Morioh High Tier List – Best Stands [TUSK + 4 NEW STANDS]

At Morioh High, a bad grade is the least of your problems when the kid next to you can stop time.

Updated October 27, 2026: Seven new Stands join our Morioh High Tier List, bringing the roster to 19. I've also revised the rankings to account for new second skills, Crazy Diamond's rework, Gold Experience's stronger healing, and the latest combat changes. King Crimson now takes the top spot, while Tusk Act 1's placement remains provisional pending further evaluation.

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Picking the best Stand in Morioh High takes more than chasing a Legendary roll. Time Stop can swing a fight, self-healing can keep you standing through the next one, and a well-timed escape can save you from getting robbed after a knockout. My Morioh High Stands Tier List ranks all 19 Stands from S to C, breaking down their skills, barrage damage, cooldowns, and general strengths so you know which rolls are worth keeping.

Morioh High Stand Tier List

S
King Crimson game image

King Crimson

LEGENDARY
Gold Experience game image

Gold Experience

EPIC
Star Platinum: The World game image

Star Platinum: The World

EPIC
The World game image

The World

EPIC
A
Star Platinum game image

Star Platinum

UNCOMMON
The Hand game image

The Hand

EPIC
Wonder of U game image

Wonder of U

LEGENDARY
Whitesnake game image

Whitesnake

LEGENDARY
Sticky Fingers game image

Sticky Fingers

COMMON
Soft & Wet game image

Soft & Wet

UNCOMMON
B
Crazy Diamond game image

Crazy Diamond

COMMON
Harvest game image

Harvest

EPIC
Mandom game image

Mandom

EPIC
White Album game image

White Album

UNCOMMON
D4C game image

D4C

LEGENDARY
Cream game image

Cream

COMMON
Silver Chariot game image

Silver Chariot

UNCOMMON
Tusk Act 1 game image

Tusk Act 1

LEGENDARY
C
Hey Ya! game image

Hey Ya!

COMMON

King Crimson is my best overall pick, with Gold Experience, Star Platinum: The World, and The World completing S tier of my Morioh High Tier List. However, the strongest Stand for your playstyle depends on whether you want to control a fight, win repeated trades, protect your gang, or survive long enough to get back to class.

This Morioh High Tier List prioritizes everyday combat and survival across player fights, NPC encounters, and gang trouble. Damage matters, but so do opening a fight, escaping pressure, and getting useful work out of the 100-point Stand meter. Rarity does not decide placement, and support specialists get a separate explanation.

Below is my Morioh High Tier List, ranking all 19 Stands with skills, cooldowns, barrage values, and practical strengths and weaknesses.

Morioh High Stands Tier List

  • S Best overall
  • A Strong alternatives
  • B Situational picks
  • C Niche picks
Stand Why this tier

King Crimson

S tier Legendary

Time Erasure: Makes you invisible and unhittable for up to 5 seconds, but you cannot attack. Characters within 70 studs keep moving, then return to their starting positions when it ends. You can end it early and escape another Stand's Time Stop.

Time Skip: Instantly moves you up to 24 studs forward, avoids an incoming attack, and escapes another Stand's Time Stop.

Second skill cooldown
9 seconds
Skill cooldown
28 seconds
Barrage
8 hits × 3.5 + 12 finisher
40 raw total
Barrage cooldown
8 seconds

Best overall: frequent evasive movement and two Time Stop escapes.

King Crimson takes my top spot because Time Skip fills the gaps between Time Erasures. A 24-stud instant reposition every nine seconds gives you a frequent way to avoid a commitment, close distance, or change your angle. Both skills can escape Time Stop, making this an especially useful answer to two other S-tier picks.

Time Erasure still rewards planning: move toward an opponent's starting marker and end it when your position is useful. You cannot attack during those five seconds, so the payoff comes from how you re-enter the exchange. A 40-damage barrage provides solid offense afterward.

The old Arrow drawback is gone: Time Erasure no longer drops your carried Arrow. Time Skip cannot take you into a safe zone while in combat, though, and spending meter on both escapes still leaves less for attacking. S tier comes from control and survival, not a guaranteed combo.

Gold Experience

S tier Epic

Life Giver: A punch that deals 12 damage and heals you for 24.

Frog: Holds a frog for 0.8 seconds. An attack received during this window is cancelled and its attacker is thrown back to the ground.

Second skill cooldown
14 seconds
Skill cooldown
9 seconds
Barrage
8 hits × 3 + 11 finisher
35 raw total
Barrage cooldown
8 seconds

Best sustain: stronger self-healing backed by a defensive counter.

Gold Experience moves into S tier with 24 self-healing and Frog covering incoming pressure. Life Giver still deals 12 damage on a nine-second cooldown. When the punch connects and you can use the full heal, that is a 36-point health swing between you and your opponent.

Frog gives you a 0.8-second window to cancel an attack and throw its user back. That makes predictable aggression easier to punish and adds a defensive option to a kit previously built around trading. Your opponent gets a fist; you get healthcare. The arrangement has become even less fair.

The 35-damage barrage remains modest, and neither healing nor counter timing is free of risk. Missing the counter or using Life Giver at full health wastes value. I favor it for drawn-out fights, provided you withdraw and recharge instead of trying to cast every skill on cooldown.

Star Platinum: The World

S tier Epic

Time Stop: Stops other characters within 45 studs for 3 seconds while you can move. Hits resolve when time resumes, with reduced, capped damage. Other Time Stop users can move, and King Crimson can escape.

Skill cooldown
40 seconds
Barrage
10 hits × 4 + 14 finisher
54 raw total
Barrage cooldown
8 seconds

Best raw barrage: three seconds of Time Stop and heavy close-range pressure.

Star Platinum: The World stays in S, but it is no longer my automatic best overall choice. Its 54-damage barrage is still the strongest raw barrage total across these 19 entries. Three seconds of Time Stop within 45 studs gives you a powerful positioning and offensive window.

It retains a longer stop and shorter cooldown than The World, but The World now has Knife Throw between stops. King Crimson has a second escape and Gold Experience has better sustain. Those additions make the comparison much closer than it was at launch.

Attacks received during Time Stop can no longer be blocked or parried, but stopped-time damage remains reduced and capped. Other Time Stop users can move, King Crimson can escape, and protection against consecutive stops prevents easy chain-freezing. Budget meter for the opening rather than assuming a full barrage means 54 guaranteed damage during the stop.

The World

S tier Epic

Time Stop: Stops other characters within 45 studs for 2 seconds while you can move. Hits resolve when time resumes, with reduced, capped damage. Other Time Stop users can move, and King Crimson can escape.

Knife Throw: Throws eight knives in a spread. All eight hits together remove about 22% of the target's health. During Time Stop, knives freeze just beyond your hands and launch when time resumes.

Second skill cooldown
14 seconds
Skill cooldown
45 seconds
Barrage
8 hits × 3.5 + 12 finisher
40 raw total
Barrage cooldown
8 seconds

Time Stop control with ranged pressure between activations.

Knife Throw gives The World an offensive option its original kit badly needed between Time Stops. Eight knives threaten roughly 22% of a target's health if every projectile lands. The spread means that total is a ceiling to work toward, not automatic damage whenever you press the button.

The 14-second knife cooldown keeps you involved while the 45-second Time Stop recharges. Knives thrown during stopped time wait near your hands and launch when it ends, giving you another way to prepare pressure. I would not add their full damage to a capped Time Stop combo without checking the interaction.

The two-second stop and 40-damage barrage remain weaker than SP: The World's equivalents, but the second skill gives this kit a distinct reason to keep it. King Crimson can escape the freeze, and other Time Stop users retain movement. Choose your target and angle before committing.

Star Platinum

A tier Uncommon

Star Finger: A fast, straight-line attack with 22-stud reach that deals 14 damage.

Star Smash: Smashes both fists down in front of you for 16 damage, knocking back everyone caught and breaking block.

Second skill cooldown
9 seconds
Skill cooldown
7 seconds
Barrage
8 hits × 3.5 + 12 finisher
40 raw total
Barrage cooldown
8 seconds

Excellent direct offense: quick ranged pressure and a frequent guard break.

Star Smash makes base Star Platinum a stronger A-tier recommendation. Star Finger threatens opponents at 22 studs every seven seconds, while the new nine-second smash deals 16 damage and breaks block. That gives you tools for both retreating opponents and defensive ones.

The 40-damage barrage keeps it competitive with rarer Stands. I like the clear decision-making: line up Star Finger when someone creates distance, then threaten the smash when they defend at close range. Knockback does not guarantee a free full barrage afterward.

It still lacks the healing, invulnerability, and time control of my S-tier picks. Its short cooldowns also encourage overspending the 100-point meter. Strong offense keeps it near the top of A, provided you pick openings instead of pressing both skills whenever they light up.

The Hand

A tierEpic

Space Erase: Pulls a visible target from up to 45 studs directly in front of you for 4 damage and a brief stun. Walls stop it; other people do not. Blockable and parryable. A miss uses only part of the cooldown.

Erasure: A telegraphed downward swipe deals 28 damage, knocks down, and breaks block. A timed parry still works.

Skill cooldown
15 seconds
Second skill cooldown
14 seconds
Barrage
14 hits × 2.3 + 12 finisher
44.2 raw total
Barrage cooldown
8 seconds

Strong engagement and a threatening guard break.

The Hand earns A through reach and close-range punishment. Space Erase can bring a retreating target straight into your preferred range, while Erasure threatens 28 damage against someone who tries to block. Its 44.2 raw barrage total is also above most of the roster.

The pull needs clear sight and can be defended. Erasure has a visible windup, so a successful pull does not prove the follow-up is guaranteed. I favor it for forcing an engagement, but predictable swipes give an attentive opponent a parry opportunity.

Wonder of U

A tier Legendary

Calamity: A counter that cancels an incoming attack if someone attacks while it is active, then strikes the attacker five times with objects from around the school.

Splinter Trap: Sends wood along the floor toward the closest person you face within 45 studs. It erupts for 15 damage and launches them. Blockable and parryable.

Second skill cooldown
14 seconds
Skill cooldown
18 seconds
Barrage
17 hits × 1.6 + 12 finisher
39.2 raw total
Barrage cooldown
8 seconds

Counter specialist with a new ranged initiation option.

Splinter Trap gives Wonder of U a way to act before an opponent commits. Its 45-stud targeting, 15 damage, and launch complement Calamity's attack cancellation and five retaliatory hits. The trap is blockable and parryable, so keep the counter for a deliberate read.

That broader kit keeps it in A. Calamity also correctly activates against Soft & Wet's Bubble Shot following the fix, which matters against another control-heavy pick. Exact counter duration and retaliation damage remain uncertain, so I would not promise a particular counter-combo total.

Barrage efficiency remains its main resource drawback. Seventeen regular hits cost 32.3 meter at 1.9 each, compared with 15.2 for an eight-hit sequence, before passive drain or any finisher cost. Its 39.2 raw total does not compensate for that extra spending by itself.

Whitesnake

A tierLegendary

Disc Steal: A grab forces the caught target's Stand away for 3 seconds. While holding the disc, press the skill again to return it and make them boil, or use their Stand's own skill once.

Skill cooldown
22 seconds
Barrage
8 hits × 3 + 13 finisher
37 raw total
Barrage cooldown
8 seconds

Disruption specialist that turns an enemy Stand against them.

Whitesnake earns A for denying access to an opponent's Stand and borrowing their skill. A successful grab interrupts their plan for three seconds and gives you a matchup-dependent follow-up. Its 37-damage barrage provides a reasonable baseline.

The grab has to connect, and the borrowed ability depends on whom you catch. Disc-return damage, grab range, and how copying selects between two skills remain unclear. I value the disruption without treating every grab as a guaranteed stolen Time Stop.

Sticky Fingers

A tier Common

Zipper Dive: Hides you in a floor zipper for up to 3 seconds. You cannot be hit while inside and can choose where you emerge. Press the skill key again to exit early.

Zipper Punch: Targets the closest person you face within 45 studs, holding them so they cannot dash, then dealing 14 damage and knocking them back. Blockable and parryable.

Second skill cooldown
12 seconds
Skill cooldown
16 seconds
Barrage
8 hits × 2.8 + 10 finisher
32.4 raw total
Barrage cooldown
8 seconds

Flexible survival and ranged disruption from a Common Stand.

Zipper Punch pushes Sticky Fingers into A tier by adding offense to its escape kit. Targeting someone within 45 studs and preventing a dash during the hold creates pressure well outside normal punching distance. They can still block or parry, so it is not guaranteed damage.

Zipper Dive gives you up to three seconds of protection and a chosen exit, with early cancellation when you want to reappear. Together, the skills let you threaten an opponent and then reposition when the response becomes dangerous.

The barrage remains a relatively low 32.4 raw damage, and Zipper Dive is not a confirmed Time Stop escape. Its usefulness comes from having two practical tools rather than winning a damage race. Remember that diving still drops a carried Arrow.

Soft & Wet

A tier Uncommon

Friction: Removes ground friction for 3 seconds. Everyone within 14 studs slips around and takes a little damage while sliding.

Bubble Shot: Fires a growing bubble that traps and knocks down anyone it touches, then pops for 20 damage. It expires after a few seconds if it catches nobody.

Second skill cooldown
12 seconds
Skill cooldown
16 seconds
Barrage
8 hits × 2.8 + 10 finisher
32.4 raw total
Barrage cooldown
8 seconds

Control specialist: nearby disruption plus a damaging bubble catch.

Bubble Shot earns Soft & Wet a move into A tier. Catching an opponent now brings a knockdown and 20 damage on a 12-second cooldown. That gives the kit a direct threat alongside Friction's three-second disruption.

The bubble grows as it travels, but it expires if nobody touches it. Use it to contest an approach or restrict a route rather than assuming every cast connects. Friction can create room in a crowded fight, although its moving targets do not guarantee an easy follow-up.

The 32.4-damage barrage is still modest, and Friction affects everyone nearby. Wonder of U's counter now correctly responds to Bubble Shot, too. There is enough control to justify A, but careful placement matters more than throwing both skills into your own gang.

Crazy Diamond

B tier Common

Bloody Blade: Throws a blood blade straight ahead for 12 damage; blockable and parryable. Press light attack during a barrage to make its remaining hits heal their target.

Wall Formation: Creates a wall for 8 seconds that blocks people, attacks, and projectiles and throws back anyone where it rises. Hit it to launch a 14-damage chunk at the closest enemy beyond it; the chunk can be parried.

Skill cooldown
8 seconds
Second skill cooldown
16 seconds
Barrage
8 hits × 2.8 + 10 finisher
32.4 raw total; healing per hit remains unconfirmed.
Barrage cooldown
8 seconds

Useful ranged offense, cover, and teammate healing in one kit.

Crazy Diamond climbs out of C because healing no longer occupies its only skill slot. Bloody Blade provides a 12-damage projectile every eight seconds. Pressing light attack during the barrage switches its remaining hits to healing, leaving you free to choose damage or support.

Wall Formation is the more interesting addition: eight seconds of cover against people, attacks, and projectiles can interrupt an approach or protect space. Hitting your own wall breaks it and launches a chunk toward the closest enemy beyond it for 14 damage.

B tier reflects that versatility without overstating its offense. Bloody Blade can be blocked or parried, the wall projectile can be parried, and the barrage totals 32.4 damage. It is a much better solo option now and remains useful with teammates, but its healing still is not confirmed self-healing.

Harvest

B tierEpic

Harvest Ride: The swarm carries you 40 studs straight ahead, feet first. Anyone in the way takes 12 damage and is knocked flying.

Swarm: Rushes up to 40 studs and catches the first person reached for 6 damage, followed by eight bites dealing 2 each. Pulls the victim to the ground; blockable and parryable.

Skill cooldown
12 seconds
Second skill cooldown
16 seconds
Barrage
8 hits × 2.5 + 9 finisher
29 raw total
Barrage cooldown
8 seconds

Mobile ranged pressure with a weaker barrage.

Harvest offers two useful ways to reach an opponent. Ride combines movement with contact damage, while Swarm threatens 22 total damage if its initial hit and all eight bites connect. That gives it more reach than its small appearance suggests.

B tier reflects a 29-damage barrage and the defenses available against Swarm. Ride commits you to a straight route, while Swarm catches the first person it reaches. Use clear angles rather than assuming you can select any target behind a crowd.

Mandom

B tierEpic

Rewind: Rewinds everyone within 40 studs, including you, by 6 seconds, restoring their earlier positions and health. The watch windup is protected against hits.

Skill cooldown
30 seconds
Barrage
8 hits × 2.5 + 9 finisher
29 raw total
Barrage cooldown
8 seconds

A fight reset that rewards choosing the right moment.

Mandom can undo a losing exchange, but it also restores the opponent's earlier health. That makes it valuable when you suffered more than you dealt during the last six seconds. The protected windup helps you activate it under pressure.

I place it in B because its value depends heavily on the preceding exchange. Rewinding after your own successful burst can help the enemy, and its 29-damage barrage offers limited direct pressure. Position and health restoration are clear; cooldown and meter resets are not established advantages.

White Album

B tierUncommon

Ice Spike: Kicks up three successive ice spikes straight ahead, reaching about 18 studs. A target caught above a spike takes 14 damage and is knocked off their feet.

Ice Release: After a short formation delay, ice shards burst outward, dealing 16 damage and knocking away everyone within 15 studs. You can be hit during the startup.

Skill cooldown
10 seconds
Second skill cooldown
15 seconds
Barrage
16 hits × 1.4 + 9 finisher
31.4 raw total
Barrage cooldown
8 seconds

Close-range disruption with a vulnerable startup.

White Album is a practical B-tier choice for knocking opponents away. Ice Spike threatens a line ahead of you, while Ice Release covers the surrounding area. The second skill helps when pressure comes from more than one direction.

The shard formation leaves a window to hit you, so it is not an instant invulnerable escape. Sixteen barrage hits produce only 31.4 raw damage and consume more meter than an eight-hit sequence. I would not multiply Ice Spike into 42 damage without confirming that all three spikes can hit the same target.

D4C

B tier Legendary

Dirty Deeds Done Dirt Cheap: Slams a flag 7 studs ahead for 12 damage, then summons a copy of you that fights alongside you for 5 seconds.

Skill cooldown
16 seconds
Barrage
8 hits × 3.5 + 12 finisher
40 raw total
Barrage cooldown
8 seconds

Strong pressure pick: bring another attacker into the exchange.

D4C's appeal is the extra attacker, not just the flag's 12 damage. In a game where gangs can call for backup, adding a temporary copy fits naturally into an aggressive group strategy. My expectation is that the clone creates extra pressure and divides attention, giving you more room to work your own melee offense.

The 40-damage barrage keeps D4C competitive without the clone, while a 16-second skill cooldown makes its signature tool more available than Time Stop or Armor Off. However, the flag reaches only seven studs ahead. You need to commit to close range to get its initial damage, rather than treating it like Star Finger.

I move it to B as the expanded roster brings more controllable ranged attacks, escapes, and defensive skills. Its clone still creates pressure, but its value depends on landing attacks during a five-second window. Its damage and targeting reliability still need verification, so I would not sell D4C as a guaranteed double-damage button. It also gives you no explicit self-heal or invulnerability.

Cream

B tier Common

Void: Turns you into a void ball for up to 3.5 seconds, dealing 24 damage to anything you roll through. You cannot see while inside and can press the skill key again to exit early.

Inside Cream: Lets you walk, punch, and barrage as Cream. Adds 40 meter on entry, doubles meter drain, and reduces incoming damage by 5%. Exit meter never exceeds its starting value. Ends manually, on empty meter, knockdown, grab, or Stand suppression. Cooldown begins on exit.

Second skill cooldown
30 seconds
Skill cooldown
20 seconds
Barrage
8 hits × 3 + 11 finisher
35 raw total
Barrage cooldown
8 seconds

Contact damage and a controllable form with steep meter demands.

Inside Cream makes the kit more flexible without removing Void's visibility problem. You can now walk, punch, and barrage as Cream, with 5% damage reduction and 40 extra meter on entry. That creates another way to commit to an exchange.

The catch is doubled drain. Your meter cannot finish higher than it started, so entering and immediately leaving is not a refill exploit. Knockdowns, grabs, and Stand suppression force you out, and the 30-second cooldown only begins on exit.

I keep Cream in B because those limitations matter alongside blind Void movement and its 20-second cooldown. The 24-damage contact attack and 35-damage barrage are useful, but neither the extra form nor its small damage reduction makes a poorly timed commitment safe.

Silver Chariot

B tier Uncommon

Armor Off: Makes the Stand faster for 15 seconds. During that window, the skill key becomes Skewer, a lunge that grabs, cuts, and throws a target.

Skill cooldown
40 seconds
Barrage
8 hits × 3 + 11 finisher
35 raw total
Barrage cooldown
8 seconds

Offensive window: faster Stand attacks and a grab follow-up.

Silver Chariot is a window-based fighter: your main opportunity starts when the armor comes off. Fifteen seconds gives you time to work with the faster Stand and access Skewer's grab-and-throw sequence. I would save that activation for an exchange I intend to commit to, rather than burn it while chasing somebody across the school.

The issue is the 40-second cooldown. Your core offensive mode is less available than Star Finger, Life Giver, or D4C's clone, while the regular barrage reaches only 35 raw damage. The long cooldown puts more pressure on getting value from each activation.

I keep it in B until the speed increase, Skewer damage, and Skewer's own timing are verified. Faster Stand behavior does not establish a player sprint-speed buff, and a grab animation alone does not prove it bypasses block. The kit has potential, but those details matter before promoting it over more predictable A-tier choices.

Tusk Act 1

B tierLegendary

Ground Spin: Ability effects are still being evaluated.

Golden Spin: Ability effects are still being evaluated. Tusk also has a unique fighting style; its heavy stops short after guard-breaking.

Skill cooldown
9 seconds
Second skill cooldown
16 seconds
Barrage
8 hits × 2.8 + 10 finisher
32.4 raw total
Barrage cooldown
8 seconds

Provisional placement: full ability assessment pending.

Tusk Act 1 sits provisionally in B while I assess its two skills and special fighting style. Ground Spin has a nine-second cooldown, Golden Spin has a 16-second cooldown, and its barrage totals 32.4 raw damage.

This is the least certain placement in the list. Damage, range, defensive properties, and the practical interaction between its skills still need confirmation. Treat B as a temporary position, not a recommendation to reroll a Legendary whose full kit has not been evaluated.

Hey Ya!

C tierCommon

Watch Out!: For 1.3 seconds, the next incoming attack misses and its attacker takes 10 damage and knockback. Also calls out low-health opponents and heals you for 10 each minute while summoned if you are hurt.

Skill cooldown
14 seconds
Barrage
18 hits × 1.4 + 9 finisher
34.2 raw total
Barrage cooldown
8 seconds

Defensive utility with limited sustained pressure.

Hey Ya! has a useful counter, but its overall combat package puts it in C. Avoiding an incoming hit and dealing 10 damage rewards good timing. The low-health callouts and occasional healing add utility without making it a dedicated damage pick.

Eighteen regular barrage hits produce only 34.2 raw damage with the finisher, while spending substantially more meter than the common eight-hit barrages. The 10-health recovery happens only once per minute while summoned, so it cannot compete with Gold Experience's active sustain. Keep it if you enjoy reactive play, but there are stronger general combat options.

RELATED: Morioh High Codes - Free Rerolls & Arrow Shards

How I rank Best Morioh High Stands

In my Morioh High Tier List, control and survival come first, then dependable damage and meter efficiency. A good Stand should help you create an opening, exploit it, and survive the opponent's response. These are overall recommendations with comparable student stats and competent melee fundamentals. A support player or coordinated gang can reasonably favor a specialist that sits lower here.

Manage your meter instead of living on cooldown. You have 100 points, lose 3.4 per second while summoned, spend 1.9 per barrage hit, and pay 22 for a skill. Some Stands now have a second skill on R, so budget for the whole exchange rather than only the first ability. Withdraw to regenerate 7 per second after a 1.5-second delay. Emptying the meter forces a 10-second summon lockout. Brief, useful summons are a better plan than keeping a Stand out while you wait for a 40-second skill to return.

Your club and school progress complement the kit, and I take that into account when conducting the Morioh High Tier List. Occult's 5% reduction to Stand drain is the most directly relevant Stand perk, although its exact interaction with skill and barrage costs needs testing.

Track's run-speed bonus, Soccer's dash-range bonus, and Esports' shorter dash cooldown can support positioning. Basketball's health bonus and grade-based health bonuses improve survival, but they do not establish a barrage-damage multiplier.

Keep melee fundamentals and school rules in mind. Front-facing blocks, timed parries and their post-success cooldown, and a dash's opening invulnerability still matter. Summoning replaces your normal heavy attack with a barrage, so account for the heavy behavior your fighting style provides when withdrawn. Safe zones restrict fighting, and witnessing teachers can punish it; an S-tier Stand does not remove those rules.

Choose rerolls deliberately; don't just blindly look at my Morioh High Tier List. A replacement normally costs 100 rerolls or 10 Arrow Shards, with shards used first, and you cannot reroll into the same Stand. That guarantees a different result, not a better one. Free Arrow replacements also carry risk: the holder is visible to everyone, and Cream and Sticky Fingers drop the Arrow when using their hiding skills. King Crimson's Time Erasure no longer drops it. Save a Stand you want to keep before rerolling: Stand Storage now preserves your Stand and skin, swaps your saved last name with it, and offers Undo Save for ten minutes after saving.

Damage note: Raw barrage totals are the sum of every regular hit and the finisher before mitigation. They do not guarantee that every hit lands. Time Stop damage is reduced and capped separately. Unknown clone damage, healing values, speed bonuses, and counter timings are not treated as guaranteed advantages in these rankings.


And that's it, my Morioh High Tier List is complete! Hopefully, you now have a better idea of which Stand is the best in Morioh High. Thanks so much for reading, and remember, I'll keep updating this tier list as I learn more about each Stand, so make sure to come back regularly and check out my guide. And since you're already here, why not check out some of our other tier lists and Roblox guides?


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About the Author

Nikola Savic

Senior Staff Writer

Nikola is a Senior Staff Writer at Pro Game Guides with over 14 years of experience in gaming and esports journalism. A former editor-in-chief of the Serbian gaming publication Play!Zine and the RUR Esports portal, he has covered games professionally since 2012 across both Serbian and international media (senior editor at GINX Esports and GosuNoob). At PGG, he focuses on Roblox guides and tier lists, with particular depth in anime-inspired action RPGs and horror experiences like Paradox. Having been gaming since the early ’90s, he is a longtime PC gamer, and he brings an RPG and strategy game mindset to evaluating builds, meta picks, and game mechanics.

Topics covered: Roblox, RPG, Horror, Strategy, Arc Raiders

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