MoriohHigh
Planner

Can your Stand finish this sequence?

Takes
Meter when you summon / Seconds with the Stand out / Billed barrage hits / Skills used
Returns
Total drained (est.) / Remaining meter (est.) / 10-second lockout / Normal refill time (est.)

Solve your Stand meter lockout bottleneck: calculate whether your summon duration, barrage hits, and skill casts will trigger the 10-second exhaustion penalty or leave enough reserves for safe withdrawal.

Enter the meter you summon with, how long the Stand stays out, how many barrage hits land and how many skills you cast. Each hit costs 1.9, each skill 22, and being summoned costs 3.4 per second.

Stand meter planner

The meter is 100 points and every action draws from the same pool. Time your combo here before you commit to it in a fight, so you can withdraw before triggering the 10-second exhaustion penalty.

100 / 100
Observed values: 100 on fresh summon → 50–70 mid-duel
5s
Observed values: 3.4/s drain; 29.4s idle max; 3–8s combat burst
8 hits
Observed values: 8 hits on Star Platinum/The World → 17 hits on Wonder of U
1 cast
Observed values: 1 skill (22 drain) → 2 skills combo; cooldowns 7s–45s
Total drained (est.)54.2 pts
Remaining meter (est.)45.8 / 100
10-second lockoutSafe
Normal refill time (est.)9.2s
Combat insight & priority

Safely complete this combo and withdraw! By recalling before the pool hits zero, you avoid the 10-second lockout penalty. After a 1.5-second delay, your meter regenerates at 7 points per second, reaching full capacity in just 9.2 seconds.

Passive summon drain (5s × 3.4/s)17.0 pts
Barrage hits drain (8 hits × 1.9/hit)15.2 pts
Skills drain (1 cast × 22/cast)22.0 pts
Total sequence cost54.2 pts
Ten-second lockout penaltyNot triggered
Refill duration after normal recall9.2s (1.5s delay + 7/s)

Calculation assumptions: 100-point total meter pool. Summoning continuously drains 3.4 points per second. Each billed barrage hit costs 1.9 points. Each skill cast costs 22 points. Natural recharge begins 1.5 seconds after Stand recall at 7 points per second. Draining the meter to 0 triggers a 10-second summon lockout. Occult Club reduces passive summon drain by 5% (to 3.23/sec).

Inputs reference

Meter when you summon

The current energy reservoir shown on your HUD gauge when unsealing your Stand (max 100 points). Entering a duel with a partially depleted bar leaves you with insufficient points to execute a full barrage and skill sequence.

Seconds with the Stand out

The continuous time in seconds that your Stand remains summoned via the Z key. Active summoning drains a baseline 3.4 points per second (lowered to 3.23/sec if you belong to Occult Club). A full 100-point meter runs empty in approximately 29.4 seconds of passive summoning without using any attacks.

Billed barrage hits

The number of individual strikes landing during your E-key barrage. Each billed contact drains 1.9 points from your reservoir. Eight hits drain 15.2 points, while high-count barrages like Wonder of U's 17 hits drain 32.3 points before accounting for passive summon time.

Skills used

The count of special abilities activated during your combat sequence (R-key abilities like Star Finger, Time Stop, or Void). Each skill cast consumes a flat 22 points from the meter.

Where these numbers come from

  • Summoning draws 3.4 a second, a barrage hit 1.9, and a skill 22.
  • Refill starts 1.5 seconds after a normal Stand recall and returns 7 points per second, restoring a depleted pool in about 15.8 seconds.
  • Draining the meter completely to zero triggers a mandatory 10-second summon lockout.
  • Occult Club grants a -5% Stand drain perk, reducing passive summon consumption to 3.23 points per second.

Read the long form in the Stand roster with numbers, the Occult club drain reduction, awakening your first Stand,and the dated change history in the update log.

The game is at roblox.com/games/111838814545019; patch notes are posted by the developers in their own Discord.