Combat
Terrain explorer
The fastest living stand that sets a terrain decides the field, for both teams. It is checked again every turn, so killing or slowing that stand can flip the terrain. Every terrain has a field rule that applies to everyone, and native stands get extra bonuses and ignore the field's speed penalty, enemies included.
Neutral Ground
No terrain setter is alive, so nobody gets terrain bonuses.
Bring no terrain setter, or outspeed and remove theirs, to fight here.
Ocean
Water stands take the field and hit faster and harder.
Field rule: Burns are put out. Non-native stands lose 15% speed.
Sets the field
Natives
- Aqua Necklace+15% damage
- Beach Boy+15% damage, +3% regen / turn
- C-Moon+10% speed
- Clash+15% damage, +15% speed
- Dark blue moon+20% speed, +15% damage
- Diver Down+15% armor
- Foo Fighters+10% damage, +3% regen / turn
- Geb+20% speed, +15% damage
- Soft & Wet+15% damage, +10% armor
- Weather Report+15% speed, +10% damage
Special changes here
Desert
Fire and sand stands burn hotter; The Fool digs in.
Field rule: Burns deal 50% more. All healing is 30% weaker.
Sets the field
Natives
- Anubis+10% damage, +5 critical
- Atum+10 critical
- Bastet+15% armor
- Hey Ya!+10 critical
- In a Silent Way+15% damage, +10% speed
- Magician's Red+15% damage
- Metallica+15% damage
- OH! Lonesome Me+15% speed
- Osiris+10% damage
- Speed King+15% damage
- The Fool+25% armor
- The Grateful Dead+15% damage
- The sun+15% damage, +15% armor
Special changes here
Frozen Wastes
Ice stands harden while everyone else slows down.
Field rule: Critical hits deal ×2. Non-native stands lose 20% speed.
Sets the field
Natives
- Bad Company+15% armor
- Born This Way+15% damage
- Catch the Rainbow+10 critical
- Civil War+10% damage
- Echoes Act 2+10% damage
- Hermit purple+15% speed
- Horus+15% damage
- Weather Report+10 critical
- White Album+25% armor
Special changes here
Mirror World
Illusionists reshape the arena and strike from reflections.
Field rule: +10 critical for everyone. Critical hits ignore armor.
Sets the field
Natives
- Achtung Baby+15% armor
- Chariot Requiem+15% damage
- Cream+15% damage
- Death 13+10 critical
- Dirty Deeds Done Dirt Cheap (D4C)+10% damage, +15% armor
- Enigma+15% damage
- Hanged Man+10 critical
- Judgement+10% armor
- Khnum+15% speed
- Man in the Mirror+15% damage
Special changes here
Nature
Living terrain heals everyone and feeds poison.
Field rule: Every stand regenerates 3% max health per turn. Poison deals 50% more.
Sets the field
Natives
- Awaking III Leaves+15% damage
- Cinderella+3% regen / turn
- Gold Experience+4% regen / turn
- Green Day+15% damage
- Green Green Grass Of Home+15% armor
- Harvest+15% speed
- Les Feuilles+15% damage
- Notorious B.I.G+3% regen / turn
- Pearl Jam+3% regen / turn
- Purple Haze+15% damage
- Stray Cat+10 critical
- Sugar Mountain+3% regen / turn, +10% armor
Special changes here
Gravity Field
Gravity users bend speed and damage in their favour.
Field rule: Only Gravity natives can dodge. Every hit deals 10% more damage.
Sets the field
Natives
- Ball Breaker+15% damage
- C-Moon+15% speed, +10% damage
- I Am a Rock+15% damage
- Jumpin Jack Flash+15% damage
- Made In Heaven+20% speed
- The World Over Heaven+10% damage, +10% speed
- Tomb of the Boom 1+10% damage
- Tomb of the Boom 2+10% damage
- Tomb of the Boom 3+10% damage
- Tusk act 4+15% damage
- Wonder of U+15% damage
No terrain matches that stand.
Damage, speed and armor bonuses are percentages of the stand's current stat, recalculated whenever the terrain changes. Regen heals that share of max health on each of the stand's turns.