Basics
Getting & upgrading stands
Summoning
Stands come from banners. An Arrowhead buys a 10-pull from one banner's pool. Every pull without a UR or LR adds 1 pity, and only a UR or LR resets it (SSRs don't). At 50 pity the next stand is a guaranteed UR, or an LR 33% of the time. Every 10-pull also holds at least one SR, and your very first 10-pull holds at least one SSR.
🎴 Revealing: R and SR cards turn on their own; an SSR or better waits for your tap. A UR or an LR builds up exactly like an SSR, so you never know until it turns, though sharp eyes may catch a faint hint before it does (only URs and LRs ever show one). Reveal all and Skip turn the rest and leave the SSR+ face down for you. Hovering a face-down card tints it toward its rarity.
✨ Shiny: every stand you get (banners, Devil's Palms, the spark shop, Stand Chips) has a 1 in 1 000 chance to be shiny, a rare colour variant with a holo frame. It's purely cosmetic, it stays shiny through fusion and Requiem, and a fused copy passes its shine on.
Every 10-pull also earns a spark. With 20 sparks you can pick any SSR from a banner's pool on its banner page, so a long bad streak still ends with the stand you wanted.
| Rarity | 10-pull | Devil's Palm (5 stands) |
|---|---|---|
| R | 54.8% | — |
| SR | 33% | 69.8% |
| SSR | 10% | 25% |
| UR | 2% | 5% |
| LR | 0.2% | 0.2% |
Devil's Palms never give an R, but they don't count toward pity. Rates on the web are kinder than the Discord bot's.
Earning Arrowheads
- The 7th day of your daily streak, and rarely the daily reward itself (every 16 h, 8 h for supporters).
- The bosses of Parts 3, 5 and 8 in the story, Alternate Universe bosses and Over Heaven.
- Every 20th tower floor and the 6th and 12th boss rush bosses, once a week; gang raid tiers.
- Quests, achievements, Stand Dex sets and ranked seasons.
- The shop, a few a week.
Levels
100 XP is one level, up to level 100. Levels raise health, damage, speed and critical. Stands level slowly, like a Pokémon: fights only teach them a little (15% of what they used to), and the main way to level one is Heaven's Door training, a 12-turn run with one stand. Stands below level 30 learn twice as fast, so a new pull can catch up with your team.
Fusing
Fuse a spare copy from storage into another copy of the same stand (the kept one can be in your team). The kept copy takes the other's XP plus a bonus by rarity (R 30, SR 100, SSR 400, UR 2 500, LR 5 000 XP: the rarer the copy, the more it teaches). Fusing gives XP only, never a star. The consumed copy's items return to your inventory. Auto-fuse (R and SR) keeps the copies your stands still need for their stars.
Stand Discs
Releasing a stand gives 💿 Stand Discs: R 1, SR 3, SSR 15, UR 50, LR 120. A stand with stars gives that much again for every copy its stars used, so a team member you replace isn't wasted. On a stand's Stars tab, the 💿 button lets Discs stand in for the copies a star still lacks, per copy: R 10, SR 25, SSR 120, UR 400, LR 1 000. Only for stands a banner sells. Prestige never takes Discs: it needs real copies.
Prestige
On top of its stars, a stand can climb three prestiges, on its panel, once it reaches level 100: each one starts it again at level 0, stronger for the climb. Each multiplies its health and damage: ×1.67 at prestige 1, ×2.33 at 2 and ×3 at 3 (a prestige 0 stand has a third of a prestige 3 one; every stand starts at prestige 0, yours and the enemies' alike). Prestige only comes from spare copies of the stand, used up like stars: prestige 1 3, prestige 2 4, prestige 3 5 copies for a UR or an LR, ×2 for SSR, ×3 for SR, ×3 for R. A Requiem Arrow stands in for one copy. Pull, trade and use Stand Discs to get there. PvP (duels, gang wars and the Gang Cup) leaves prestige out.
| Prestige | Health and damage | UR, LR | SSR | SR, R |
|---|---|---|---|---|
| 1 | ×1.67 | 3 | 6 | 9 |
| 2 | ×2.33 | 4 | 8 | 12 |
| 3 | ×3 | 5 | 10 | 15 |
Awakening (stars)
A team stand gains a star (an awakening) on its panel, once it has the level for it, by using up spare copies of itself from storage (unlocked, the least advanced first; their XP carries over and their items come back). A Requiem Arrow stands in for one of those copies.
| Star | Level | Copies | With an Arrow |
|---|---|---|---|
| ★1 | 20 | 1 | 0 + 🏹 |
| ★2 | 50 | 1 | 0 + 🏹 |
| ★3 | 80 | 2 | 1 + 🏹 |
| ★4 | 100 | 2 | 1 + 🏹 |
| ★5 | 100 | 3 | 2 + 🏹 |
★5 is the cap for every stand, so a stand takes 9 spare copies from ★0 to ★5. Each awakening raises the stand's bonus stats by another 22% of their base (×2.11 at ★5).
Requiem Arrows are rare: the bosses of story Parts 6, 7 and 8 and of the Alternate Universe chapters from Part 5 on give one on their first clear, the shop sells one a week, the Requiem Tower gives one every 20 floors, the B9 boss of a dungeon sometimes drops one, and the Mirror World very rarely. At 100, a Requiem Arrow can instead evolve Killer Queen (★2+), Silver Chariot (★2+) and Gold Experience (★3+) into Bites the Dust, Chariot Requiem and Gold Experience Requiem. It's your choice each time (an Arrow star or ✧ Requiem, on the stand's panel), so you can keep the original and take it to ★5, and still evolve it later. Evolving starts the Requiem form at level 0 and ★0; items carry over.