The three rules
- The killing blow must come from a player. Resetting your character, falling, or dying to anything the game counts as self-inflicted is not an eligible knockout. Nothing on screen explains the difference, which is why the roof trap below keeps working.
- One eligible knockout per minute. Losing five times in twenty seconds does not roll five times.
- The number is a chance, not a meter. The 12 October read-out said about one in ten, the 14 October read-out said one in five, and the 11 October patch notes only say the chance was raised. Eleven losses at one in five is roughly a 91% chance of seeing it once; there is no pity counter that guarantees it.
Trap: dying on purpose
The most common opening mistake is climbing the gym and jumping, expecting the awakening cutscene on landing. Fall damage is logged against nobody, so the roll never happens. You lose the walk and keep nothing. Use a player, or use one of the two other routes below.
Route one: a real knockout
Free, repeatable, and the only route that costs no currency. Stand where fights already happen, take the loss, read the banner, wait out the minute, repeat. It also drops anything you were carrying, so empty your hands first.
Route two: the Stand Arrow
Precondition: a server with at least three players, or no Arrow spawns at all.
Steps: wait for the server announcement, find the carrier — the holder is visible to the whole server, which is the point — knock them out or reach a dropped Arrow and hold E, then stay alive until compatibility reaches 100%. At full compatibility the Arrow is used automatically and the Stand is guaranteed.
What changed: since 12 October, dropping an Arrow no longer wipes your compatibility; since 18 October, picking one up grants two seconds of invulnerability. Two seconds does not survive a group.
Failure cost: an Arrow on the ground disappears after five minutes. That is a despawn timer, not a five-minute spawn cycle, so standing in an empty server waiting for the next one wastes the session.
Route three: Occult case battles
Precondition: none, which is the point. It was added on 11 October so a player without a Stand could still progress.
Steps: third floor, Occult Club room, noticeboard, four cases. The fourth case pays Stand Shards, and case battles can now awaken a Standless player. One video reports one in twenty here; the game prints no number, so read it as a direction rather than a rate.
Pick the route that matches the cost you accept
| Route | What it costs | How certain | What interrupts it |
|---|---|---|---|
| Knockout | Health, time, whatever you were holding | Chance, once a minute | Nothing, if you keep fighting |
| Stand Arrow | A fight you might lose | Certain at 100% | Anyone who sees the carrier |
| Occult cases | Time and a longer walk | Chance, no printed rate | Nothing but your patience |
If friends are online, take the Arrow and let one escort you: a carrier is visible to the entire server.
What the read-out says
The video above is the game's own Encyclopedia being read aloud. Watch it once with this page open, because the Arrow rules are the part players misremember — the despawn timer and the automatic use at full compatibility.
How To OBTAIN A STAND
Video by CHALLS
From 0:41 the three acquisition routes and their odds are shown; 2:25 moves to the replacement cost and the Arrow rules. Watch on YouTube
After you have one
A new Stand is not automatically better than the one you hold. Check the barrage total and skill cooldown before spending anything on a replacement, and remember a replacement costs 100 Rerolls or 10 Arrow Shards, spends Shards first, and can never return the Stand you already own. If you are going to reroll, save the current one first.