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Character subpage for The 7th Stand User, the main protagonist of the game.

The Protagonist

https://static.tvtropes.org/pmwiki/pub/images/7th_stand_user_boys.png
Male Protagonists
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Female Protagonists

The protagonist of the game. At first an ordinary highschooler, a strange dream involving Avdol bestowing a Stand upon them following a personality test and, the morning after, an unseen man named Steel talking about said Stand via a radio in their room and urging them to go to school puts them on Jotaro's path and, eventually, his trip towards Egypt to defeat DIO.


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    General Tropes 
  • Abusive Parents: The protagonist's parents during Dissonance event.
  • Afraid of Blood: Can potentially be given the "Squeamish" trait, which will impact some dialogue during scenes where the protagonist witnesses blood, including outright fainting after Gray Fly's death.
  • Ambiguously Bi: While the game prevents female protagonist from getting the perverted trait, strangely enough in Chaos Mode, she can be given the Lolicon trait.
  • Badass Adorable: The short appearance will make the protagonist this, being obviously inspired by Koichi. For the female, there's also the average appearance, as she is a petite girl. Taken further if you give them the Super Strong trait.
  • Bad Powers, Bad People / Bad Powers, Good People: The latter is possible with certain stands, while the former applies if one has bad karma.
  • Black Eyes of Evil: The Protagonist seems to gain these at the end of the game if you go the Mad World route. Taken up to eleven with the Mad World ending credits, which shows them hyper realistically when announcing you got that specific ending.
  • Big Damn Heroes: You can pull this multiple times, joining in on fights against enemy stand users that DIO sends after you.
  • Borrowed Catchphrase: In the Submarine route, when they return to find Polnareff being attacked by Judgement, they borrow Avdol's catchphrase "YES! I AM!"
  • Breaking Speech: Towards Kakyoin in the Betrayal Ending if your FP with him is high enough. The protagonist will tell him of how Joseph said he was beyond saving and how Jotaro went ahead with trying to extract the flesh bud despite the possibility of brain damage. Granted, the protagonist's intention wasn't to break Kakyoin so much, but more of getting him onto DIO's side.
  • Catchphrase: You character can have one, either typed by the player or chosen at random among one existing.
  • Chronic Backstabbing Disorder: Quite possible at the end game. If your Bad Karma is up at 10 and you're not on any route to any other character's ending, DIO will give you the chance to join him and get the Betrayal Ending. Steel will try to get them to change their mind, to which the protagonist will smash the radio. Then, depending on how much FP you have with Polnareff and Kakyoin, they'll either join you or you'll fight them and kill them alongside the Joestars and Vins. You can kick this up a notch if you've killed them all (without Polnareff and/or Kakyoin joining you), and choose to betray DIO as well if you're gunning for the Mad World Ending.
  • Combination Attack: With their partner if their FP is over 10.
  • Combat Pragmatist: The player can easily become this, either through status effects, attacking a Stand User directly, or using plain old human weaponry. Can be used to great effect against DIO in the Mad World Ending, because bringing 30 UV Flash Grenades beforehand will weaken him first!
  • Contrasting Sequel Main Character: As befitting in Jojo, except here it's with Jotaro. The Protagonist's personality can change with the influence of Karma and whatever Stand they have in a playthrough. Whereas Jotaro will continue his adventure, and for him giving up isn't an option for it would mean the death of his Mother, the Protagonist has several opportunities to quit and can do so at several points of the game. Especially concerning relationship issues, Jotaro remains The Stoic and expects people to read him, the Protagonist can be more proactive in building relationships with the other people in the Stardust Crusaders. Finally, Jotaro is, while kind of a jerk, he's unfailingly good, while the PC has the capacity to be as evil, if not moreso, than DIO himself. They're also a protagonist that isn’t a JoJo.
  • Deadpan Snarker: The male protagonist makes various comments on the party's flattery towards Midler. Protagonists regardless of gender will adopt a more snarky attitude the more bad karma they have as well.
    Towards Jotaro's comment: (He's lobster red...*sweatdrop*)
    Towards Polnareff's comment: (... Maybe he should pile it on a bit more...*sweatdrop*)
    Towards Avdol's comment: (... With THAT foul mouth? *sweatdrop*)
    Towards Kakyoin's comment involving Audrey Hepburn: (... is he a fan?)
    Towards Joseph's comment involving dating her if he were younger: (... I'm guessing his personality's more or less the same.)
  • Deuteragonist: In the normal ending they are demoted to this as Jotaro regains his Protagonist role.
  • Death Glare: A female protagonist can give this to her companions, should you enter Joey's Mansion and stumble across "something strange", a naked doll modelled after her, which disgusts your character for being very elaborately built, which she then smashes it to pieces. Notably, this is the same glare the female protagonist takes in the Mad World ending, though they give this regardless of how much Karma they have, implying sheer disgust out of it.
  • Embarrassing but Empowering Outfit: Japanese Clothing for male and Bunny Suit for female protagonists. Not as strong as most examples, but sometimes makes the enemies miss their turns in combat.
  • Even the Girls Want Her: A female protagonist will try to invoke this against Midler if the High Priestess isn't defeated in the submarine.
  • Everything's Better with Samurai: The male protagonist can get Japanese Clothing (effectively samurai clothing and a Samurai Ponytail) from a slightly-convoluted sidequest at the beginning, which can randomly cause enemies to be too caught up in laughing to attack that turn - or backfire and make your character waste their turn in embarrassment.
  • Eviler than Thou: Towards DIO in the Mad world Ending if you go for killing him as well.
  • Expy: The short male protagonist is one for Koichi from Part 4. The distinctive (delinquent) protagonists are Josuke and Jolyne in all but name.
  • Face–Heel Turn: In the Betrayal and Mad World endings, if their Karma level is 10 or higher.
  • Family Extermination: After the Kakyoin battle in Chaos Mode, there is a very rare chance for the protagonist's family to disappear and/or their mom/sister to be replaced by a Murderdoll.
    • Fortunately, you are given two separate occasions to save them.
    • However, this is played straight when an abused protagonist lets this happen during the reunion event.
  • Fighting Your Friend: If the protagonist joins Jotaro in the Dual-wielding Polnareff fight, and later in the betrayal ending.
  • Fire-Forged Friends: Granted that most of the FP events for the party members aren't explicitly based on combat, you do gain one FP with your party member whenever you beat an optional boss (and there are tons of them in game).
  • Game-Favored Gender: Zigzagged, both the male and female protagonist have their own exclusive sidequests throughout the game, but the female protagonist has additional Ship Tease dialogue with the crusaders and gets an easy advantage fighting against Hol Horse in Cairo, but the wearing the female exclusive bunny suit outfit puts them in a gambit of gaining the advantage of making enemies lose turns or make the protagonist themself lose turns (due to embarrassment), the male exclusive Japanese Clothing has similar effects but it's only obtainable in Japan, AKA the beginning of the game, the bunny suit could either be bought for 5000G at the Harbor or be found in a treasure chest in Karachi. Males also have the jockstrap equipment that protects from One Hit Kills that can also be found in Karachi while females would have to resort to other equipment such as the D4C disk (which is expensive and can only be bought in the Developer's Room).
  • Good Feels Good: If you give 11 G to the beggar in Hong Kong, he'll eventually reward you with a Crazy DX and an apology for assuming you'd be stingy based on being Japanese. Talking to him after that will have him say that he couldn't possibly take any more of your money, followed by an aside from the protagonist saying that they can't help but feel pleased with themselves.
  • Hello, [Insert Name Here]: The player can also enter in an In-Series Nickname that the companions will refer you as if their FP is over 10.
  • The Hero Dies: In the sacrifice ending.
  • Heroic Lineage: There are several scenes throughout game which imply that the protagonist is the part's token Zeppeli member (the most obvious being the event users of either Quicksilver or Ocean Blue have with Joseph and speaking to your mother in the Dream World after being killed by Vins.
    • An event in Chaos Mode can implicitly confirm this. When saying goodbye to your mother she'll comment you're not the first member of your family who's had destiny come a-knocking, and will give you a Ripple technique book for the road.
    • In another Chaos Mode event, you wake up to discover that your father is Will A. Zeppeli, your mother is Lisa Lisa and your sibling is Caesar.
  • Horrifying the Horror: In a Mad World ending DIO himself is unnerved when looking into the protagonist's eyes.
  • Hypocritical Humor: If a male protagonist has the "perverted" trait, when the group first sees Polnareff's Casanova Wannabe nature when he's taking a picture of two young girls, the protagonist will comment on how strange Polnareff is alongside the other Crusaders...only for seconds afterwards to agree with Polnareff about the legs of one of the girls that Polnareff is hitting on. Kakyoin points out that the protagonist is just as bad as Polnareff.
  • I Can Rule Alone: In the Mad World Ending, the protagonist can betray DIO and practically cite this trope for it!
  • Instant Expert: The protagonist can learn any skills from books, including the Ripple ones.
  • Intrepid Reporter: Their eventual career if their Stand is Red Garland. This is especially obvious in Joseph's ending, where they use their connections as a Morioh beat reporter to try to track down Kira after his bodyswitch.
  • Kiai: Once Combination Attacks are unlocked, the player can enter in their own.
  • Meaningful Name: If you don't input a name, then depending on the stand you get, you'll get one that is rather fitting to the Stand's abilities.
  • The Medic: Should they use Cardigans — they can even become an actual doctor in endings with a timeskip.
  • Mundane Utility: A protagonist with Pixies eventually becomes a stage magician, secretly incorpurating Pixies into their tricks and illusions.
  • My Parents Are Dead: Said word by word by the protagonist during the Parent-less household event.
  • Never My Fault: On the Betrayal Ending, a weak willed character will essentially blame the Stardust Crusaders for "dragging [them] onto the journey" and "ruining their peaceful life in Japan"...despite the fact that in order to come onto the journey, the protagonist would've had to have agreed to it in the first place!
  • Non-Idle Rich: The ten year timeskip in some of the endings reveal that a protagonist with Deep Purple is comfortably living on the thank you money Joseph gifted them after they returned from Egypt, but still uses the powers of Deep Purple to help those in need.
  • One-Man Army: It's possible to not only take on certain fights yourself that others had trouble with, but also tackle DIO's manor alone in the right circumstances. However, the trope is downplayed in the latter case: you're doomed to die afterwards if you do that and the entire subplot of this to prevent Jotaro from reading 'Path to Heaven' and preventing Part 6 fails when they find it on your body anyway, unless you wrote DONTREADIT in the Bizarre Memo, in which case, they burn it instead. That being said, the only way to have a remotely good ending is to go there with the Stardust Crusaders or allies via Alicia and Berlin (if not the duo themselves).
    • However, the True Final Boss is still tackled solo in almost every route regardless, preventing this from being completely subverted.
  • Opportunistic Bastard: There are some cases where the protagonist can do things or take advantage of situations for their own gain. For example, waiting for a terrorist to die (or killing them yourself) in West Bengal lets you go into a terrorist hideout and loot the place. Or staying in the hospital with Kakyoin, then using the chaos caused by Oingo and Boingo to loot the place for medical equipment. If you're going for the Mad World Ending, the protagonist also uses their allegiance with DIO to discern what the World's power is, as well as killing the Stardust Crusaders to take out those who can oppose them!
  • Pædo Hunt: A lolicon protagonist passes various creepy comments, much to the characters' and the player's chagrin.
  • Parental Abandonment: Occurs during Parent-less household or Orphan event.
  • Part-Time Hero: In endings which have a timeskip, a protagonist with either Joykiller, Ocean Blue, or Quicksilver will spend their days as a normal office worker while hunting down evildoers at night.
  • Personality Powers: The quiz at the start of the game (which is given by Avdol, oddly enough) assigns you a Stand based on what kind of person you claim to be.
  • Pint-Sized Powerhouse: The short protagonist. When Kakyoin has to be carried to his doctor if you chose to stay with him at the hospital after N'Doul wounds his eyes, the 7th Stand user notes it's them who carried them from Jotaro's house to his room. Even funnier if you're playing as a girl.
  • Playboy Bunny: The alternate costume for female protagonists, though it takes several attempts before they accept. Besides changing character reactions at times, it can also make male enemies get caught up in staring at your character if it doesn't backfire and make you lose a turn from embarrassment.
  • The Power of the Sun: They can learn Hamon techniques from secret books found in the game.
  • Reluctant Fanservice Girl: The female protagonist, judging by the difficult time the player has in getting her to wear the bunny girl costume. Downplayed if she's part of the drama club (which increases the chances of her accepting the outfit).
  • Rule of Seven: Possibly part of the appeal of this game arises from the fact that you, the player, can join in the fun by becoming the seventh stand user.
  • The Smurfette Principle: If the protagonist is female, they become the only female member of the crusaders.
  • Salaryman: Becomes a regular one should they have Napalm Death, Specials, or Adam Ant. With most of the other Stands, they become a Part-Time Hero instead, using their spare time out of work to beat up bad guys.
    • In Napalm Death's case, this is likely to be making a deliberate parallel with Kira. Both characters have Stands suited to causing massive damage while seeming inconspicuous, Kira by destroying the evidence as well and the Protagonist via their Stand seeming to be a normal, if oddly decorated, pen. In fact, Kira himself makes this comparison in his optional boss fight if the player has Napalm Death.
  • Say My Name: In the sacrifice ending, there is a chance of them muttering out the name of the companion they have the highest FP with before dying.
  • Senseless Sacrifice: In the aptly named "Sacrifice" ending, the protagonist, dying from the wounds they endured, attempts to destroy Dio's Diary by jumping into the river. Not only is their body recovered, but the book is still intact. Subverted in the "Exchange" ending.
  • Ship Tease: The female protagonist gets this with the companions.
  • Taking the Bullet: In Kakyoin's ending, where he survives DIO's fatal attack thanks to the protagonist putting their Stand beneath his clothes to protect him.
  • Token Evil Teammate: If you have a high amount of bad karma by doing things such as murdering soldiers, or abandoning the group in dangerous situations, you'll be this to the Crusaders. Even if you don't choose to betray them, they'll be noticeably uncomfortable when you ask them to walk with you.
  • Took a Level in Badass: At the start of the game, the protagonist is someone way in over their head about Stands that happens to get involved in Kakyoin's assault on Jotaro before being dragged along for the plot accordingly. By time the group's reached Cairo, they're an invaluable member of the team that can potentially even outpower Jotaro, not to mention personally change fate themselves, especially on New Game Plus.
  • Took a Level in Jerkass: Depending on how they act, the protagonist can accumulate Bad Karma from a plethora of choices in the game and in many sections. For example, fighting Polnareff by making everyone jump in to attack from the get go, beating up the guys at the bar after the Wheel of Fortune harassed you, leaving the party to die during the Geb battle or letting Jotaro handle Kakyoin alone, and many more that'd be too much to list. Even the answers to certain questions can raise it, and you can even be a bit more of a jerkass from the start of the game depending on how you answer three certain questions during the personality evaluation ("Do you believe in Survival of the Fittest, Do you believe humanity is fundamentally evil by nature, Do you think two against one is unfair").
  • Took a Level in Kindness: However, it's also possible to shed bad Karma. For example, beating Chicken Shack and Emilio to stop their rampages, helping the refugee effort in West Bengal or healing a man keeping his friends from going out to rampage with a support type stand (or Carpenters), helping find water during a drought in Karachi (with Deep Purple or Pixies), or donating to Churches found anywhere in the Journey.
  • The Un-Favourite: The protagonist seems to be treated like this during the Dissonance event by their parents and their older sister.
  • Why Did It Have to Be Snakes?: Can potentially be given a fear of heights by the player. This will cause some extra dialogue during some cutscenes, and outright give the player a disadvantage in the fight against Gai Nijimura.
  • Write What You Know: A protagonist who uses Miracles eventually becomes a popular manga artist after writing a manga based on their adventures in Egypt.

The Player Character's Potential Stands

    In General 

All of the PC's Stands in the Seventh Stand User are based on a personality test the player does in the beginning. Each of them has their own abilities that can be used in game, both in battle and in interactions in the overworld.


  • Fighting Spirit: What most stands are.
  • Heart Is an Awesome Power: It wouldn't be Jojo if this weren't in play. Most of the Stands can do various attacks since either their abilities or powers cover it. For example, Cardigans is a healing stand, but can generate electricity to shock people with since "Shock Therapy” is a type of healing process.
  • Meaningful Name: If you don't enter in a name at the beginning of the game, then your chosen name (when translated from Japanese) will be this, namely some sort of reference to your stand and/or its powers.
  • Personality Powers: Granted they're given after doing a personality test at the start of the game, this trope is in full effect, and each of them goes with a specific personality type and has powers befitting that personality.
  • Player Personality Quiz: How they're all determined.
  • Rule of Symbolism: Each of the Stands aspects (Power, Speed, Control, Special, Support, and Swarm) represent different things within the game.
    • Power Stands represent the friendships in game causing the new endings.
    • Speed Stands represent the Acceleration of Time and the role of the player.
    • Control Stands represent the changed fate brought about by the player.
    • Special Stands refer to events within Vins' life.
    • Support Stands reference the Submarine route.
    • The Swarm Stands represent the Stardust Crusader's Journey as a whole.

    Adam Ant 

Adam Ant

https://static.tvtropes.org/pmwiki/pub/images/adam_ant.png

A microscopic insect horde numbering 1,000 in total. It can corrode living flesh by consuming it slowly. It has no will of its own, simply eating whatever is closest at hand. Though weak, it specializes in slowly wearing away at the enemy's will to fight. It does not transmit damage to the user, but is difficult to command, only following certain simple instructions.


  • Damage Over Time: How its attacking style is based, destroying opponents through a mixture of status effects such as poison and/or damage over time effect.
  • Meaningful Name: The protagonist's name for this stand is "蟻原/Arihara" which translates to "Original Ant".
  • Personality Powers: "A hard worker who is always on the move, you are humble and mature. However, you're insecure, fearing rejection more than anything, and are neurotic and methodical to an obsessive degree. You avoid conflict to the utmost extreme, and are receptive and compassionate."
  • Poison Is Corrosive: They can inflict the poison ailment supposedly through the same power the stand has.
  • Rule of Symbolism: For the Swarm Stands, Adam Ant is a legion of small insects, and represents the fly in the photo which started the journey to Egypt.
  • Shout-Out: To Adam Ant.
  • The Swarm: How it manifests, somewhat similar to Harvest.

    Cardigans 

Cardigans

https://static.tvtropes.org/pmwiki/pub/images/cardigans_8.png

A support-oriented stand that resembles a nurse. Can cure others' wounds and ailments, using Stand power, and if necessary, inflict a small amount of damage with scalpels and medical tools.


  • Combat Medic: Considering what kind of game this is, Cardigans is good for both battle and healing, but moreso for healing in reality.
  • Cruel and Unusual Death: All of the Combination attacks Cardigans has with another Stardust Crusader are based on different execution methods.
  • Energy Weapon: Can attack using a surgical one that has a chance of causing darkness and instant KO.
  • The Medic: In the overworld, Cardigan's power can be used to heal people, such as someone suffering food poisoning in Hong Kong or beaten up by street thugs.
  • Meaningful Name: The protagonist's name for this stand is "伊佐治/Isaji", whose second and third characters can be read as "assist(ance)" and "cure/treatment/heal".
  • Personality Powers: "Sensitive, deeply trusting, and easily wounded. Though you avoid people whenever possible, you would never abandon someone in a time of need. Naturally skeptical, you're a truth-seeker who desires to get to the bottom of everything. You spend much of your time alone, pondering the universe."
  • Rule of Symbolism: For the Support Stands, Cardigans represents the fact that the portagonist can get shot in place of Avdol, triggering the Submarine route.
  • Shock and Awe: Can inflict electrical damage through a skill befittingly called “Shock Therapy”.
  • Shout-Out: to The Cardigans.
  • White Mage: Has the widest array of healing powers within a single Stand.

    Caravan 

Caravan

https://static.tvtropes.org/pmwiki/pub/images/caravan_4.png

A merchant Stand that can craft and transform items by rearranging their atomic structure. While fully independent, business is its only interest. In exchange for the spirit energy of the user, it can create objects — not unlike the exchange of cash for goods.


  • Bird People: Resembles a large, fat bird with a sack. The combination attack with Abdul even references it and Magician's Red both being birds.
  • Friendly Shopkeeper: Appropriately, given the answers you have to give to get the stand, Caravan is mostly pretty friendly and easygoing, encourages the protagonist to maintain trust between customer and merchant, and even provides a bit of exposition regarding its abilites in hotel events.
  • Heroes Prefer Swords: Zigzagged. Caravan has no problem whatsoever making firearms for you, and indeed, most of the offensive abilities it provides are based on guns and explosives. But the hardest of Caravan's skills to acquire and arguably the most useful is learned by copying an Indian sword and manipulating Ripple through it.
  • Infinity +1 Sword: Caravan can create an ability that is weaker in terms of raw damage than Nuclear Explosion, but is markedly more usable due to its less prohibitive cost and effectiveness on stands: True Metal Silver Overdrive, provided the protagonist learns several Ripple based attacks and the Legendary Blade ability from the Talwar, an item only available in one city relatively early in the game at an obscene price.
  • Inn Between the Worlds: Caravan Act 2's pocket dimension includes one of these. Using the inn heals your party and doesn't cause time to pass, but it also doesn't trigger hotel events.
  • It Can Think: One of a handful of stands with a personality all its own - Caravan can and will interject throughout the game and during hotel events.
  • Item Crafting: Almost all of its skills are something that can be found in game as an item, and it creates them through Stand Power. Although some of the skills it can learn by sleeping at an Inn while you have said items in your inventory. The protagonist can ask why they don't just sell the items Caravan can make for effectively unlimited money, but the stand explains that all of its creations only function within its range and turn to dust when they get too far away from it.
  • Mage Marksman: Annihilation Bullet has the protagonist manipulate ripple through a bullet fired from the sniper rifle Caravan creates for them.
  • Magikarp Power: It starts out fairly weak for a combat stand and is unable to effectively attack other stands for a long time thanks to all of its attacks being based on tangible objects, but between the absurd power of Nuclear Explosion and the potential to learn two potent ripple infused skills, both of which solve its stand-to-stand combat issues, it can become quite versatile and powerful by the end of the game.
  • Meaningful Name: The protagonist's name for this stand is "金田/Kaneda" whose first character can be translated to "gold/money/cash/currency".
  • Multiform Balance: Much like Koichi's Echoes or Johnny's Tusk, Caravan is also an Act stand. However, its other Act forms cannot be accessed except as additional attacks in the game. Caravan Act 2 takes you into the dimension inside of Caravan's satchel, and Act 3 inflicts Darkness, Fear, and Bleeding on an enemy. Sort of makes you wonder what Caravan's done…
  • Nuke 'em: The appropriately named Nuclear Explosion functions as a similar item you can rarely find in the game, doing obscene amounts of damage to all enemies and inflincting a myriad of potent status effects on its unfortunate survivors.
  • Personality Powers: "Laid-back, witty, and easy to quick on your feet. Kind and gentle, but bad at keeping secrets. Though sharp, you're also timid, shying away from all responsibility. You're dependent on others and quick to panic, and your entire personality can change at the drop of a hat."
  • Pocket Dimension: Caravan Act 2 takes you to a pocket dimension within Caravan's satchel, wherein there is a usable shop, Inn, and weirdly enough, mooks.
  • Rule of Symbolism: For the Support Stands, Caravan represents the idea that the protagonist was attempting to buy a submarine.
  • Shout-Out: Caravan's combination attack with Jotaro is called "Gotta Catch 'Em All". Its name also comes from Caravan.
  • Technical Pacifist: Claims to be a pacifist if you try to make them fight Lovers. Still doesn't stop them from creating weapons for you to use.
  • Weaksauce Weakness: Almost all of Caravan's attacks are physical in nature; this is a problem since physical attacks deal zero damage to immaterial enemies (like most Stands), leaving you with very few options for damaging them.
  • Year Inside, Hour Outside: Days do not pass while you're within Caravan Act 2's satchel, so being within functions like this.

    Carpenters 

Carpenters

https://static.tvtropes.org/pmwiki/pub/images/carpenters_2.png

Using carpenters' tools, this Stand can remodel and disassemble anything, living or otherwise. Disassembly does not inflict damage — in fact, it can refurbish and improve upon the target. Not particularly strong, and lacks precision, but fairly quick.


  • Chainsaw Good: A few of its attacks deal with using chainsaws. They also have the chance of inflicting a One-Hit Kill.
  • Gemstone Assault: All of its Combination Attacks are using one of its weapons combined with the element/power of the companion stand.
  • Mr. Fixit: Carpenter’s specialty is to remodel and disassemble anything.
  • Meaningful Name: The protagonist's name for this stand is "槌谷/Tsuchitani" which reads as "Mallet Valley".
  • Nail 'Em: One of its attacks is a nail gun which can stop enemies in place.
  • Personality Powers: "At first glance, you're cheerful and talkative, but you're guarded and don't pull any punches. Bold and ambitious, you point out people's faults to help them improve, rather than out of disdain. On the flip side, you can be nervous and a bit of a control freak, and when you're angered, you hold on to it for a long time, causing you to burn bridges."
  • Rule of Symbolism: For the Special Stands, Carpenters represents actual carpenters who reshape buildings and the fact that Vins wants to prevent fate from changing to save her son.
  • Status Buff: It can remodel allies, increasing their stats during the battle.
  • Status Effects: Most of its disassembly often takes the form of status debuffs on the enemies.
  • Shout-Out: Its ultimate skill is throwing a road roller on the enemy, copying DIO. Its name also comes from The Carpenters.
  • Super-Empowering: At level 14, Carpenters can unlock the Customize ability, which can increase the effectiveness of items. Sadly, the chances of being able to do so is low.
  • Walking Armory: It can use various carpenter tools as attacks; most likely all of them are part of the Stand too.

    Deep Purple 

Deep Purple

https://static.tvtropes.org/pmwiki/pub/images/deep_purple.png

Made of smoke, it can manipulate atmospheric density. It can poison the air around it, change the air pressure, and detonate hydrogen and oxygen particles. However, its range is extremely short. The smoke that composes the Stand flows out of the skull-faced jar in the center.


  • Expy: Its primary ability over poison, name, and appearance brings Purple Haze to mind, but its ability to make air bubbles and even bombs at later levels, as well as its skull motif, also bring Killer Queen and Stray Cat to mind.
  • Heart Is an Awesome Power: Deep Purple deserves special mention for this, since its ability to manipulate air density, pressure, and detonating hydrogen and oxygen particles, also gives it access to:
  • Fog of Doom: The Contaminate skill causes a toxic mist to rise and asphyxiate enemies, inflicting damage as well as every statuts ailment possible. Deep Purple itself is made of smoke.
  • Meaningful Name: The protagonist's name for this stand is "煙崎/Tabasaki" which reads as "Smoke Sight".
  • One-Hit KO: Its Vacuum and Air Pocket skills have a chance to instantly kill its targets. It even works on some bosses!
  • Personality Powers: "You are lukewarm and hate to be bothered to do much of anything, but are also dignified. You assert yourself easily, are thick-skinned, and have few worries. However, you are obstinate, contrarian, and hate to lose, often preventing it by aggressive means. You are overbearing and rebellious, but have talent to back it up."
  • Poisonous Person: Can inflict poison with most of its skills, and even its normal attack has a 40% chance of inflicting poison!
  • Rule of Symbolism: For the Control Stands, the band Deep Purple was originally known as Roundabout, which is also known as a rotating intersection which represents the Time Acceleration that Pucci causes to accelerate until the end came.
  • Shout-Out: Deep Purple.
  • Stuff Blowing Up: By causing the particles present in the air to detonate, Deep Purple can make things go kaboom.
  • Weather Manipulation: Deep Purple can alter the weather by creating air currents and cause clouds to form and rain, but the process is extremely taxing for the user.

    Howlin' Wolf 

Howlin' Wolf

https://static.tvtropes.org/pmwiki/pub/images/howlin_wolf.png

A beast-like Stand that can howl to create powerful, far-reaching shockwaves, in addition to attacking with its fangs and claws. Well-balanced in all areas, its power is backed up by impressive speed, giving it the potential to wreak instant devastation.


  • Gale-Force Sound: Its main power.
  • Horse of a Different Color: At Level 6, you can ride this stand across the map if you so desired!
  • Jack of All Trades: Is fairly well balanced in all areas and is a good Stand for beginners.
  • Meaningful Name: The protagonist's name for this stand is "犬飼/Inukai" whose first character is the character for "dog".
  • Personality Powers: "On the surface, you're cool-headed, indifferent, and alert. However, deep down, you're filled with curiosity and love spending time with family and friends more than anything else. Though you're wary of new people and situations, you're thick-skinned and composed, never one to sweat the small stuff. You feel that protecting your family is your duty in life."
  • Rule of Symbolism: For Power Stands, Howlin' Wolf represents echoing microphone feedback, which returns to the origin point with loads of force.
  • Shout-Out: Howlin' Wolf.

    Miracles 

Miracles

https://static.tvtropes.org/pmwiki/pub/images/miracles_0.png

This Stand has the power to manipulate the subconscious using bioelectricity. It can make the user invisible to others and induce hallucinated pain. It can also deflect attacks back at the foe.


  • Always Accurate Attack: Many of Miracles' attacks are extremely accurate, which helps offset their somewhat low damage.
  • Barrier Warrior: Miracles is capable of creating barriers to protect against certain elements or ailments.
  • Easy-Mode Mockery: Not necessarily from playing easy mode in the game, but if you use Miracles' Control Presence ability in the overworld to set Encounter Rates to "Low", a chicken can be heard clucking. The game is calling you chicken.
  • The Empath: Miracles' ability to manipulate the subconscious allows it to bring forth the hidden feelings and thoughts within people. It can do this in the overworld to make people spill their feelings, like making a couple in love announce their desire to be wedded to each other or helping a guy get over rejection from a girl he asked out.
  • Heart Is an Awesome Power: Another special mention within these stands. Although manipulating the subconscious can be threatening on its own, how Miracles manifests some of these skills may seem peculiar, mainly in the factor that it can deal electrical, ice, fire, and wind damage. The subconscious isn't solely unspoken fears, dreams, and memories. It also controls the involuntary reactions your body does unconsciously, which includes breathing, blinking, maintaining body temperature, and various bodily functions. Therefore, its abilities could also be literally used to make your own body betray you by increasing/lowering your body temperature, wrecking your breathing rate, or heightening brain activity to lethal levels.
  • Jack of All Trades: A more support flavored option than Howlin' Wolf, but a good support stand with a variety of elemental damage types and statuses, while also granting the player the ability to turn down encounters. It's also a rather common result from the personality evaluation from first-time players.
  • Laser-Guided Amnesia: How the character's Perception Filter seems to manifest, making people literally forget the character is there.
  • Master of Illusion: How most of Miracles' powers seem to appear.
  • Meaningful Name: The protagonist's name for this stand is "影山/Kageyama" which reads as "Shadow Mountain".
  • Mind Manipulation: Its main shtick, being the ability to manipulate the subconscious.
  • Mind Rape: Special mention goes towards Joseph's combination attack "Invisible Torture Chamber".
    Protagonist: "When I'm through with you, "pain" will be the only thing you'll remember!"
    Miracles burned painful sensations into the enemies brain while they were held by Hermit Purple!
  • Nothing Is Scarier: Most of the combination attacks have Miracles killing the opponent's senses, then the partner attacking in the absence of feeling. Some comment on the fact that their attacks are the scariest because the enemy isn't aware they're coming.
  • Perception Filter: Miracles' main usage in the overworld, as well as the purpose of the "....." ability, is the ability to make the Stand and User unable to be percieved by people, which comes in play to hide in plain sight to overhear conversations, or to make enemies miss because they simply can’t see you.
  • Personality Powers: "You are antisocial and have trouble fitting in. However, you are honest and don't put on a show of yourself for others. You have a lot of self-loathing and a bit of a persecution complex. You hate the things you don't understand, and take things as fact without looking into them. However, when it comes to protecting your loved ones, you can accomplish tremendous feats of strength."
  • Rule of Symbolism: For the Control Stands, Miracles represents Smokey Robinson's voice being thrush, which is a type of bird that migrates and the migrated land becomes theirs to inherit.
  • Shout-Out: To Smokey Robin and the Miracles. Funnily enough, this is a second reference to the band, since technically the first is Smokey Brown.
  • Weak, but Skilled: While Miracles is quite weak in terms of attacks, it also learns quite a lot of skills, status buffs and debuffs.

    Mr. Big 

Mr. Big

https://static.tvtropes.org/pmwiki/pub/images/mr_big_3.png

A large rifle that fires bullets made of Stand energy. The effects of the bullets differ, but it's more support-oriented than attack-oriented. It can cause status effects, but also heal them. In a pinch, the barrel of the rifle itself can be used as a melee weapon.


  • Abnormal Ammo: The gun can fire bullets that can utilize the following:
  • Healing Shiv: Mr. Big can heal allies or cure Status Effects.
  • Meaningful Name: The protagonist's name for this stand is "東郷/Tōgō" which can read as "East Township", which might be referencing how this stand represents the Submarine Route and how the character goes through the wartorn Middle East. It's also a possible Shout-Out to Golgo 13, and how the eponymous sniper is also known as Duke Tōgō.
  • Personality Powers: "Talkative, energetic, and proactive, you are well-liked. You're a confident speaker with a good sense of humor. Though well-intentioned, you have a bit of an ego problem. Your temper often gets you into trouble, as does your spontaneous approach to decision making. You have many interests but one specialty, and are quite active."
  • Rule of Symbolism: For the Support Stands, Mr. Big is simply a gun stand and references the fact that Hol Horse becomes an ally in the Submarine Route.
  • Shout-Out: The combination attack Mr. Big uses with Jotaro is called Video Game/Duck Hunt. Its name also comes from Mr. Big.

    Napalm Death 

Napalm Death

https://static.tvtropes.org/pmwiki/pub/images/napalm_death.png

A calligraphy pen that uses the alphabet as bombs and ink as napalm. The bigger the writing, the bigger the resulting explosion, but the radius of the blast remains consistent. It can set off time bombs with a limit of up to 10 seconds. Its repertoire of words grows as the user gains experience.


  • Expy: Its ability in the trope below sounds quite a bit like Bites the Dust from Diamond is Unbreakable. Although it also has the skull on it characteristic to Killer Queen as well.
  • Foil: A low karma character with Napalm Death is this to Yoshikage Kira and Killer Queen. Both don't really want to stand out and keep a low profile, but where the 7th Stand User are simply too serious to really blend with the crowd, Yoshikage has several mental issues and is a Serial Killer. Both have Stands focused on bombs and destruction, but where the 7th User uses Napalm Death to protect the world from DIO, Yoshikage uses Killer Queen to maintain his facade of normalcy by turning everything that poses a threat to him to smithereens. Their Stands even have, as said above, the same skull motif. And like Kira, the protagonist with Napalm Death becomes an average office worker after the events in Egypt in endings involving a Time Skip.
  • "Groundhog Day" Loop: It has an ability appropriately named “Time bomb” that returns the player to Day 1. However, the player also loses 30 levels to compensate this.
  • Having a Blast: It uses the fucking alphabet to make bombs!
  • Kill It with Fire
  • Meaningful Name: The protagonist's name for this stand is "火野/Hino" which appropriately translates to "Fire Field/Volcano".
  • Mundane Made Awesome: It’s a calligraphy pen that uses the alphabet as bombs and has napalm ink!
  • The Pen Is Mightier: Considering it’s a Stand, fully played straight. Said verbatim to Hol Horse in Calcutta.
  • Personality Powers: "You're not very good with people, but you're very frank and sincere — what you see is what you get. Level-headed and patient, you don't like to boast or put yourself on display. Reserved and temperate, you can restrain yourself under any circumstance. You don't like to waste your breath, so when you do speak up, people usually listen."
  • Powerful, but Inaccurate: Most of Napalm Death's skills have massive power but terrible accuracy to compensate, with Blast Breath having a 5% accuracy rate, but is almost guaranteed to hit the damage cap of 999 to compensate.
  • Rule of Symbolism: For the Special Stands, Napalm Death literally means "Death by fire" which is what happened to Vins when the white supremacists burnt her house to the ground.
    • The author's notes state that Napalm Death represents both the seriousness of the 7th User in the form of a stylish fountain pen (a status symbol and associated with beautiful and precise calligraphy) and their daily struggle to fit in society as Stuff Blowing Up.
  • Shout-Out: Napalm Death.

    Ocean Blue 

Ocean Blue

https://static.tvtropes.org/pmwiki/pub/images/ocean_blue.png

This long-ranged Stand can charge the user's blood, sweat, tears, and other fluids with Stand power, then use them as projectiles. When touched, these shots create an impact not unlike being punched by a powerful Stand. However, due to the nature of the ammunition, it must be used wisely or else…


  • Bloody Murder: It can make use of your very blood to hit enemies.
  • Boring, but Practical: Ocean Blue has mostly long-range attacks at its disposal (which suffer from very little damage fall-off if the target is outside of the optimal range), many of which can hit every enemy. Several of these attacks have the added bonus of inflicting the No Breath status condition, which causes Damage Over Time. The Ripple Launcher skill, detailed below, also has a chance of inflicting the Ripple status condition, which does the same thing, in addition to being a high-power attack that hits every enemy for both water and light damage. And if an enemy happens to be in close range, it also gets the Blood Banker skill, which hits close-range enemies for very high damage, pierces through defenses, and even has a chance to inflict 1HKO. Ocean Blue learns a pretty small amount of moves over the course of the game when compared to other Stands, and none of them are very flashy, but it gets the perfect tools to handle just about any enemy in the game.
  • Combo Platter Powers: Unlike most of the other Stands here, Ocean Blue has one special power that the user can learn randomly from staying at an inn with Joseph, and they must know Hamon too: a skill called "Ripple Launcher" that empowers Ocean Blue with Hamon..
  • Making a Splash: Using your own blood, sweat, and tears to do so no less. All of its skills also deal Water damage.
  • Meaningful Name: The protagonist's name for this stand is "水野/Mizuno" which translates to "Water Field".
  • Personality Powers: "A calm, responsible person with a chivalrous spirit. Adventurous and unyielding, you often treat people coarsely, and your wariness causes you to isolate. Aggressive and narcissistic, you're prone to both offend and take offense. However, despite your selfish nature, you respect the law above all and are determined to maintain the peace."
  • Rule of Symbolism: Of the Power Stands, Ocean Blue refers to the sea, which is pulled by the sun's gravitational force, which is the kind of force used to make a new ending.
  • Shout-Out: The Ocean Blue.

    Pharoah Sanders 

Pharoah Sanders

https://static.tvtropes.org/pmwiki/pub/images/pharoah_sanders.png

A unit of Egyptian foot-soldiers, 30 in total, made entirely out of electricity. Attacks with spears, but does damage using electric currents rather than physical force. As a result, its destructive power is relative to the conductivity of its target, and it can disperse its attacks at will.


  • Dem Bones: Downplayed. The heads of Pharoah Sander's soldiers are skulls, but the rest of their bodies is normal.
  • Fusion Dance: When facing King Joey, the soldiers will fuse together to form a giant electrical sphinx.
  • Heart Is an Awesome Power: It mainly attacks using its numbers and electricity, but it can also use the same powers in the same vein as a defibrillator.
  • Meaningful Name: The protagonist's name for this stand is "雷電/Raiden" which translates to "Lightning".
  • Personality Powers: "A quiet and composed intellectual. Shy and hard to get to know, you often read too much into what others say. However, when entrusted with something important, you'll pour your entire heart into it. You're a good listener, but like to argue for the sake of argument, matter-of-factly drawing your conclusions."
  • Rule of Symbolism: For the Swarm Stands, Pharaoh Sanders refers to how Pharaohs were the kings of Egypt, which is the final destination for the Stardust Crusaders.
  • Shock and Awe: The stand is made of electricity, and uses it as its attacks.
  • Shout-Out: To Pharoah Sanders.
  • The Swarm: As per a Swarm Type Stand.

    Pixies 

Pixies

https://static.tvtropes.org/pmwiki/pub/images/pixies_8.png

Can invade small things, living or otherwise, and control them. The Stand itself is tree-like, but its energy takes the form of tiny "pixies". Cannot manipulate anything larger than a small child. The larger the number of pixies the user manifests, the weaker and harder to control they get. In addition, the arboreal portion can use its roots to manipulate the ground.


  • Combo Platter Powers: Mind control and earth manipulation.
  • Dishing Out Dirt: Can use a variety of earth-related powers.
  • Life Drain: Parasite drains the enemy's HP.
  • Mana Drain: Consequently, Parasite also drains the enemy's MP.
  • Meaningful Name: The protagonist's name for this stand is "樹下/Kinoshita" which translates to "Under the Tree".
  • Mind Manipulation: Can go inside things to control them, but it only works on small things no larger than a child.
  • Personality Powers: "Calculating and persuasive, but also generous and accommodating. Your emotion-fueled indecisiveness sometimes causes you to rush headlong into things. However, you are very patient and always willing to go out of your way so as not to inconvenience others. You need a lot of 'me time', but you're quite active and energetic."
  • Rule of Symbolism: For the Control Stands, Pixies original name was "Pixies in Panoply", panoply being a collection of things, which in total means a collection of several things together.
  • Shout-Out: Pixies.

    Quicksilver 

Quicksilver

https://static.tvtropes.org/pmwiki/pub/images/quicksilver_1.png

This Stand appears as a cannon on the user's arm. It can convert minerals into Stand power and blast it at its foes, like a battery that uses metal as fuel. It can be detached if necessary. As far as Stands go, its pure destructive capability is top of the line.


  • Abnormal Ammo: Its ammo is whatever minerals it eats, and it fires it out as light, water, electric, heat, and wind energy.
  • Arm Cannon: The Stand is located at the right arm of the 7th Stand User.
  • Eat Dirt, Cheap: It converts minerals and metals to SP, which in game means it can eat the scrap metal you find.
  • Glass Cannon: The quintessential one among the available Stands.
  • Meaningful Name: The protagonist's name for this stand is "大和/Yamato" which might be a reference to Kira Yamato or Space Battleship Yamato.
  • Personality Powers: "You are lively and flexible, but passionate about your likes and dislikes, and strongly opinionated. Sometimes your temper gets the best of you, and you'll lose your head over the tiniest slight. However, you're empathetic and always an open book when it comes to feelings, so people find you easy to talk to. You trust your heart rather than your head, often letting your emotions carry you away."
  • Rule of Symbolism: For the Special Stands, Quicksilver is also known metaphorically as something hard to grasp, which refers to Vins hiding her true identity as both a vampire and not being loyal to anyone.
  • Shout-Out: To Quicksilver Messenger Service.
  • Wave-Motion Gun: Quicksilver's ultimate attack, and it is most definitely a Meaningful Name.

    Red Garland 

Red Garland

https://static.tvtropes.org/pmwiki/pub/images/red_garland.png

Clothed in red armor, this warrior Stand uses its fists as a weapon. Its punches can knock people silly, incapacitating them temporarily. Its incredible offensive power is offset by disappointingly low accuracy... However, in terms of sheer strength, few Stands can match it.


  • The Big Guy: Is among the norm when it comes to Stands used by the protagonists, which is to say "humanoid and punches extremely hard".
  • Driven to Madness: Most of its attacks can inflict mental problems, literally being able to knock people silly.
  • Godzilla Threshold: If its ability is anything like Requiem Stands, then Red Garland Requiem can inflict an attack that hits an enemy no matter where they are, damages not only their health but their SP and various stats, and throws all kinds of status effects as well. The author stated that it's because Red Garland Requiem hits the soul of its target.
  • Heroic Build: Much like Star Platinum, it has a muscular build underneath that armor.
  • Informed Attribute: In spite of having an Speed stat of A and an Durability of C, it's actually slower than Star Platinum, but has better durability than Star Platinum, to say the least. That being said, in Part 6 where Star Platinum was at its weakest, it was something more akin to a Glass Cannon, not to mention the protagonist awakened their Stand much later compared to Jotaro, so a well-developed Red Garland easily surpass Star Platinum in durability, but also has sheer strength to compensate.
  • Literal Metaphor: Its punches "can knock people silly" not just because they're very strong, but because that's Red Garland's real ability: it can use physical attacks to damage the mind of the target. This reaches its obvious conclusion with its ultimate attack, which affect target's soul and is therefore classified as "a glimpse of Requiem".
  • Meaningful Name: The protagonist's name for this stand is "赤塚/Akatsuka" which translates to "Red Mound".
  • Mighty Glacier: In gameplay, while it may not be the fastest, it is the most powerful of all the playable stands.
  • Personality Powers: "Taciturn, intimidating, and unshakeable. You take a methodical approach to problems, never rush things, and seldom show cracks in your calm veneer. You appreciate the simple things in life and have a lot of self-control, but you're a loner by nature as you feel most at peace when on your own."
  • Rule of Symbolism: For the Power Stands, Red Garland refers to how a Garland is a ring, which in turn marks a connection and in this game refers to the connection of friendship.
  • Shout-Out: To William "Red" Garland.
  • Super-Strength: Special mention to Red Garland. It's much stronger than Star Platinum. Strong enough to pin down/hurt Yellow Temperance, which even Star Platinum had problems with.
  • Unskilled, but Strong: Red Garland has greater overall strength than Star Platinum, but has a greater chance of its attacks missing, and unlike all the other potential stands for the player, has no powers outside of its massive strength.

    Sonic Youth 

Sonic Youth

https://static.tvtropes.org/pmwiki/pub/images/sonic_youth_7.png

A humanoid Stand that can manipulate sound. Depending on the melody it plays, it can create powerful shockwaves, sharp air blades, or echolocation-based radar just by strumming on its guitar. In addition, it can use hypnosis to induce various effects on opponents and allies alike.


  • Blow You Away: Much like Howlin' Wolf, Sonic Youth has lots of wind element attacks.
  • Gale-Force Sound: Like Howlin’ Wolf, this is Sonic Youth’s main attack source.
  • Magic Music: That can inflict Status Buffs and Status Effects. And can somehow use Hamon.
  • Meaningful Name: The protagonist's name for this stand is "音峰/Otomine" which translates to "Pitch".
  • Personality Powers: "You're a methodical person who doesn't like to leave a job undone, but you're also very excitable and cheerful. Family-oriented, you are unguarded and immediately open up around anyone. You're friendly, have a great sense of humor, and take pride in your strong sense of right and wrong. You're easily touched by the sentimental, and are sometimes taken in by sob-stories."
  • Rule of Symbolism: For the Speed Stands, Sonic Youth refers to sound, which can influence actions, in which here refers to how the player alters the fate of the story.
  • Shout-Out: Sonic Youth.

    Specials 

Specials

https://static.tvtropes.org/pmwiki/pub/images/specials.png

There are six of them in all. This special corps is loyal to their master, but have their own will and vary in personality. Each has the power of a normal human, and damage is split between them.


  • Bold Inflation: The Agents speak like this.
  • Collective Identity: Each Agent in Specials has their own personality, but they're collectively called Specials.
  • Dark Is Not Evil: Despite their threatening look, the Agents are quite friendly towards the other Crusaders and even poke fun at the team sometimes. But don't you dare even look funny at their master.
  • Meaningful Name: The protagonist's name for this stand is "守久/Morihisa" which has the characters for "Serve/Guard/Observe" and "Long/Long time".
  • Me's a Crowd: Though they all look the same, they all have different personalities.
  • My Master, Right or Wrong: Will attempt to talk the player out of a Betrayal/Mad World ending but will still fight for them regardless.
  • Personality Powers: "Taciturn, mature, and even a bit snobbish. A complex person who is tough to figure out, in part because they have trouble speaking their mind. You often get down in the dumps and are easily manipulated, but are profoundly empathetic, and the pain of others is your pain as well."
  • Rule of Symbolism: For the Swarm Stands, Specials is six in total and refers to the other Stardust Crusaders. In order of 1-6, they represent Jotaro, Kakyoin, Polnareff, Joseph, Avdol and Iggy.
    • The author's notes state that Specials represents the poor social skills of its user, putting up a wall (or in their case, bodyguards) between them and other people. but at the same time the importance of teamwork (being a close-knit team) and putting your life on the line to help those the 7th User holds dear (planning to run around to confuse N'doul during his fight).
  • Shout-Out: The Specials.
  • Smurfette Principle: Out of the 6 Agents in Specials, only Agent 5 is a lady.
  • Teach Me How To Fight: Notably, Specials can learn one new skill from each party member if you stay in a hotel with them.
  • The Swarm: Not as big as the other two swarm stands, but these six agents are a bit stronger than them.

    The Joykiller 

The Joykiller

https://static.tvtropes.org/pmwiki/pub/images/the_joykiller.png

A humanoid, axe-wielding Stand that resembles a certain famous killer. By chopping things with its axe, it can cause them to gradually rot. Physically speaking, its strength is nothing to write home about, but its axe can phase through objects and slice cleanly through anything regardless of hardness.


  • Absurdly Sharp Blade: If its description is anything to go by.
  • Disc-One Nuke: The Joykiller gets a skill called Iai Slash. This is a very powerful attack that hits every enemy for big damage at short range, and is also used by mid-to-late-game bosses with bladed weapons, like Death 13 and the various Anubis forms. The Joykiller learns this skill at level 8. It can regularly hit close-range enemies for over 200 damage as soon as it's learned, which can be difficult for even characters with high damage output like Jotaro in the late game, and still tends to break 100 damage when used on enemies outside of its ideal range.
  • Expy: Looks like Jason Vorhees.
  • Make Them Rot: Its main ability.
  • Meaningful Name: The protagonist's name for this stand is "毒島/Busujima" which translates to "Poison Island".
  • Personality Powers: "A cheerful, talkative person with a great sense of humor. Though merry on the surface, you can also be quite the worrywart. Very honest, but you don't allow anyone to see your insecure side. Spontaneous and impulsive, you'll try anything once. You drive people up the wall at times, but they adore you nonetheless."
  • Poisonous Person: A few of its skills can inflict the poison status.
  • Rule of Symbolism: For the Speed Stands, the Joykiller refers to the death of the Old Universe.
  • Shout-Out: The Joykiller.

    Wildhearts 

Wildhearts

https://static.tvtropes.org/pmwiki/pub/images/wildhearts.png

A gigantic fusion of human and beast, it can move at mind-boggling speeds to capture its prey. Not physically strong, but can do considerable damage with fangs and claws. Has a mind of its own, but not a very sharp one. It is unpredictable and will often give chase to an enemy whether its user wills it or not. It is very likely that Wildhearts is sentient.


  • Big Eater: During Iggy's friendship event in Edfu, while the Protagonist is distracted scolding Iggy for stealing their food, they fail to notice Wildhearts come out and eating the rest of the food that was still waiting to be sold! After the Merchant asks what's happened to their food, the protagonist decides Screw This, I'm Outta Here.
  • Birds of a Feather: Forms a friendship with Iggy, a dog that also likes to rebel against the protagonist. After Iggy's death, Wildhearts will have additional dialogue expressing grief.
  • Horse of a Different Color: Like Howlin' Wolf, you can ride Wildhearts.
  • Implacable Man: Both on the overworld and in game, since it has its own status effect called "Eagle" which is similar to the "Pursued" status.
  • Lethal Joke Character: Endless, Nameless isn't very powerful but the attack damages an enemy, lowers its stats, and has a chance to inflict a unique Eagle status ailment, which damages the enemy by one-tenth of their max HP and reduces their hit rate for at least 3 turns. In addition, the move is learned at level 8 and requires only 15 SP to use, meaning it can be spammed.
  • Meaningful Name: The protagonist's name for this stand is "大神/Okami" which is not just a reference to the same game, but it also means "Wolf" in Japanese.
  • Our Werewolves Are Different: How it appears.
  • Personality Powers: "Co-operative and open-hearted, but down-to-earth to the point of being dry. Always an individual, you are sentimental and have an eye for beauty. Though aloof and laid back, you easily succumb to loneliness, and you treasure your time spent with friends more than anything else in the world."
  • Rule of Symbolism: For the Speed Stands, Wildhearts refers to a wild card, which represents the uncertainty that drives the Observer/you to continue to the ending.
  • Shout-Out: To The Wildhearts.
  • Synchronization: Played with. Most of the time, Stands come out at the will of their users, but Wildhearts will appear on its own a few times... thankfully, it's being helpful most of those times.
  • Weak, but Skilled: Has fairly low stats but has a large range that allows it to attack from any distance, and having a mind of its own will make certain events easier, such as catching Emilio after only two interactions.
  • Wolverine Claws: How it attacks.

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