Star platinum
ORA rush: punches its target 2-4 times for 45% damage each. With a Stardust Crusaders ally, one extra punch. With another Kujo, one more punch.
- HP
- 460
- ATK
- 77
- ARM
- 100
- SPD
- 10
- CRT
- 1
167 stands
ORA rush: punches its target 2-4 times for 45% damage each. With a Stardust Crusaders ally, one extra punch. With another Kujo, one more punch.
Hits its target for 70% damage and sets it on fire: 40% damage per turn for 2 turns. With a Stardust Crusaders ally, Crossfire Hurricane: no hit, but every enemy burns instead.
Emerald Splash: hits every enemy for 55% damage. With a Stardust Crusaders ally, 75%.
Divines the fastest enemy: hits it for 70% damage, slows it by 25% for 2 turns and pushes its special back a turn. On Frozen terrain, no hit, but every enemy is slowed and delayed.
Hardens its sand: +8% armor for good and a 50% damage hit on its target. On Desert terrain, +20% armor for good and a 100% damage hit.
Sheds its armor: +40% speed and -20% armor for 2 turns, then three rapier thrusts of 45% damage on its target. With a Stardust Crusaders ally, it keeps its armor.
Slashes every enemy: 85% damage to those already stunned or slowed, 30% to the rest. On Ocean terrain, 60% damage to every enemy and +25% speed for 2 turns.
Darts at the enemy with the lowest health share for 90% damage and gains +50% speed for 2 turns.
Braces itself: heals 8% of its max health and gains +20% armor for 2 turns. With another Beast, heals 14%.
Stops time and strikes every enemy for 75% damage.
Feeds on its wounds: slashes its target for 80% damage and gains damage and armor for good, up to +40% each when nearly dead. On Desert terrain, up to +60%, and the target burns for 40% damage per turn for 2 turns.
Engulfs its target: +50% armor for 2 turns, heals 8% of its max health, and the target is devoured for 30% damage per turn for 2 turns.
Strikes from a reflection: +15 crit for 2 turns and a 90% damage hit on its target. On Mirror terrain, +25 crit and a 140% damage hit that ignores armor. With Emperor, it rides the bullet for a second 60% damage strike.
Headshot: hits its target for 220% damage. With Hanged Man, the bullet bends through a mirror and ignores armor.
Floors it: the whole team gains +25% speed for 2 turns, then it rams its target for 110% damage.
Fog puppets hit every enemy for 40% damage and cut their damage and speed by 15% for 2 turns. Justice gains +30% speed for 2 turns.
Shares its pain with its target: true damage (no armor, no dodge) equal to 10% of its own max health plus 25% of the health it has lost.
Blazes over every enemy: burns for 15% damage per turn and slows by 10%, both for 2 turns. On Desert terrain, 30% burn and 20% slow.
Haunts their dreams: every enemy already stunned or slowed takes 180% damage; the others take 50% and are slowed by 20% for 2 turns.
Grants a wish: brings a fallen ally back with 25% health (once per ally). With nobody to revive, the ally with the most damage gains +25% damage for 2 turns.
Becomes the floor: +12% armor for good, then bites its target for 100% damage.
Sneak attack on its target for 160% damage. On Ocean terrain, 200% damage and the target is slowed by 20% for 2 turns.
Disguises as its target: copies its damage and speed for 2 turns (if they are higher), then hits it for 100% damage.
Reads the future: the whole team gains +12 crit and +15% damage for 2 turns, and its target's special is pushed back a turn.
Possesses its target and makes it slash another enemy for 100% of the target's damage. If only one enemy is left, Anubis cuts it for 150% damage instead.
Magnetises the slowest enemy: stuns it (it loses its next turn) and hits it for 40% damage.
Impales its target with ice for 100% damage and freezes it: stunned, it loses its next turn.
Rolls a die for its target's soul: 40% damage per pip, from 40% on a 1 to 240% on a 6.
Wagers its target's soul on a die: 35% damage per pip (up to 210%), and heals half the damage dealt.
Devours space: hits every enemy for 90% damage that ignores armor, then vanishes into its own void and loses its next turn.
Stops time and strikes every enemy for 75% damage. With another Kujo, 95% damage instead.
Restores the ally with the lowest health share: heals 25% of its max health and clears its debuffs. If nobody is hurt, DORA: punches its target for 150% damage. With The Hand, heals 35% or hits for 180% damage.
Slips inside its target for 110% damage and slows it by 20% for 2 turns.
Erases space: hits its target for 140% damage that ignores armor and cuts its armor by 30% for 2 turns. With Crazy Diamond, the target's special is reset to zero.
Deploys its troops: hits its target for 50% damage plus 55% for each living ally, Bad Company included (up to 215%).
About to hatch: heals 10% of its max health, gains +10% damage for good and pecks its target for 50% damage.
Rides the power lines: hits its target for 130% damage and gains +30% speed for 2 turns.
Guilt weighs on everyone: every enemy is slowed by 20%; its target takes 70% damage, bleeds for 50% damage per turn and loses 25% damage (up to 55% when The Lock is badly hurt), all for 2 turns.
Mimics its target into hitting another enemy for 140% of the target's damage. With only one enemy left, it makes it hit itself for 60%.
Hair attack on its target for 80% damage. If the target is slower, it is stunned (loses its next turn); if faster, it is slowed by 35% for 2 turns.
Sticks a sound on its target: 100% damage and -15% speed for 2 turns.
Plants sound words on every enemy: 75% damage each and -25% speed for 2 turns.
Cooks for the team: every ally heals 8% of its max health and has its debuffs cleared. On Nature terrain, 12% and 3% regeneration per turn for 2 turns.
Makes its strongest ally invisible: +60% speed, +15 crit and +25% damage for 2 turns (+40% damage on Mirror terrain). Then pokes its target for 60% damage.
Writes “cannot attack” in its target: 110% damage, stunned (loses its next turn) and -25% damage for 2 turns. With Echoes Act 3, the target also loses 30% armor.
Fires a melting dart at its target: 80% damage, then poison for 40% damage per turn for 3 turns.
Collects resources: every ally gains a random boost for 3 turns: +15-25% damage, speed or armor, or +10-20 crit. On Nature terrain, all boosts are 60% bigger.
Lucky makeover: the whole team gains +12 crit and +15% damage for 2 turns and heals 8% of its max health.
Detonates its target for 190% damage. With Stray Cat, air-bubble bombs: two random enemies take 150% damage and burn for 30% damage next turn.
3 FREEZE: hits its target for 100% damage and pins it down (stunned, loses its next turn); every other enemy is slowed by 20% for 2 turns. With Heaven's Door, 130% damage and a 35% slow.
Traps its target in a photo (stunned, loses its next turn) and gives every other ally +20% damage for 2 turns. Alone, it gains +40% damage for 2 turns instead.
Rock-paper-scissors with its target. Rock: steals 25% of its damage for 3 turns. Paper: reflects true damage equal to 60% of the health it has lost (up to 24% of its max health). Scissors: a 200% damage hit.
Drains its target for 70% damage and heals 40% of the damage dealt.
Air bubble on its target for 140% damage, up to +75% more with high crit. With Killer Queen, bubbles hit every enemy for 70% (crit-boosted) and burn for 30% next turn. On Nature terrain, 60% to every enemy.
Stands firm: +20% armor for 2 turns, and sends 12% of the health it has lost back as true damage, split across every enemy.
Finds its target's fear. If the target is already stunned or slowed, it is folded into paper: stunned again and -40% armor for 2 turns. Otherwise 120% damage and -20% speed for 2 turns.
Whispers to its target: 100% damage and -25% speed and armor for 2 turns. Once an ally has fallen, it drags the target toward hell instead: the target loses half its current health, and Cheap Trick loses 30% of its own.
Bites the Dust: rewinds 30% of the health every ally has lost, then blows up its target for 150% damage.
Gives life: every ally heals 12% of its max health. With a Passione ally, 16% and the team gains +15% speed for 2 turns.
Unzips its target for 120% damage and gains +10 crit for 2 turns. With a Passione ally, ARI ARI: 150% damage, +15 crit and +25% speed.
Drags them into the shadows: hits every enemy for 35% damage, doubled to 70% against enemies faster than it.
Replays the past: resets its target's special to zero and charges a random ally's special by one turn.
Deflates its target: 80% damage, -30% armor and -15% damage for 2 turns. With a La Squadra ally, no hit, but every enemy gets -25% armor and -12% damage.
Guides 5 bullets into its target for 26% damage each, moving to another enemy if it falls. With a Passione ally, 6 bullets at 32%.
Locks its target in place: 80% damage, stunned (loses its next turn) and -25% speed for 2 turns.
Cuts its target for 90% damage and shrinks it: -20% damage for 2 turns, up to -50% when the target is nearly dead.
Strafes every enemy for 50% damage. With a Passione ally, 60%, and the enemy with the lowest health share bleeds for 30% damage per turn for 2 turns.
Traps its target in the mirror world: 80% damage, stunned (loses its next turn) and -20% damage for 2 turns. With a La Squadra ally, no hit, but two random enemies are trapped.
Releases the virus: every enemy is poisoned for 45% damage per turn for 2 turns, and every ally (itself included) is poisoned for 10% for a turn.
Shelters its most hurt ally in the turtle: regeneration of 7% of max health per turn and +25% armor, both for 2 turns. While any terrain is active, 10% regen, +40% armor and its debuffs cleared.
Hooks its target for 70% damage; it bleeds for 20% damage per turn for 2 turns. On Ocean terrain, a wide net: every enemy takes 50% and bleeds for 15%.
Ages everyone: every enemy takes 30% damage, then is poisoned for 35% damage per turn and slowed by 20%, both for 2 turns. With a La Squadra ally, 45% poison and 30% slow.
Takes its target apart for 100% damage and rebuilds itself: steals 20% of its damage for 3 turns. With a La Squadra ally, steals 25% damage and 15% speed.
Freezes the area: +30% armor for 2 turns and every enemy is slowed by 18%. With a La Squadra ally, +40% armor and 25% slow.
Erases time: every enemy loses its next turn, and its target takes 100% damage.
Warps to its target and bites for 100% damage, with a 35% chance to stun it. On Ocean terrain, 130% and a sure stun. With Talking Head, it bites two random enemies for 80% and stuns both.
Makes its target say the opposite: 80% damage, -30% speed and -25% damage for 2 turns, and its special is pushed back a turn. With Clash, no hit, but every enemy gets -25% speed and -15% damage.
Regenerates 8% of its max health per turn for 2 turns. When it is the last one standing, it also gains +40% damage for 2 turns.
Softens every blow: the whole team gains +30% armor for 2 turns.
Pulls the iron from their blood: every enemy bleeds for 25% damage per turn and loses 10% damage, both for 2 turns.
Spreads the mould: every enemy loses 20% damage and rots for 20% damage per turn, both for 2 turns.
Softens the ground: gains +30% speed for 2 turns and hits every enemy for 55% damage.
Swaps souls with its target: hits it for 60% damage, then uses the target's own special as if it were Chariot Requiem's. With no special to borrow, it gains +10% damage for good.
Return to zero: every enemy loses all its buffs, any damage and speed above its starting stats, and its special charge. Then its target takes 150% damage and is stunned (loses its next turn).
Shows its target its fate. Under 30% health, the target loses 80% of its remaining health. Otherwise 80% damage, then bleed for 30% damage per turn and -15% speed, both for 3 turns.
Ties its target up in string: 60% damage and stunned (loses its next turn). With another Kujo, 100% damage and the target loses 25% armor.
Shrinks its target: 120% damage and -25% damage for 2 turns.
Relays a sniper shot: 130% damage to its target that ignores armor, and the whole team gains +10 crit for 2 turns.
Sticks a sticker on its target and strikes twice for 85% damage each.
Binds its fate to its target: deals true damage equal to 40% of its own current health, then loses 15% of its own current health.
Opens the ghost room: every ally heals 10% of its max health and gains +15% armor for 2 turns.
Patches up the ally with the lowest health share with plankton: heals 25% of its max health.
Collects a debt from its target: 80% damage, then takes 25% of its damage and speed for 3 turns. With another Debt collector, takes 35% instead.
Makes poison frogs rain: every enemy is poisoned for 30% damage per turn for 2 turns. Then lightning strikes its target for 100% damage.
Removes gravity: hits its target for 120% damage and sends it floating (stunned, loses its next turn).
Raises invisible zombies: +20% damage for good and heals 15% of its max health.
Dives into its most hurt ally: +40% armor and regeneration of 7% of max health per turn, both for 2 turns.
Pulls meteorites from orbit: every enemy takes 60% damage, each with a 25% chance to be stunned.
Points the team to its lucky directions: every ally gains +15 crit and +20% damage for 2 turns.
Drools acid on its target: poison for 50% damage per turn and -15% armor, both for 3 turns.
Shrinks every enemy the closer they get: all of them lose 30% damage for 2 turns.
Limits their memory: every enemy's special is pushed back a turn; its target takes 90% damage and loses 25% damage for 2 turns.
Becomes a perfect copy of its strongest ally: matches its damage, speed and crit for 2 turns (where they are higher) and heals 10% of its max health.
Sends the Rods: every enemy loses 13% of its current health, and Sky High heals half of the total.
Digs up a memory: brings a fallen ally back with 30% health (once per ally). With nobody to revive, it gains +40% armor for 2 turns.
Enrages its target into attacking another enemy for 120% of the target's damage. With one enemy left, it stuns it instead and cuts its armor by 20% for 2 turns.
Steals the fastest enemy's DISC: 130% damage, then takes 25% of its damage and speed for 3 turns.
Turns gravity inside out: every enemy takes 36% damage and is slowed by 15% for 2 turns.
Accelerates time every turn, slowly at first and then, from its 3rd turn, faster and faster until it levels off: up to +140% speed and +100% damage for good, plus +10 crit for 2 turns, and strikes its target for 60% damage. Time itself bends for it: its dodge chance can reach 50% (others stop at 20%), even on its own Gravity field.
Overwrites reality: every enemy takes 100,000% damage.
Fires nail bullets at its target for 115% damage.
Fires a guided nail at its target: 110% damage, then bleed for 20% damage per turn for 2 turns. With another Tusk, the target is also slowed by 20%.
Fires a wormhole nail at its target: 115% damage, bleed for 25% damage per turn and -20% armor, both for 2 turns. With another Tusk, it is also poisoned for 25% per turn.
Infinite rotation: 140% damage to its target that ignores armor, then poison for 40% damage per turn and -40% armor, both for 3 turns. With another Tusk, every other enemy bleeds for 30% per turn for 2 turns. With Ball Breaker, Lesson 5: the infinite rotation (the poison and -40% armor) spreads to every enemy and can't be cleansed.
Golden spin: every enemy loses 15% damage and speed, and every ally gains +10% damage, all for 2 turns. With Tusk Act 4, enemies lose 25% and allies gain +15% instead.
Lassoes its target: 80% damage, stunned (loses its next turn) and -20% damage for 2 turns.
Goes full dinosaur: +20% damage for good and +20% speed for 2 turns, then bites its target for 130% damage.
Sprays flesh onto the ally with the lowest health share: heals 20% of its max health and gives +15% damage for 2 turns.
Shines a holy light: every ally regenerates 6% of its max health per turn and every enemy loses 20% damage, both for 2 turns.
Swaps in a fresh self from another world: clears its debuffs, heals 14% of its max health and strikes its target for 160% damage.
Turns sound into blades: every enemy takes 50% damage and bleeds for 20% damage per turn for 2 turns.
Cheers everyone on: every ally gains +15 crit, +20% speed and +25% damage for 2 turns and heals 8% of its max health.
Magnetises the iron in its target: 100% damage, then poison for 50% damage per turn and -20% speed, both for 2 turns.
Sticks a ticking bomb on every enemy: each explodes at the end of its next turn for 80% damage.
Launches barbed wire: every enemy takes 45% damage and bleeds for 15% damage per turn for 2 turns.
Rewinds six seconds: every ally has its debuffs cleared and heals 8% of its max health, and its target's special is pushed back a turn.
Walks on frozen rain: +30% armor for 2 turns and a 120% damage strike on its target.
Gifts from the spring: every ally gains +15% damage for 2 turns and heals 8% of its max health.
Hides the team in its skin: every ally gains +25% armor for 2 turns, then it ambushes its target for 80% damage.
Its balloon animal attacks its target for 90% damage and stuns it (loses its next turn).
Kneels and becomes nearly invincible: +40% armor for 1 turn and regeneration of 4% of its max health per turn for 2 turns.
Summons the guilt of the past: every enemy is poisoned for 30% damage per turn and loses 15% damage, both for 2 turns.
Marks the grid: precise strikes on every enemy for 55% damage.
Stops time and strikes every enemy for 75% damage.
Magnetises the iron in its target: 100% damage, then poison for 50% damage per turn and -20% speed, both for 2 turns.
Magnetises the iron in its target: 100% damage, then poison for 50% damage per turn and -20% speed, both for 2 turns.
A bubble pops on its target for 140% damage and takes away 30% of its damage for 2 turns. With Paisley Park, Go Beyond: 180% damage as true damage that can't be dodged, stealing 40% damage and 25% speed.
Finds the path: every ally gains +20% speed and +15 crit for 2 turns; the enemy with the lowest health share loses 30% armor for 2 turns and takes 100% damage. With Soft & Wet, the team gains +30% speed instead and Soft & Wet's special is charged at once.
Unravels and lashes its target for 110% damage; it bleeds for 20% damage per turn for 2 turns.
Unscrews its target: -30% armor and -15% damage for 2 turns, then a 170% damage hit.
Folds their perception: every enemy takes 35% damage and loses 10 crit, 15% speed and 20% damage for 2 turns.
Tracks the scent of the enemy with the most damage: -30% armor and -25% damage for 2 turns, then a 100% damage hit.
Ignites its target from the inside: 110% damage, then a burn of 25% damage per turn for 2 turns.
Pins its target's marks: 80% damage, stunned (loses its next turn) and -25% damage for 2 turns.
Steals a memory from its target: 80% damage, takes 25% of its damage for 3 turns and pushes its special back a turn.
Rides in on the frozen wind: every enemy takes 50% damage and is slowed by 15% for 2 turns.
Wraps leaves around its target: 70% damage, then poison for 50% damage per turn and -20% speed, both for 3 turns.
Pulls everything onto its target: the target is stunned (loses its next turn), every enemy is slowed by 15% and it gains +30% armor, both for 2 turns.
Its tornado follows its target's breath: 150% damage, then suffocation for 30% damage per turn for 2 turns.
Grows hair into its target: 70% damage, then poison for 35% damage per turn and -25% armor, both for 2 turns.
Explodes: every enemy takes 70% damage.
Explodes: every enemy takes 70% damage.
Softens everything: every enemy loses 20% speed, damage and armor for 2 turns.
Stabs its target with its heels for 140% damage and gains +15% damage for 2 turns.
Curses its target with endless money: true damage equal to 60% of the target's own damage, then poison worth 40% of that per turn for 2 turns. With another Debt collector, 60% for 3 turns.
Takes control of its target: stunned (loses its next turn) and poisoned for 35% damage per turn for 2 turns.
Folds the pages: every enemy takes 60% damage and bleeds for 20% damage per turn for 2 turns.
Raises the air pressure: every enemy loses 16% of its current health and is slowed by 15% for 2 turns.
Infiltrates its target's body: 80% damage, then poison for 40% damage per turn and -20% armor, both for 3 turns.
Pins its target with arrows: stunned (loses its next turn) and slowed by 25% for 2 turns.
Calamity: every enemy loses 8% of its max health as true damage, or 16% if it is below half health, stunned or slowed. Each hit also carries the health Wonder of U has lost, growing exponentially as it falls: 18% of it at a quarter lost, 30% at half, 50% at three quarters (at most 60% of the enemy's max health).
Stretches its arms: every enemy takes 70% damage, and it gains +20% speed for 2 turns.
Stops time and strikes every enemy for 75% damage. With another Kujo, 95% damage instead.
Turns the room into an illusory maze whose walls close in: 60% damage to every enemy, which is slowed by 25% and loses 15 crit for 2 turns, and Tenore Sax hides inside it with +40% armor for 2 turns. With an Illusions ally, the fastest enemy gets lost in the maze too (stunned).
Its shadow makes its target young: -30% damage and armor for 2 turns and its special set back 2 turns, then an axe hit for 100% damage. With an Age and youth ally, every enemy is made young (-20% damage and armor) and the hit is 130%.
Sheer Heart Attack homes in on the enemy dealing the most damage for 120% damage, and Killer Queen turns it into a bomb: it burns for 110% damage at the end of its next turn. With a Kira ally, a 140% bomb.
Bites its target for 60% damage and grows on it: the host is poisoned for 30% damage per turn and loses 15% damage for 3 turns, while Empress gains +15% damage. With a Plague ally, it spreads to a second enemy.