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.
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.
Charges in 2 turns.
⚔️ Damage type▲ Strong vs ❤️ Health +50%▼ Weak vs 🛡️ Armor −50%Type wheel
✦ PassiveAging: At the end of each of its turns, every enemy loses 2% of its max health for good.
⚔️ Scales with Damage · a Attack type power it up
Each arrow points from a type to the type it beats: +50% damage in PvE, +15% in duels, and the same cut the other way. Luck, in the middle, has no edge and no weakness.
How to read it: “120% damage” is a hit worth 120% of this stand's damage, reduced by armor and able to crit or be dodged, unless it ignores armor. True damage skips armor and dodges. “Its target” is the enemy it attacked this turn. Effects last the affected stand's own turns; damage over time ticks once per turn. “For good” lasts the whole fight, up to +100% of the starting stat.
Terrain & synergy
🌀Sets Gravity Field while it's the fastest terrain setter alive.
🌀The Spin: +10% damage, +6 critical for each member. Special: Ages enemies harder (−25% damage and speed, from 15%) and gives allies +15% damage (from 10%).
With Tusk act 4.
Played most with: 🟡 Steel Ball 93% · 1980🗿 Ultimate Being Mask 92% · 1676 Stone Mask 93% · 939
Base stats
Health
440
Damage
72
Armor
100
Speed
7
Critical chance
1 %
Levels, awakenings, items, types and qualities all raise these numbers. The parameter grades (A best, E worst) compare this stand's base stats with every other stand's, and don't change with levels.