).
Sheer Heart Attack Killer Queen A homing bomb tank hunts the nearest foe. Blocked? It comes back. (Tank Damage 22; Launch Every 5s; Blast Radius 2.5) Echoes Act 3's 3 FREEZE pins it.
Stray Cat Killer Queen + Sheer Heart Attack Your shots release homing air bubble bombs. Block pops them all. (Bubble Damage 14; Max Bubbles 4; Blast Radius 2.2)
The Hand Stand base Block: erase space along your aim. Pulls a foe to you, or you ahead. (Reach 10; Self Pull 6; Cooldown 4s) A foe in the swipe is pulled in front of you and grazed for 10; with nobody in it you are pulled up to 6 forward (stops short of walls). Enemy shots and thin terrain in the swipe are erased.
Echoes Act 1 Stand base Hits stick a sound that booms 3x. Your shots home in on it. (Boom Damage 5; Booms 3; Per Foe CD 2.5s) Every Echoes act's bullets turn toward a foe carrying its sound or weight.
Echoes Act 2 evolves Echoes Act 1 Hits paste BOING or SIZZLE. Block: a BOING pad bounces you high. (Boing Launch 55; Sizzle Burn 4x4; Pad Cooldown 3.5s) BOING throws the foe about 3 up. The pad lasts 3.5s: it bounces you about 7 high (a held jump is about 5.7); a foe who steps on it is thrown about 4 up and takes 6.
Echoes Act 3 evolves Echoes Act 2 Block: 3 FREEZE! The foe and shots near you turn heavy. Hits +40%. (Freeze 2s; Shot Damage +40%; Cooldown 4.5s) Enemy bullets within 4 of you drop; enemy Sheer Heart Attack tanks in range are pinned.
Heaven's Door Stand base Block, or a foe gets close: they open like a book, silenced and flung. (Silence 1.4s; Block Range 8; Cooldown 4.5s) Close range 4 opens them by itself; block reaches a foe in sight up to 8. One shared cooldown. The written command throws them about 4 back.
Red Hot Chili Pepper Stand base Hits charge a lightning shot. Block: zip along your aim as a bolt. (Hits To Charge 3; Bolt Damage +70%; Zip Range 7) The zip (cooldown 4s) stops short of walls; foes it passes through take 10 and add a charge.
Bad Company Stand base Every 3rd shot the army fires too. Block: a wall of steel stops shots. (Soldier Shots 5; Shot Damage 6; Wall Cooldown 3.5s) The wall shoots down enemy bullets up to 7 along your aim and fires a volley.
Harvest Stand base Dry: the swarm stings and gets them drunk. Block: it carries you. (Ammo +3; Reload Time -25%; Stings 8x3) Drunk foes stagger for 1.5s. The carry (cooldown 4.5s) runs you at 17 for 1.6s; next to a wall the swarm climbs it.
Highway Star Stand base Footprints hunt foes. Touch: latch and drain HP. Block shakes it off. (Drain 5/0.3s; Latch 1.5s; Chase Every 3s) The footprints chase the nearest foe within 14 by scent (through walls) at 1.4x their run speed; each drain heals you the same.
Ratt Stand base Block: plant Ratt nearby. It fires melting darts at foes in sight. (Dart Damage 7; Melt Slow 20%; Cooldown 4.5s) The twin turret sits on the nearest surface for 4s (one at a time) and fires every 0.8s; darts glance off one wall.
Enigma Stand base Foes who block your shots fold into paper: frozen, half damage. (Fold 0.7s; Per Foe CD 4s; Folded Damage 50%) A folded foe can't move, jump, shoot or block.

GOLDEN WIND (33 cards)

Part 5: Team Bucciarati, then Passione's La Squadra and its boss.

Card Needs What it does
Gold Experience Stand base Wall shots sprout life that lashes foes. Block: a frog returns a shot. (Lash / Heal 14/+6; Frog Reflect 70%; Frog Cooldown 4s) Up to 3 sprouts. The frog guards you for 1.5s: the first enemy bullet that hits you is erased and 70% of its damage (max 60) goes back to the shooter, ignoring block. Its antibodies halve Purple Haze's virus on you.
Sticky Fingers Stand base Block: zip through walls, cutting foes. Block again to zip back. (Zip Distance 7; Unzip Damage 18; Cooldown 3.5s) The zipper stays open 1.5s: press block again inside it to zip back to where you started (no cooldown), cutting foes on the way.
Sex Pistols Stand base Six Pistols kick your shots at foes. Block: they re-kick shots in air. (Kick Damage +20%; Recharge 1.5s; Pass Cooldown 4s) A Pistol that kicked recharges for 1.5s; the little cylinder over your head shows who is home. The pass re-kicks your 6 newest shots in flight at the nearest foe, +20% each. Not a gun replacer: Mista's revolver is your gun.
Purple Haze Stand base Shots carry virus capsules (hurt all). Block: punch one open on a foe. (Cloud DPS 12; Capsule Every 2.5s; Punch Cooldown 5s) Clouds last 2.5s and hurt you too. The punch reaches 4.5 (16 damage, blockable) and the cloud bursts where the foe stands. Gold Experience users take half virus damage (antibodies).
Moody Blues Stand base Block: replay your last 2s of shots. Block again to swap with it. (Replay 2s; Shot Damage 60%; Cooldown 4s) The afterimage walks your path at 1.5x speed and re-fires every shot; press block while it plays to swap places with it (back to where you stood).
Aerosmith Stand base A mini plane strafes foes. Its CO2 radar finds even hidden ones. (Rounds 6; Round Damage 5; Every 3s) The plane is the Stand figure itself; it finds foes by their breath, so invisibility (Iron Camouflage and the like) doesn't hide them.
Spice Girl Stand base Block: go soft for a moment; enemy shots bounce back off you. (Bounces +1; Bounce Damage +20%; Cooldown 4.5s) Soft for 1.2s: enemy bullets spring back toward their shooter at 60% of their damage and you take 30% knockback.
Tetraphobia - Never four: every 4th shot is a lucky one that hits much harder. (Ammo +2; Reload Time -15%; Lucky Shot x2)
Ladybug Brooch - Hits send a golden ladybug back to you to heal. Stacks. (Heal Per Hit 6; Per Copy +4; Health +10%)
Muda Muda Muda Gold Experience Block: a golden barrage; hits overload the foe's senses and slow them. (Punches 10; Punch Damage 4; Cooldown 4s)
Arrivederci Sticky Fingers Your hits zip foes. Enough zips and they come apart in a burst. (Zips Needed 3; Burst Damage 30; Zip Window 3s)
Bullet Relay Sex Pistols Kicked shots get kicked again, harder each pass. Stacks. (Extra Kicks +1; Per Kick +15%; Recharge -20%)
Purple Haze Feedback evolves Purple Haze Evolved: faster capsules; the virus spares you, slows and hunts foes. (Recharge 1.6s; Cloud DPS 16; Slow 35%) The capsule punch works too; clouds drift after the nearest foe at 1.6 u/s.
Volare Via Aerosmith Block: Aerosmith dives along your aim and bombs the first foe or wall. (Bomb Damage 35; Blast Radius 3; Cooldown 4s)
Ari Ari Ari Sticky Fingers + Arrivederci Combo. Block: zip-dash into a barrage; every third punch zips the foe. (Punches 9; Burst +50%; Cooldown 4s)
Pistols Formation Sex Pistols + Tetraphobia Combo. Shots 1-3 get kicked; the 4th gets all six Pistols: x3, homing. (Shots 1-3 Kicked; 4th Shot x3; Pistols All 6)
King Crimson Stand base Stand. Block: erase time; hits skip you, you speed up, then strike. (Time Erase 1.5s; Epitaph Hit 45; Cooldown 4.5s) While time is erased you can't shoot but move 40% faster; the next 3 shots are crimson (x1.6). Gold Experience Requiem's hits aren't fooled by the erase.
Kraft Work Stand base Stand. Block: fix shots in mid-air, yours and theirs. Block: fire! (Fix Time 2.5s; Release Dmg +40%; Cooldown 4s) Foes' shots within 3.5 of you stop dead too (up to 8); at the release they fly back at the foe with their own damage.
Metallica Stand base Stand. Hits bleed the foe's iron. Block: it bursts out as razors. (Bleed 18; Razor Burst 16; Cooldown 4s) A foe you hit holds your iron for 3s; the burst hits every such foe within 14 and slows them hard.
White Album Stand base Stand. Skate in ice armor. Hits chill; 3 chills freeze the foe solid. (Move Speed +20%; Ice Armor -20%; Freeze 0.7s) The armour takes 20% off every enemy hit. Its cold stops The Grateful Dead's aging.
Notorious B.I.G Stand base Stand. Below 35% HP a blob wakes: it eats bullets and bites foes. (Bite 10; Duration 4s; Per Point Once) The figure melts into the blob; bites slow.
Gently Weeps White Album Block: freeze the air. Nearby enemy shots shatter into ice shards. (Radius 6; Per Copy +1; Cooldown 4s) Stacks.
Iron Camouflage Metallica Stand still: vanish into iron dust. Your first shot out hits harder. (Ambush Dmg +60%; Per Copy +20%; Still For 0.6s) Stacks.
Fixed Footing Kraft Work Mid-air jump with no jumps left: fix yourself in the air. Stacks. (Hang Time 1.5s; Per Copy +0.5s; Cooldown 3s)
Absolute Zero White Album + Gently Weeps Combo. Block: a freezing wave shatters shots and freezes foes solid. (Freeze 0.8s; Radius 8; Chills 2 Hits)
Razor Ambush Metallica + Iron Camouflage Combo. Faster camouflage; your ambush hit bursts a razor storm. (Razors 6; Ambush Bleed x2.5; Still For 0.4s)
Fixed Bullet Hail Kraft Work + Fixed Footing Combo. Hanging in the air fixes your shots; dropping fires them all. (Release Dmg +60%; Shots Fixed Auto)
Beach Boy Stand base Stand. Your gun: a rod. Cast through walls, hook a foe, reel them in. (Hook Damage 28/s; Cast Range 16; Your Gun Rod) Replaces your gun (one gun replacer per player). Click casts the line through walls; a hooked foe takes 7 every 0.25s for up to 1.5s while being reeled in, and escapes by blocking. 0.8s between casts; the ammo display is the reel.
The Grateful Dead Stand base Stand. Foes near you age: slower moves, shots and hits. Cold stops it. (Aging Aura 7; Foe Speed -25%; Foe Damage -15%) Foes inside age fully over 1.5s (also -25% fire rate) and recover as fast outside. Chilled or frozen foes (White Album) don't age.
Man in the Mirror Stand base Stand. Block: pull a foe into the mirror. They can't shoot or block. (Mirror Time 1.5s; Your Shots Pierce; Cooldown 5s) Pulls the nearest foe within 10; meanwhile your shots ignore walls.
Green Day Stand base Stand. Foes below you rot while they move down. Your hits seed mold. (Mold 5/s; Hit Mold +2x3; Range 14) Climbing or staying level stops the mold; seeded ticks land anyway. Oasis' suit is immune.
Oasis Stand base Stand. Double-tap block: swim through the ground, then burst out. (Swim 1.2s; Surface Hit 26; Cooldown 5s) While you swim you pass through walls, can't be hit or shoot, and move 1.5x as fast; surfacing hits foes within 3 and launches them up.
Little Feet Stand base Stand. Hits shrink the foe and their damage. 3 cuts: mouse-sized. (Shrink/Hit -12%; Weaker/Hit -10%; Mouse Size 1.5s) Each cut lasts 3s; a mouse-sized foe deals half damage and jumps 30% lower.

STONE OCEAN (17 cards)

Card Needs What it does
Stone Free Stand base Stand. Block: string yanks foes or grapples walls; up close, ORA rush. (Lash Damage 15; Range 14; Cooldown 3s)
Weather Report Stand base Stand. Wind speeds bullets; hits call lightning. Block: a gale blows. (Bullet Speed +25%; Bolt Damage 25; Hits / Bolt 3)
Whitesnake Stand base Stand. Disc shots silence and heal. Block: melting fog eats shots. (Silence 1.2s; Heal +20; Disc Every 4s)
Foo Fighters Stand base (gun replacer) Stand. Your gun: plankton. Block: drink to reload. Low HP: heals you. (Your Gun F.F.; Ammo +3; Life Steal +30%)
Diver Down Stand base Stand. Hits you take sink in as traps. Block: dive in, heal half hits. (Hit Returned 100%; Extra Damage +15; Dive 1.5s)
Stand Disc - Your shots also fling a spinning Stand Disc that cuts out and back. (Disc Damage 20; Shots / Disc 4; Disc Range 12)
Green Dolphin Street - Block: prison bars slam down around the nearest foe. Stacks. (Cage 1.5s; Per Copy +0.5s; Cooldown 4s)
Heavy Weather evolves Weather Report Weather Report awakens: more lightning. Block: rainbow makes snails. (Bolt Damage 30; Hits / Bolt 2; Snail 2s)
C-Moon evolves Whitesnake Hits flip gravity, a 2nd hit turns foes inside out. Field bends shots. (Gravity Flip 1.5s; Inside Out 25; Block Wave 3s)
String Barrier Stone Free A string web catches an enemy bullet, then re-weaves. Stacks. (Recharge 3.5s; Per Copy -25%; Web Radius 2.4)
Frog Rain Weather Report Poison dart frogs rain on the nearest foe every few seconds. Stacks. (Frogs 8 +3; Frog Damage 7; Every 5s)
Stone Ocean Stone Free + Green Dolphin Street Combo. Block: a seeking string cages a foe. Caged foes take more. (String Cage 2s; Caged Damage +35%; Cooldown 3s)
Memory Disc Whitesnake + Stand Disc Combo. Your Stand hurls homing discs as you shoot: silence and heal. (Shots / Disc 3; Silence 1.5s; Heal +25)
Jumpin' Jack Flash Stand base Stand. Weightless bullets; hits float foes. Block: zero-G burst. (Bullet Drop None; Bullet Speed +25%; Zero-G 1.2s)
Kiss Stand base Stand. Stickers re-hit foes. Block: a copy stays; you snap back to it. (Snap Damage 60%; Ignores Block Yes; Snap Back 2.5s)
Manhattan Transfer Stand base Stand. A drone floats toward the foe; every 3rd shot refires from it. (Relayed Shot 3rd; Relay Damage +25%; Auto-Aim Yes)
Jail House Lock Stand base Stand. Hits lock memory: every 4th shot, jump or block is forgotten. (Memory Lock 3s; Forgets 4th; Per-Foe CD 5s)

Foo Fighters is a gun replacer (one per player across all lel mods): your gun becomes F.F.'s plankton finger-gun and the ammo shows as water drops. C-Moon's Inside-Out can't turn a Stone Free user inside out (Mobius strip). Manhattan Transfer's relay drone is the Stand itself: it floats out between you and the nearest foe.

STEEL BALL RUN (29 cards)

Card Needs What it does
Tusk Act 1 Stand base Stand. Your gun: 10 spinning fingernails that drill the foes they hit. (Nails 10; Nail Damage -40%; Bullet Speed +30%)
Tusk Act 2 evolves Tusk Act 1 Fingernails leave spin holes that race along surfaces to the foe. (Hole Damage 13; Max Holes 3; Drill Ticks 4)
Tusk Act 3 evolves Tusk Act 2 Block: shoot yourself into a spin hole, ride a fingernail, burst out. (Spin Void 2s; Cooldown 5s; Hole Damage 20)
D4C Stand base Stand. Block: plant a flag. Again: hop to it while your Double shoots. (Double Shots 3; Phase Out 0.4s; Cooldown 4s)
Scary Monsters Stand base Stand. Bullets hunt moving foes. Block: raptor pounce. 2 claws: dino. (Claw Damage 15; Dino Lock 1s; Cooldown 4s)
Mandom Stand base Stand. Double-tap block: all rewind, your HP too. Next shot foresees. (Rewind 2s; Foresight +40%; Cooldown 5s)
Golden Spin - Every 3rd shot is a Steel Ball: the Spin locks the foe and shoves. (Ball Damage +60%; Spin Lock 0.3s; Knockback +25%)
Wrecking Ball Golden Spin Block: hurl a steel ball that bursts into block-jamming balls. Stacks. (Ball Damage 20; Per Copy +30%; Cooldown 4s)
Golden Rotation (Tusk Act 1, Tusk Act 2 or Tusk Act 3) + Golden Spin Combo. Steel Balls become golden fingernails that bore through walls. (Spin Damage +100%; Extra Drill +2; Spin Lock 0.3s)
Ball Breaker Golden Spin Steel Balls go Super Spin: they pierce walls and age foes. (Spin Damage +90%; No Block 1.5s; No Shooting 0.4s)
Tubular Bells Stand base Stand. Every 3rd shot is a metal balloon that pops into needles. (Needles 6x8; Balloon Dmg +20%; Needle Pin -30%)
Cream Starter Stand base Stand. Gun: flesh-foam spray that heals you too. Block: seal wounds. (Spray DPS 30; Spray Range 9; Spray Heal +8/s) Hold fire to spray a 9-unit foam cone (slows foes 25%); while you spray, the foam also covers your own wounds (+8 HP/s). Block seals your wounds for +18 (every 4s).
Chocolate Disco Stand base Stand. Block: enemy bullets near you warp above the foe and fall. (Warp Range 12; Drop Damage 60%; Cooldown 5s)
The World (Diego) Stand base Stand. Block: stop time as a raptor. Touching a frozen foe bites it. (Time Stop 2.5s; Bite 24; Cooldown 6s)
20th Century Boy Stand base Stand. Block on the ground: armor, no damage. Then it bursts out. (Armor 1.2s; Burst 40%; Cooldown 5s)
Catch the Rainbow Stand base Stand. Jump with no jumps left: become the rain. Its drops cut foes. (Rain 2s; Rain Cuts 40/s; Damage Taken -50%) The rain hangs around you for 2s: you stand on it (jump to step off), its drops cut foes within 6 units, and you are part of it, so you take half damage from foes. Every 3s.
Hey Ya! Stand base Stand. 25% of hits on you only graze. Then your next shot is lucky. (Graze Chance 25%; Graze Damage -60%; Lucky Shot +60%)
Oh! Lonesome Me Stand base Stand. Block: lasso a foe and reel them in, or a wall and zip to it. (Lasso Damage 14; Range 18; Cooldown 4s)
In a Silent Way Stand base Stand. Block: 3 solid sounds fly out. Touch one: cut, burn or boom. (Sounds 3; Cut Damage 16; Cooldown 3.5s)
Wired Stand base Stand. Block: hooks drop from the sky on the foe and haul them up. (Hook Damage 12; Hooks 3; Cooldown 4s)
Tomb of the Boom Stand base Stand. Hits magnetize foes: your shots curve in. Block: iron shards. (Magnetize 3s; Iron Shards 4x7; Cooldown 4s)
Listen to My Rhythm Stand base Stand. Every 3rd bullet sticks a pin bomb. Once they move: BOOM! (Pin Boom 22; Every 3rd; Mine Life 6s)
Another World's You D4C or D4C Love Train Hit a foe: D4C drags out their parallel self. If they meet: crumble! (Sponge Damage 70; Attract Range 9; Cooldown 6s)
Next Valentine D4C or D4C Love Train A killing blow: the you of the next world takes over at full health. (Next You HP 100%; Stepping Out 0.7s; Per Point 1)
Parallel Crossfire D4C or D4C Love Train Every 4th shot, your Double steps out behind the foe and fires too. (Extra Shots +25%; Range 30)
Gyro Zeppeli - Block: throw a Steel Ball. It spins what it hits, then flies back. (Ball Damage 28; Spin Lock 0.45s; Catch Refund 50%) Not a Stand. You carry 2 balls. A foe it hits is spin-locked, twisted round and shoved; a loose map box is flung and spun; solid ground or a wall ripples and throws nearby foes off it. Then the ball curves back to your hand (through walls), clipping foes in its path for half damage; catching it recharges half your block cooldown.
Zeppeli Healing Gyro Zeppeli Catch your Steel Ball: the Spin heals you, more if it hit a foe. (Catch Heal +8; Hit Bonus +12)
Spin Ricochet Gyro Zeppeli Your Steel Ball bounces to 2 more foes or walls, then returns. (Ricochets +2; Seek Range 14) Each bounce turns toward the nearest other foe in sight (else off the surface), spinning whatever it hits.
Saint's Corpse any Stand Collect and keep corpse parts: +5% damage each. Part 7 Stands awaken. (Per Part +5%; Heal +30; D4C Love Train at 3)

Tusk Act 1 and Cream Starter replace your gun (one gun replacer per player): Tusk's fingernails are still your real gun's shots, so gun cards, Golden Rotation and Tusk Act 4 ride them; Cream Starter sprays instead of shooting (hold fire; the can meter sits where your ammo was). The World (Diego) moves during the last half of a time stop someone else casts. Nothing stops Tusk Act 4's Infinite Rotation: it goes through 20th Century Boy's armour, D4C's hop, Tusk Act 3's spin hole and Oh! Lonesome Me's split zip.

The three D4C cards need D4C (or D4C Love Train) and are not Stands. Another World's You: when your bullet hits a foe, D4C drags that foe's version from a parallel world out beside you (once every 6 s, one per foe, for 4 s): a plain, cardless copy of them (their colour and face, no cards, no gun, 100 HP; your foes' bullets hit it). It only runs: it chases your nearest foe, jumps walls and gaps, and bumps your other foes for 20 damage. Two versions of the same person attract each other within 9 units, faster the closer they get, and when they touch they crumble into Menger-sponge cubes: the copy is gone and the original takes 70 damage (a block in time stops it). Next Valentine is a cheat-death (one cheat-death card per player, like Bites the Dust): once a point a killing blow is cancelled. The fallen you is knocked aside as a grey-blue corpse that crumbles into Menger-sponge cubes a second later; the Valentine of another world comes out from between the flag and the ground right where you died, D4C leaves the corpse for him and hammers his flag in there (a normal flag you can hop to). He arrives at full health with every card, and D4C's hop, your block and the D4C cards' cooldowns ready; for 0.7 s while he steps out he takes no damage and can't shoot. A second killing blow in the same point is a real death. D4C's flag is a stars-and-stripes cloth on a pole with a gold finial: D4C hammers it into the ground, the cloth unrolls with a snap and waves, and when you hop to it the cloth sweeps over you, flaps back and the used flag fades. Parallel Crossfire counts real trigger pulls only; when there is no free spot behind the foe, the shot waits for the next pull. Damage numbers scale with your gun damage.

Tusk (redrawn after Araki's manga): Acts 1-4 have new figures (Act 1 the little axolotl-eared creature with the star on its forehead, Act 2 with its barrels and big arms, Act 3 with its crest and star shoulders, Act 4 the broad final form with its face on its chest and a horseshoe on its forehead) and every shot is one of Johnny's spinning fingernails. The fingernails fly straight: they never home in the air (Golden Rotation's neither). Tracking happens only as the spin HOLE a fingernail leaves where it hits (Act 2 on): the hole crawls along the ground, platform tops and undersides and walls toward the foe (it climbs a wall to get over it, and climbs to a foe clinging to one), then bores into them; a foe in the air is waited for underneath. Act 2's holes race along the surfaces (15 units a second, Act 3 x1.3), leaving small spirals on the ground behind them, so they catch a running foe; to pay for that a hole hits for 13 (was 16). The Acts stack: Tusk Act 4 keeps Act 2's chasing holes (if you own Act 2) and Act 3's spin-void block (if you own Act 3).

Tusk Act 3 (as in the manga): block and Johnny shoots himself with a spinning fingernail; his body folds into a golden spin hole for 2 s. One press, no setup and no health cost. Inside the hole you can't be hit, you pass through ground and walls (steer with movement), and you can't shoot or block, except that the first fingernail you fire flies straight along your aim and its golden hole crawls along the surfaces after the nearest foe, carrying you along (sliding into one of your live Act 2 holes rides that one instead). When the time is up, the ridden hole reaches its foe, or you block again, you burst out in open air: your gun fires 3 fingernails point-blank at the nearest foe (35% of a nail's damage each, so gun cards still apply) and foes beside you are spun up into the air (a block stops it). The 5 s cooldown starts at the burst-out.

Oh! Lonesome Me: the lasso flies along your aim (18 units). The first foe near the rope takes 14 damage and, unless they blocked, is reeled toward you for 0.7 s (their own block shakes the rope off). With no foe but a wall in reach, your body splits along the rope and slides to the wall in pieces: bullets pass through you on the way. A throw that catches nothing costs only 1 s of cooldown. In a Silent Way: three solid sounds (cut, burn, boom) fly out in a fan, slow down and stick to the first surface they touch or hang in the air for 5 s (6 at most). A foe touching one gets what it says: cut = 16 damage and a slow, burn = 6 damage then 3 burn ticks of 4, boom = 14 damage and knockback. Wired: three hooks drop out of the sky over the nearest foe (within 30 units), through any platform; a hook that catches someone deals 12 damage and hauls them straight up (less near the top of the map; a block stops the haul), one catch per foe per drop. Tomb of the Boom: your bullet hits magnetise the foe for 3 s; your bullets bend toward foes you magnetised; block tears 4 iron shards (7 damage each) out of the ground into every foe you magnetised, and with nobody magnetised it magnetises the nearest foe instead (1.5 s cooldown). Listen to My Rhythm (Oyecomova's "Boku no Rhythm wo Kiitekure"): every 3rd bullet of yours that lands sticks a pin bomb (4 out at most). On a foe it goes off once they have moved 4 units (or after 3 s); in the ground it waits as a mine for 6 s and goes off when a foe comes within 1.6 units. Each boom deals 22 damage with knockback to every foe within 2.2 units. Damage numbers scale with your gun damage.

Saint's Corpse (the Holy Corpse) is offered only to Stand users and is not a Stand. You collect and keep the corpse parts: 2.5 s into each point a linen-bound corpse part in golden light appears about 9 units from you, toward the middle of the map, with its name. The nine parts are the manga's: Left Arm, Eyes, Spine, Heart, Ears, Right Arm, Legs, Torso, Head; each exists once and they come in that order, so once all nine are held no new part appears (two Saint's Corpse owners each get the next free part). Whoever touches a part first takes it, a foe can steal it: they heal 30 and keep it for the rest of the game (point and round changes keep it; a new game starts with none). Every part you hold makes your bullets deal 5% more damage (45% with all nine), and the parts float in a golden halo over your head (everyone sees them), with a short line ("+Heart (3)") when a part changes hands. Kill a part holder and you take their newest part: it flies from the body to you. A death without a killer (a fall, your own blast, a teammate) drops the part where they died, for anyone; if nobody grabs it before the point ends it goes back to them. Holding parts also awakens a Part 7 Stand (STEEL BALL RUN Stands only; others keep the damage): the boost starts with 1 part and is at full strength from 3 (1 part gives a third of it, 2 parts two thirds):

  • D4C: the Double fires 1 more shot per part (2 at most); with 3 or more parts D4C becomes D4C Love Train for as long as you hold 3: the parts' light flows from your halo into D4C, the figure turns into Love Train and "LOVE TRAIN" shows over you; block is then the Love Train (its own 3 s and 5 s cooldown, plus the Saint's Corpse sending 15% of each enemy hit back between trains) and between trains block is still D4C's flag and hop. Fall under 3 parts and you are plain D4C again. A foe who grabs the part first gets their own boost, not yours. The D4C Love Train card (D4C + Stand Arrow, or D4C + Saint's Corpse) gives it for good.
  • D4C Love Train (card or corpse): the train lasts up to 1 s longer.
  • Tusk Acts 1-3: one Act higher with 1 part, two Acts higher with 3 (Act 3 at most; the corpse gives Act 3's spin-void block too, and the figure changes); at Act 3 the spin-void form lasts up to 50% longer and bursts out with up to 2 more fingernails.
  • Tusk Act 4: Horse Power fills up to 50% faster.
  • Scary Monsters: raptor claws hit up to 50% harder and the pounce recharges up to 30% sooner.
  • The World (Diego): the time stop lasts up to 0.5 s longer.
  • Tomb of the Boom: up to twice the iron shards, and your bullets curve into magnetised foes up to 50% harder.
  • In a Silent Way: up to 2 more solid sounds per block.
  • Cream Starter: sealing your wounds and the spray's own healing heal up to 50% more.
  • Wired: up to 2 more hooks per drop.
  • Oh! Lonesome Me, Listen to My Rhythm, Mandom, Tubular Bells, 20th Century Boy, Catch the Rainbow, Hey Ya! and Chocolate Disco keep the base bonus (heal and damage).

JOJOLION (9 cards)

Part 8. Canonical counter: a Go Beyond owner is immune to Wonder of U's calamity, and its bubble never counts as pursuit. Wonder of U no longer needs the Stand Arrow (still Rare in normal builds).

Card Needs What it does
Soft & Wet Stand base Stand. Hits steal friction. Bubbles hunt foes; block: bubble shield. (Bubble Damage 12; Skid 0.9s; Shield CD 4s)
Go Beyond evolves Soft & Wet A spinning bubble passes walls and block. Immune to Wonder of U. (Bubble Damage 24; Silence 0.4s; Every 2.5s)
Wonder of U Stand base Foes who chase or hit you, or that you shoot close by, meet calamity. (Aura 9; Calamity 24; Per Foe CD 2s)
Paisley Park Stand base Stand. Extra bounce. Each bounce adds damage and finds the foe. (Bounces +1; Per Bounce +20%; Guided Dmg +15%)
Nut King Call Stand base Stand. Hits screw in nuts. Block unscrews them: damage, shots go wide. (Per Nut 9; Max Nuts 3; Wild Shots 2)
Fun Fun Fun Stand base Stand. Hits mark limbs (2 from above). 3 marks: they copy your moves. (Marks 3; Puppet 1.2s; Per Foe CD 5s)
Speed King Stand base Stand. Wall hits store heat. Block: your recent hits burst with heat. (Heat Touch 12; Burst/Hit 6; Cooldown 4s)
Doobie Wah! Stand base Stand. A dust devil hunts the foe, faster while they run or jump. (Contact 10; Speed 8-14; Re-forms 2.5s)
Vitamin C Stand base Stand. Your prints soften foes on them. Block smears one onto a foe. (Softened 1.5s; Their Move -40%; Dmg Taken +25%)

THE JOJOLANDS (5 cards)

Part 9. Big Mouth Strikes is Big Mouth Strikes Again, Charming Man's Stand.

Card Needs What it does
November Rain Stand base Stand. Damage calls heavy rain on the attacker. Block: rain barrier. (Drop Damage 8; Barrier 1.2s; Barrier CD 4.5s)
Smooth Operators Stand base Stand. 25% of each hit goes into the floor. Block slides the foe. (Damage Moved 25%; Slide 3; Cooldown 3.5s)
The Hustle Stand base Stand. Dense muscles soak bullets. Block: a vibration burst frees you. (Bullet Dmg -20%; Burst Dmg 18; Cooldown 3.5s)
THE MATTEKUDASAI Stand base Stand. Block: a wire yanks you to a far foe, or a fake wall rises. (Wire Beyond 10; Wall 1.5s; Cooldown 4.5s)
Big Mouth Strikes Stand base Stand. Big hits scatter your sand skin: halved, you reform aside. (Big Hit 25+; Damage -50%; Every 4s)

OVER HEAVEN (8 cards)

Card Needs What it does
Stand Arrow - Item. Every 3.5s your next shot is a golden arrow. Unlocks Requiems. (Damage +15%; Bullet Speed +25%; Arrow Shot x1.5)
Gold Experience Requiem Gold Experience + Stand Arrow Return to Zero: undo a hit, send its dealer back and silence them. (Recharge 4s; Rewind 2s; Gold Shots 4)
Silver Chariot Requiem Silver Chariot + Stand Arrow Block: swap places with the nearest foe and turn their soul around. (Fire Rate +25%; Swap Cooldown 4.5s; Swapped Soul 1.5s)
Bites the Dust Killer Queen + Stand Arrow Once a point a killing blow rewinds you 2s. The killer gets a bomb. (Rewind 2s; Min Health 50%; Bomb 45)
The World Over Heaven The World + Stand Arrow Block: everything The World does, plus an overwrite punch and heal. (Time Stop 3s; Overwrite 50; Cooldown 3s)
Made in Heaven (Whitesnake or C-Moon) + Stand Arrow Block: accelerate time for 3.5s. Enemy shots near you crawl. (Fire Rate x2; Move Speed +80%; Cooldown 5s)
Tusk Act 4 Tusk Act 1 + (Stand Arrow or Golden Spin) Keeps your earlier Acts. Fire+block when charged: Infinite Rotation. (Ready In 3s; Recharge 6s; Rotation 12/s)
D4C Love Train D4C + (Stand Arrow or Saint's Corpse) Block: Love Train, hits land on your foe. Between trains: D4C's hop. (Love Train 3s; Cooldown 5s; Saint's Corpse 15%)

Details:

  • Gold Experience Requiem: Return to Zero undoes one hit (any hit of 5 or more, a bullet, or any Infinite Rotation hit), even while you are frozen in a time stop. The attacker goes back to where they were 2s ago and, if they have a Stand, it is silenced for 1s (no block, armed Stand shots dropped). Your next 4 shots home in gold (x1.4). It also ends one Infinite Rotation stack and defuses a Bites the Dust bomb on you. King Crimson's erased time can't dodge your hits.
  • Silver Chariot Requiem: the swapped foe is dazed for 0.3s, then for 1.5s their left/right movement and aim are mirrored. Your next 4 shots fly as silver rapiers. Also +30% bullet speed.
  • Bites the Dust: you come back with at least half your health. The killer's bomb goes off after 1s and ignores block.
  • The World Over Heaven: one block does everything The World's did, stronger. It stops time for 3s (ZA WARUDO plays), The World's knife fan flies and you walk 30% faster in the stop; the overwrite punch (50, ignores block) also heals the damage you took in the last 3s (up to 40). Shots fired during the stop are knives that deal x1.4 and home when time resumes. With Road Roller Da the block plays ROAD ROLLER DA! as for The World (once per point, when the opening punch connects; Reality Overwrite heals you after it), otherwise the roller hangs over the foe in the stop and slams down as time resumes; plain Road Roller keeps its mid-air jump. Enemy time stops never freeze you. The 3s cooldown starts when time resumes (a 6s cycle, like The World).
  • Evolutions keep everything (every Standverse evolution, OVER HEAVEN and STAND FUSION ones included): Gold Experience Requiem and Life Transfiguration keep Gold Experience's flowers and frog; Silver Chariot Requiem keeps the lunge and parry (one press: swap + parry), Kyber Rapier keeps the parry and its lunge is Silver Chariot's evolved (Armor Off speeds it up too); Made in Heaven keeps Whitesnake's Disc shots and fog and C-Moon's flips, field and wave (one press: fog + wave + acceleration), C-Moon and Riven Disc keep Whitesnake's Disc shots and fog; Thermal First Bomb keeps Killer Queen's bombs (one press clicks both); Black Flame Ankh keeps Magician's Red's Crossfire Hurricane (the two ankh shots take turns); Platinum: The World still throws Star Platinum's plain rush on block between its stops; Ora Kamehameha's barrage is never weaker than Star Platinum's and swats bullets like it; Za Warudo Stopwatch keeps The World's knife fan and faster walk (6s cycle); Life Fiber String keeps Stone Free's close ORA rush and its zip-and-hang on walls; Heavy Weather keeps Weather Report's gale (one press: gale + rainbow); Echoes Act 2 and Act 3 keep the earlier acts' sounds and Act 2's BOING pad; D4C Love Train keeps D4C's flag, dimension hop, Double and moment between worlds (block between trains, like Platinum: The World's rush).
  • Made in Heaven: while accelerated, enemy bullets within 8 units move at 60% speed, and enemy time stops can't freeze you; otherwise you move in the last half of an enemy stop. Shots fired meanwhile fly 50% faster. The 5s cooldown starts when the acceleration ends.
  • Tusk Act 4: keeps your earlier Acts (Act 2's chasing holes, Act 3's spin-void block). Its own fingernails are Act 3 strength (your shot's full damage, Act 3's drill), fly straight and leave Act 2's holes only if you own Act 2. The Infinite Rotation needs the manga's condition, the Golden Rectangle spin powered by the horse: Horse Power charges like a Jujutsu Kaisen domain: every point starts half full and it fills on its own (6 s from empty, so it is ready about 3 s into the point), faster with momentum (running at full speed on the ground or in the air or riding a wall adds a full charge per 3 s; a fall from a height 1.6 times that) and with every fingernail or spin hole hit you land (a quarter each), never inside an enemy's time stop. As it fills, Slow Dancer's golden spirit gallops beside Johnny and the Golden Rectangle builds round his fingertip square by square; full, the rectangle locks there and glows, and the ring of your nail display throbs gold. Then hold fire and press block (like casting a domain) and the Infinite Rotation leaves your fingertip at once (a plain block press is still Act 3's spin-void block): a huge golden spiral, x1.6 damage, and it homes straight at its foe through the air and through walls. Nothing stops it: block (all its damage lands), every barrier, shield, dodge and Stand guard of all eight lel mods (see the note below), erased time, D4C Love Train; it keeps flying in time stops. With Horse Power full you act through a whole enemy time stop, so you can cast it inside one; a hit on the time stopper ends their stop at once (InfiniteShotBreaksTimeStops), and a hit on a Jujutsu Kaisen domain caster collapses their domain (InfiniteShotCollapsesDomains). A hit traps the foe for the rest of the point: 6 damage per stack every 0.5s (unstoppable too), a drag back to where it hit, max 2 stacks, and the foe literally unwinds: their body is wrung into a turning ellipse round the hit spot and peels off in ribbons of their own colour that wind along the golden spiral into a hole there; a foe killed by it unravels completely into the spiral and vanishes into the hole. Only Gold Experience Requiem's Return to Zero removes a stack (and undoes the shot). The first Infinite Rotation of each point plays the Golden Spin cinematic (about 4 s of manga pages: Johnny in close-up, Slow Dancer's gallop in ink, the Golden Rectangle forming round his finger, the spin locking into the fingernail, Tusk Act 4 behind him, the shot; later ones that point play a 0.4 s cut; nobody moves during it; the Full / Short / Off cinematics setting applies). You move in the last 60% of enemy time stops (all of it while Horse Power is full). Wall ride: hold toward a wall in the air to run up it (or along a ceiling) at full speed for 1.5s, refilled when you land.
  • D4C Love Train: redirected hits ignore block, up to 80 each; Tusk Act 4 goes through. The train's timer stops while you are frozen in a time stop. Between trains the Saint's Corpse sends 15% of each enemy hit back at its dealer. It keeps everything D4C had: while the train is ready, block is the Love Train; between trains (while it runs and while it recharges) block is D4C's flag and dimension hop, with the Double and the moment between worlds, and the three D4C cards keep working. Offered with D4C + Stand Arrow or D4C + Saint's Corpse (canon: Valentine gets Love Train by gathering the Saint's Corpse); the Holy Corpse also gives it to a D4C user holding 3 corpse parts (see Saint's Corpse).
  • Changed defaults reach older config files once (the OVER HEAVEN section has its own config version).

STAND FUSION (10 cards)

Card Needs What it does
Za Warudo Stopwatch The World + Stopwatch Block: stop time, throw knives. Frozen enemy bullets become knives. (Time Stop 3s; Knife Damage 18; Cooldown 3s)
Ora Kamehameha Star Platinum + Kamehameha Block: ORA barrage. Landed punches charge wall-piercing ki shots. (Barrage 16x4.5; Ki Shots x1.6; Cooldown 4s)
Thermal First Bomb Killer Queen + Thermal Detonator Hits stick thermal charges. Block: click! Full stacks pierce block. (Per Charge 22; Max Charges 3; Cooldown 2.5s)
Serrated Nail Spin (Tusk Act 1, Tusk Act 2, Tusk Act 3 or Tusk Act 4) + Serration Fingernail hits stack serration. A full stack rips the foe open. (Damage +20%; Per Stack +10%; Rip 30)
Black Flame Ankh Magician's Red + Black Flame Every few seconds your next shot is a black flame ankh: burns max HP. (Burn 5%/s; Burn Time 3s; Cooldown 2.5s)
Life Transfiguration Gold Experience + Idle Transfiguration Hits plant life seeds. The last seed blooms: roots, damage, a heal. (Seeds 3; Bloom 32; Bloom Heal 20)
Fourfold Jackpot Tetraphobia + Idle Death Gamble Lucky shot hits refill your gun and spin the reels. Jackpot: fever! (Jackpot 25%; Fever Rate +50%; Fever 3s)
Kyber Rapier Silver Chariot + Lightsaber Mid-air jump: a kyber rapier lunge that cuts foes and bullets. (Thrusts 8x6; Kyber Wave 22; Cooldown 2.5s)
Riven Disc Whitesnake + Riven Mod Every few seconds a shot holds a disc: a hit steals one gun stat. (Steal 25%; Steal Time 4s; Silence 0.5s)
Life Fiber String Stone Free + Life Fiber Sync Block: a life-fiber string stitches a foe: yank, drain and slow. (Damage 25; Drain 50%; Cooldown 3s)

Maps

Two arena maps: Colosseum and Cape Canaveral. Each is an iconic battle scene from the series, kept calm, simple and compact, with jump pads (stand on one to be launched upward), a moving set piece or two, and pieces that break when shot (they reset every point). All are laid out for 2 players. They need MapsExtended (1.4.2); without it the cards still work and the maps are skipped. They show up under StandverseCards in UnboundLib's map menu (each with a picture), where you can toggle each one like any map. The map files are written next to the mod's DLL at startup (identical on every PC). Moving parts use MapsExtended's own synced animation, and the art (background, painted platforms, decor) is visual only. Config [MAPS]: Map art (false: the game's usual look) and Maps (true: write the map files). Leaving the map at any edge bounces you back with 51 damage, as on every MapsExtended map. Not play-tested yet.

  • Colosseum (GOLDEN WIND): The Colosseum in Rome at dusk, where the last fight with Diavolo is fought over the Arrow, cut through so you fight inside it: the arena floor over the hypogeum in the middle, under the Arrow in its shaft of light, and on each side the podium wall and the tiers rising to the ruined outer wall, with an arched passage under the first tier and a stairwell behind it. Moves: the pegma, the great elevator in the middle of the arena, sinks into the hypogeum and rises back, carrying whoever stands on it; a pad set into a fallen cornice block on each side throws you diagonally across the arena, under the Arrow, onto the far podium terrace. Breaks: the wooden arena floor around the pegma, plank by plank (it shrinks to the pegma and drops you into the hypogeum), a broken marble parapet on each podium terrace and the drums of a broken colonnade on each outer wall (2 shots each).
  • Cape Canaveral (STONE OCEAN): The launch site where Made in Heaven accelerates time: the space shuttle on its launch platform over the flame trench, red-orange service towers at both sides, and the sea under a still sky. Moves: a lift beside each service tower rides up to the crew access arm and back; a jump pad on each side of the trench launches you up beside the shuttle. Breaks: the flame trench's grate (3 shots; a shallow dip you hop out of), the propellant tanks (3 shots) and the access arms' railings (2 shots).

Notes

  • Every number is in BepInEx/config/com.lel.rounds.standversecards.cfg; both players need the same values.
  • The cross-mod rules apply to these cards too: one melee weapon, one flight card, one mid-air-jump trigger, one double-tap trigger, one cheat-death and one evasion family per player (for example Silver Chariot, The Fool, Star Platinum, Crazy Diamond, Dorarara, Mandom, Bites the Dust, King Crimson and String Barrier each take one of those slots; Star Platinum, Crazy Diamond, Muda Muda Muda and Ari Ari Ari are block melee); one-per-hand; the upgrade slot; and at least two vanilla cards in every hand (the hand rules live in Crossverse Cards).
  • Unstoppable (cross-mod): Tusk Act 4's Infinite Rotation carries a tag every lel mod respects: it passes block, barriers, shields, parries, dodges, ricochets, intangibility and bullet freezes or slows of all eight mods (Infinity, Stopwatch, Sandevistan, the Time Stone, Ultra Instinct, Deja Vu, Shield Generator, Beskar, the Razor guard, Bullet Dodge, Mesh and Dome Shield, Iron Skin, the Arc Reactor, Avalon and the Command Seals, Wraith Form, Barricade, Helldiver, Slayer Dash, Bloodhound Step, Transference, Mist Breathing, Transparent World, every Stand guard, ...), and a hit on a domain caster collapses the domain. Cheat-deaths (one per player) and damage-taken percentages still apply; Gold Experience Requiem's Return to Zero is the one thing that undoes it.
  • Nothing in this mod has been tested in a real match yet. Each ability writes one line to BepInEx/LogOutput.log the first time it fires ([STARDUST CRUSADERS] ..., [OVER HEAVEN] ..., and so on), which shows what actually ran.

Changelog

  • 0.5.0 (test build, all cards Common): Stand limit: up to 4 Stand cards instead of one Stand (evolutions always offered; one OVER HEAVEN Stand at most); the Stand figure switches to whichever Stand acts. New: Gyro Zeppeli (STEEL BALL RUN): block throws a Steel Ball that spins foes, map boxes and walls and flies back to your hand, with Zeppeli Healing and Spin Ricochet. D4C recoloured like the manga (baby blue, light pink, pink eyes), D4C Love Train too. Catch the Rainbow stronger: 2s of rain, 40 cuts/s, half damage taken while the rain hangs, 3s cooldown. Cream Starter: 9-unit spray (was 5) that heals you while you spray. Anubis: +30% movement speed, slashes cut gaps through walls, faster swings per lesson, 4.5 reach. Config: new keys for Catch the Rainbow, Cream Starter's reach and Anubis's reach (the new defaults apply), [STAND CORE] MaxStandCards.
  • 0.4.0 (test build, all cards Common): Stands redesigned: new or redone animated figures (93 figures with their own clips); Tusk's fingernails spin blue. 43 new cards (Anubis, The Sun, Hanged Man, Beach Boy, Green Day, Man in the Mirror, Highway Star, Manhattan Transfer, Jail House Lock, The World (Diego) and more; see the tables), cards sorted by Part (new sets BATTLE TENDENCY, JOJOLION and THE JOJOLANDS; BIZARRE ADVENTURE is gone) and 80 cards reworked. Cinematics: ZA WARUDO, ROAD ROLLER DA! and Golden Spin play as animated manga pages; nobody moves, shoots or takes damage while one plays. Time stops look like the anime: the Stand holds its pose in colour while a sphere spreads from the caster and turns the world into a colour negative (no white flash); they last 2.5s (The World Over Heaven and Za Warudo Stopwatch 3s). Evolutions keep everything their base did (The World Over Heaven keeps The World's knives, fast walk and Road Roller). D4C: three new D4C cards (Another World's You, Next Valentine, Parallel Crossfire); Next Valentine sends in the you of the next world at full health; D4C's flag is a waving stars-and-stripes cloth it hammers in. Steel Ball Run: six new cards (Oh! Lonesome Me, In a Silent Way, Wired, Tomb of the Boom, Listen to My Rhythm, Saint's Corpse); corpse parts are collected and kept all game, awaken the Part 7 Stands and turn D4C into D4C Love Train at 3 parts. Tusk reworked after the manga: holes that race along surfaces, Act 3 shoots Johnny into his own spin hole, the Acts stack under Act 4, and Act 4's Infinite Rotation charges like a domain (Horse Power fills on its own, ready about 3 s into each point; fire + block casts it), unwinds its victim and can't be stopped: it breaks time stops, barriers and domains in every lel mod. Ball Breaker now needs only Golden Spin (no Wrecking Ball; its Super Spin no longer bursts into Wrecking satellites, and a Wrecking Ball you own keeps its own block throw). OVER HEAVEN rebalanced (Tusk Act 4, Gold Experience Requiem, time-stop cooldowns). Ability damage now scales with your gun damage (burns, drains, C-Moon's gravity waves, Whitesnake's fog and more), like bullets do. Fixes: Stand abilities no longer treat a player's gun as a wall, and a few projectiles (Wrecking Ball, In a Silent Way, Moody Blues and others) no longer stop short on a clear path. Cards cut (7): Dragon's Dream, Ebony Devil, Quicksilver Downpour, Smartlink Emperor, Sunlit Ripple Lance, Toy Apache Strike, Wisteria Haze. Maps: Moonlit Clocktower is gone; Colosseum at Dusk is rebuilt as Colosseum, a cross-section you fight inside (the pegma lift, a shoot-apart arena floor, pads that throw you across the arena), plus the new Cape Canaveral, in JoJo cover colours (1v1 spawns far apart with cover; see Maps). Not play-tested.
  • 0.3.0 (test build, all cards Common): Stand figures: every Stand now appears as its own animated figure (58 designs, plus colour variants for The World Over Heaven, Black Flame Ankh, Kyber Rapier and D4C Love Train) instead of the one shared silhouette: it floats behind your shoulder, follows your aim, punches the target on a strike, throws flurries with afterimages on a rush and plays its signature gesture on its ability. Evolved forms switch figure; it freezes in a time stop and hides when you do. Visual only. Maps: Moonlit Clocktower and Colosseum at Dusk rebuilt. Maps rebuilt: calmer, simpler and smaller (60 x 34 instead of 70-100 wide), muted colours with one accent each, jump pads (stand on one to be launched up) and one or two moving set pieces. Every map has a picture in UnboundLib's map menu. The map ids changed, so everyone in the lobby needs this version. Cards: the bottom-left corner shows one short series tag on a small tile (JOJO) instead of the wrapped section name. Combo, fusion and Rare cards get a holofoil sweep (30 cards). Visuals meant to sit behind your character (auras, wings, halos) now really draw behind it; they used to cover the body and only the eyes and mouth showed through. Not play-tested.
  • 0.2.0 (test build, all cards Common): Maps: Moonlit Clocktower, Colosseum at Dusk (see Maps; need MapsExtended). New config [MAPS] Map art / Maps (no reset: your settings are kept). Cards unchanged. Not play-tested.
  • 0.1.0 (test build, all cards Common): first release. 127 cards in nine sets: STARDUST CRUSADERS (15), DIAMOND IS UNBREAKABLE (14), GOLDEN WIND (15), STONE OCEAN (13), STEEL BALL RUN (13), OVER HEAVEN (10), STAND FUSION (15 cross-mod fusions), PHANTOM BLOOD (13) and BIZARRE ADVENTURE (19). Stand core: one Stand per player, Stand spirits, ORA-style rushes, synced time stops, empowered Stand shots. Rare only for the OVER HEAVEN Stands in normal builds. Empowered Stand shots never overwrite a shot another mod already marked (Arsenal, Doom, Dark Souls, Blasphemous, Warframe, Caladbolg II): that shot keeps the other card's effect and the Stand empowerment rides a later shot.
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