STFUREQUIEM
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Combat

Synergy explorer

Put at least two members of a group in your team of three and the synergy wakes up. Fallen teammates still count. Two things happen:

  • Team bonus: every member of the group on your team gets the group's stat bonus for the whole fight. A stand in several active groups gets its biggest group in full, then 60%, then 40% of the others.
  • Special upgrades: the members marked special+ also get a stronger special.

Weaker stands gain more. Each member's team bonus, and its terrain bonus as a native, is multiplied by its rarity: Common (R) ×1.6, Rare (SR) ×1.35, Epic (SSR) ×1.0, Legend (UR) ×0.6, Mythic (LR) ×0.35. With 3 members of one group on the team (a full set), that group's bonus is ×1.5 on top. The numbers below are the base, before rarity.

Resonances: crossing synergies

Light two or more synergies on one team and they resonate. Lower rarities sit in more groups (Tarot, the Nine Gods, La Squadra, Morioh...), so a team of commons can light several at once. Resonances are what let a prepared team beat a stack of UR and LR stands.

ResonanceLit byEffect
🗡️ Underdog SpiritAny 2 synergies (on different stands)Giant Slayer: +9% damage per rarity step against higher-rarity stands, and 6% less damage taken per step from them (up to 3 steps).
✨ Golden Spirit2 hero synergiesSecond Wind: whenever an ally falls, every survivor heals 15% of its health and gets +15% damage for 2 turns (bigger for lower rarities).
🕸️ Dark Network2 villain synergiesAmbush: the enemy team starts with -20% speed and -12% armor for its first 3 turns, before anyone checks who moves first.
⚡ Fated Clash2 synergies, with a hero and a villain on the teamInitiative: every special starts one turn closer to ready.
🔗 Bound by FateA duo synergy and any other synergyLifesteal: basic attacks heal the attacker for 10% of the damage dealt (bigger for lower rarities).
🏟️ Home FieldA synergy, a terrain setter and 2+ of that terrain's nativesYour terrain holds while its setter stands, whoever is faster, and your natives' terrain bonuses are 50% bigger.
♾️ Triple Bond3 or more synergiesResonant Strikes: basic attacks ignore 30% of the target's armor.

Hero groups: Joestar, Kujo, Crusaders, Morioh, Passione, Jolyne's crew, the duos of Morioh, Echoes, Wall Eyes, the Spin, Tusk, Steel Ball Run. Villain groups: Tarot, Nine Gods, La Squadra, Kira, Valentine's agents, Boom Boom, Pucci, Hol Horse, Clash + Talking Head. Duos are the two-stand groups.

Stardust Crusaders

Any 2 of these on the team. 4 of 6 stands also upgrade their special.

Team bonus: +12% damage, +10% speed

Kira duo

Any 2 of these on the team. 3 of 3 stands also upgrade their special.

Team bonus: +12% damage, +12 critical

  • Killer Queen special+

    Bombs two enemies for 1.5× plus a burn instead of one for 1.9×.

  • Stray Cat special+

    Guided bubbles hit every enemy and add a burn.

  • Killer Queen (JoJolion) special+

    A bigger bomb: 1.4× instead of 1.1×.

La Squadra

Any 2 of these on the team. 5 of 10 stands also upgrade their special.

Team bonus: +16% damage

Passione

Any 2 of these on the team. 4 of 8 stands also upgrade their special.

Team bonus: +12% speed, +10% max health

Morioh Warriors

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +12% armor, +10% max health

Tusk evolution

Any 2 of these on the team. 3 of 4 stands also upgrade their special.

Team bonus: +8% damage, +8 critical

  • Tusk act 1 team bonus
  • Tusk act 2 special+

    The guided nail also slows the target.

  • Tusk act 3 special+

    The wormhole nail also poisons the target.

  • Tusk act 4 special+

    Infinite Rotation makes every other enemy bleed.

Clash + Talking Head

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +15% speed, +8% damage

  • Clash special+

    Warps between two confused enemies, hitting and stunning both.

  • Talking Head special+

    Confuses every enemy: −25% speed and −15% damage.

Joestar bloodline

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +10% max health, +8% damage

DIO's Tarot

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +12% damage, +6 critical

Nine Glory Gods

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +14% armor, +8 critical

Echoes acts

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +12 critical, +8% damage

Jolyne's crew

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +12% max health, +10% armor

Steel Ball Run racers

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +15% speed

Valentine's agents

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +12% armor, +8% damage

Boom Boom family

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +16% damage

Wall Eyes duo

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +12% max health, +10% speed, +10% damage

  • Soft & Wet special+

    Go Beyond: 1.8× true damage that can't be blocked or dodged, steals 40% damage and 25% speed.

  • Paisley Park special+

    Gives the team +30% speed (from 20%) and charges Soft & Wet's Go Beyond on the spot.

Masters of time

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +8% speed, +8 critical

Requiem

Both stands on the team. No special uses this synergy yet.

Team bonus: +10% damage

Emperor & Hanged Man

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +14 critical, +6% damage

  • Hanged Man special+

    Rides the Emperor's bullet: a second 0.6× strike on the same target.

  • Emperor special+

    The headshot bends through a mirror and ignores armor.

Kujo family

Any 2 of these on the team. 4 of 4 stands also upgrade their special.

Team bonus: +8% damage, +8% armor

The Spin

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +10% damage, +6 critical

  • Tusk act 4 special+

    Lesson 5: the infinite rotation (poison and −40% armor for 3 turns) spreads to every enemy and can't be cleansed.

  • Ball Breaker special+

    Ages enemies harder (−25% damage and speed, from 15%) and gives allies +15% damage (from 10%).

Josuke & Okuyasu

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +14% max health, +6% damage

  • Crazy Diamond special+

    Heals 35% (from 25%) and hits at 1.8× (from 1.5×) when nobody needs healing.

  • The Hand special+

    Drags its target into reach: its special meter goes back to zero.

Rohan & Koichi

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +12% speed, +6 critical

  • Heaven's Door special+

    Also writes “cannot defend”: −30% armor on top of the stun.

  • Echoes Act 3 special+

    3 Freeze hits at 1.3× (from 1.0×) and slows the others by 35% (from 20%).

Bow and Arrow

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +10% damage, +8 critical

Morioh townsfolk

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +12% max health, +8% armor

Kira family

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +12% damage, +6% max health

The D'Arby brothers

Both stands on the team. No special uses this synergy yet.

Team bonus: +12 critical, +8% speed

Oingo & Boingo

Both stands on the team. No special uses this synergy yet.

Team bonus: +12% speed, +8 critical

DIO's mansion

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +10% damage, +8% armor

The Boss's guard

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +10% damage, +8% speed

Cioccolata & Secco

Both stands on the team. No special uses this synergy yet.

Team bonus: +12% damage, +8% max health

Zucchero & Sale

Both stands on the team. No special uses this synergy yet.

Team bonus: +12% armor, +8% damage

Pucci's agents

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +8% max health, +8% damage

DIO's sons

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +10% damage, +8 critical

The Saint's Corpse

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +10% max health, +8% armor

Higashikata family

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +10% max health, +8% speed

Rock Humans

Any 2 of these on the team. No special uses this synergy yet.

Team bonus: +14% armor, +6% max health

DIO & Pucci

Any 2 of these on the team. 2 of 3 stands also upgrade their special.

Team bonus: +10% damage, +8% speed

  • TheWorld team bonus
  • Whitesnake special+

    Also strips the target's buffs.

  • C-Moon special+

    Hits every enemy at 0.8× instead of 0.5×.

Hol Horse & Boingo

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +12 critical, +8% damage

  • Emperor special+

    Fires a second bullet: 1.0× into another enemy.

  • Tohth special+

    Readies the Emperor: its special charges right away.

Prosciutto & Pesci

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +10% damage, +8% max health

  • Beach Boy special+

    Whatever it hooks also ages (poison for 2 turns) and slows 20%.

  • The Grateful Dead special+

    The aging lasts 3 turns instead of 2, and it heals 8% of its health.

Enyaba & J. Geil

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +10% damage, +8 critical

  • Hanged Man special+

    Its target is slowed 25% and it gains +10 more critical.

  • Justice special+

    Fog puppets hit at 0.6× instead of 0.4×, and its target is stunned.

Nijimura brothers

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +10% max health, +8% damage

  • The Hand team bonus
  • Bad Company special+

    Counts one more squad and the missiles burn the target for 2 turns.

Trattoria Trussardi

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +12% max health, +6% armor

  • The Hand team bonus
  • Pearl Jam special+

    Heals 50% more and gives the team +15% damage for 2 turns.

Yukako & Koichi

Any 2 of these on the team. 1 of 5 stands also upgrade their special.

Team bonus: +10% speed, +8% max health

Polpo's test

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +10% max health, +8 critical

Sculpted fate

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +10 critical, +6% damage

Fugo & Narancia

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +10% damage, +8% speed

Jolyne & Gwess

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +10% max health, +8% armor

The tide

Any 2 of these on the team. 2 of 6 stands also upgrade their special.

Team bonus: +8% speed, +6% max health

  • Dark blue moon special+

    Fights as if on the Ocean on any field: +25% speed and 0.6× to every enemy.

  • Geb team bonus
  • Aqua Necklace special+

    Falls as rain: 0.6× and −20% speed on every enemy instead of 1.1× on one.

  • Beach Boy team bonus
  • Clash team bonus
  • Diver Down team bonus

The swarm

Any 2 of these on the team. 1 of 4 stands also upgrade their special.

Team bonus: +8% damage, +8% speed

Faces & masks

Any 2 of these on the team. 2 of 4 stands also upgrade their special.

Team bonus: +10% armor, +6 critical

Fire & lightning

Any 2 of these on the team. 1 of 4 stands also upgrade their special.

Team bonus: +10% damage, +6 critical

Gunslingers

Any 2 of these on the team. 2 of 4 stands also upgrade their special.

Team bonus: +12 critical, +6% damage

Souls & dreams

Any 2 of these on the team. 1 of 5 stands also upgrade their special.

Team bonus: +8% damage, +8 critical

The plague

Any 2 of these on the team. 3 of 4 stands also upgrade their special.

Team bonus: +10% damage, +6% max health

Through the looking glass

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +10 critical, +8% speed

  • Hanged Man special+

    Strikes from every reflection (1.4× ignoring armor, +25 critical) even off the Mirror field.

  • Man in the Mirror special+

    Trapped enemies also take 0.6× ignoring armor.

Morioh, 2011

Any 2 of these on the team. 2 of 14 stands also upgrade their special.

Team bonus: +8% max health, +6% damage

Schott Keys

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +12% damage, +6% speed

  • Schott Key n°1 special+

    Explodes for 1.0× instead of 0.7× and slows every enemy 15%.

  • Schott Key n°2 special+

    Explodes for 1.0× instead of 0.7× and slows every enemy 15%.

Heavy Weather

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +10% damage, +8% speed

  • Weather Report team bonus
  • Whitesnake special+

    Steals 35% damage and speed (from 25%) and the stolen DISC poisons the target for 3 turns.

Love Train

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +8% armor, +6% damage

  • Ticket To Ride special+

    Love Train: the holy light also washes every debuff off the team, and enemies lose 25% damage (from 20%).

  • Dirty Deeds Done Dirt Cheap (D4C) special+

    Love Train: the strike hits for 2.0× (from 1.6×) and every enemy loses 15% damage for 2 turns.

Debt collectors

Any 2 of these on the team. 2 of 5 stands also upgrade their special.

Team bonus: +10% damage, +8 critical

  • Atum team bonus
  • Osiris team bonus
  • Boy II Man team bonus
  • Marilyn Manson special+

    Collects with interest: takes 35% of the target's damage and speed instead of 25%.

  • Milagro Man special+

    The money keeps multiplying: poison worth 60% of the curse for 3 turns, instead of 40% for 2.

Beasts

Any 2 of these on the team. 1 of 5 stands also upgrade their special.

Team bonus: +10% speed, +6% max health

Illusions

Any 2 of these on the team. 1 of 4 stands also upgrade their special.

Team bonus: +8% speed, +8 critical

Age and youth

Any 2 of these on the team. 1 of 4 stands also upgrade their special.

Team bonus: +8% max health, +6% damage

Oxygen poisoning

Both stands on the team. 2 of 2 stands also upgrade their special.

Team bonus: +8% damage, +6% max health

  • Burning Down The House special+

    Fills the ghost room with pure oxygen: poisoned enemies below 20% health suffocate at once, the rest are poisoned, and every poison on them executes below 15%.

  • Weather Report special+

    Turns the air to poison: every poison on the enemies executes them below 15% health.

Calamity

Any 2 of these on the team. 1 of 6 stands also upgrade their special.

Team bonus: +6% max health, +6% armor

Crew rule: Anyone who attacks a member loses 15% of the damage it deals.

Zero Gravity

Any 2 of these on the team. 1 of 3 stands also upgrade their special.

Team bonus: +6% damage, +5 critical

Crew rule: Speed is worth nothing against them: enemies can't dodge the members' attacks.

Green Dolphin Street Prison

Any 2 of these on the team. 2 of 4 stands also upgrade their special.

Team bonus: +8% armor, +6% max health

  • Goo Goo Dolis team bonus
  • Green Green Grass Of Home team bonus
  • Jail House Lock special+

    Jails every enemy for 2 turns, and its target's special is delayed twice.

  • Survivor special+

    Starts a riot: every jailed enemy (or, if none, the one it targets, now jailed) is attacked by one of its own allies at 0.6×.

Marry me

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +8% armor, +6% damage

Crew rule: Diver Down takes 30% of the damage aimed at Stone Free and hardens with every hit; once a fight, Stone Free gets back up at 20% health while Diver Down stands.

  • Stone Free team bonus
  • Diver Down special+

    Always dives into Stone Free, and hardens itself too (+25% armor).

Spite

Any 2 of these on the team. 1 of 3 stands also upgrade their special.

Team bonus: +8% max health

Crew rule: Members gain +3% damage for every 10% of health the team has lost.

Blade memory

Both stands on the team. 1 of 2 stands also upgrade their special.

Team bonus: +6% damage, +6% speed

Crew rule: Every hit a member lands on an enemy gives +5% damage against it (up to 6).

  • Silver chariot special+

    Anubis remembers: an enemy the flurry already hit can't dodge it.

  • Anubis team bonus

Field medics

Any 2 of these on the team. 1 of 5 stands also upgrade their special.

Team bonus: +8% max health, +6% armor

Crew rule: Healing past full health on the team becomes a shield, up to 15% of max health.

Lucky streak

Any 2 of these on the team. 1 of 3 stands also upgrade their special.

Team bonus: +8 critical, +6% speed

Crew rule: Every critical hit a member lands gives the whole team +4 crit for 1 turn.

Part 3 · Stardust Crusaders

A whole team from this part (all 3 fighters). No special uses this synergy yet.

Team bonus: +6% damage, +6% speed

Part 4 · Diamond is Unbreakable

A whole team from this part (all 3 fighters). No special uses this synergy yet.

Team bonus: +8% max health, +6% armor

Part 5 · Golden Wind

A whole team from this part (all 3 fighters). No special uses this synergy yet.

Team bonus: +8% damage, +5 critical

Part 6 · Stone Ocean

A whole team from this part (all 3 fighters). No special uses this synergy yet.

Team bonus: +6% max health, +6% damage

Part 7 · Steel Ball Run

A whole team from this part (all 3 fighters). No special uses this synergy yet.

Team bonus: +8% speed, +5 critical

Part 8 · JoJolion

A whole team from this part (all 3 fighters). No special uses this synergy yet.

Team bonus: +8% armor, +6% max health

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