Stand Out Tier List – Best Stands & Reroll Guide

Nothing makes you reconsider a reroll quite like watching a guy with a fishing rod drag you through a wall. Check out our Stand Out Stands Tier List.

Star Platinum: The World, full King Crimson, and Kraft Work are among the best Stands in Stand Out, but I’d keep each of them for a different reason. Star Platinum: The World can turn a scramble around with a one-bar Time Stop, King Crimson punishes players for swinging first, and Kraft Work can turn someone else’s projectiles into its own ammunition. My Stand Out Stands Tier List breaks down which rolls are worth keeping for duels, group fights, story progression, and raids.

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Stand Out Stands Tier List

S
Star Platinum: The World game image

Star Platinum: The World

Pinnacle
King Crimson (Full) game image

King Crimson (Full)

Pinnacle
The World game image

The World

Pinnacle
Star Platinum game image

Star Platinum

Pinnacle
The World: Alternative Universe game image

The World: Alternative Universe

Pinnacle
Kraft Work game image

Kraft Work

Epic
A
Magician’s Red game image

Magician’s Red

Legendary
Silver Chariot game image

Silver Chariot

Mythical
Highway Star game image

Highway Star

Rare
Heaven’s Door game image

Heaven’s Door

Mythical
Mandom game image

Mandom

Mythical
The Grateful Dead game image

The Grateful Dead

Legendary
Beyond the Sea game image

Beyond the Sea

Epic
200 Balloons game image

200 Balloons

Epic
B
King Crimson (Doppio Moveset) game image

King Crimson (Doppio Moveset)

Pinnacle
Hermit Purple game image

Hermit Purple

Hamon quest
Emperor game image

Emperor

Rare
Glory Days game image

Glory Days

Legendary
Catch The Rainbow game image

Catch The Rainbow

Legendary
Death 13 game image

Death 13

Mythical
Yellow Temperance game image

Yellow Temperance

Epic
Notorious B.I.G game image

Notorious B.I.G

Legendary
Smoke On The Water game image

Smoke On The Water

Legendary
Yo-Yo Ma game image

Yo-Yo Ma

Mythical
Under World game image

Under World

Mythical
Walking Heart game image

Walking Heart

Epic
The Sun game image

The Sun

Legendary
Tubular Bells game image

Tubular Bells

Epic
Harvest game image

Harvest

Epic
Beach Boy game image

Beach Boy

Rare
Smooth Operators game image

Smooth Operators

Legendary
C
Mr. President game image

Mr. President

Rare
Rolling Stones game image

Rolling Stones

Mythical
Burning Down The House game image

Burning Down The House

Epic
Cinderella game image

Cinderella

Rare
Hey Ya! game image

Hey Ya!

Epic
Strength game image

Strength

Legendary
Super Fly game image

Super Fly

Epic
D
November Rain game image

November Rain

Rarity unconfirmed
Big Mouth Strikes Again game image

Big Mouth Strikes Again

Rarity unconfirmed
Kiss game image

Kiss

Rarity unconfirmed
West End Girl game image

West End Girl

Epic
Tower of Gray game image

Tower of Gray

Rare
Sticky Fingers game image

Sticky Fingers

Rarity unconfirmed
Pearl Jam game image

Pearl Jam

Rarity unconfirmed
Anubis game image

Anubis

Rarity unconfirmed
Cat Size game image

Cat Size

Rare
Dark Blue Moon game image

Dark Blue Moon

Rarity unconfirmed
Doggy Style game image

Doggy Style

Rarity unconfirmed
Eclipse Eight game image

Eclipse Eight

Rarity unconfirmed
Hierophant Green game image

Hierophant Green

Rarity unconfirmed
In a Silent Way game image

In a Silent Way

Rarity unconfirmed
John Rod game image

John Rod

Rarity unconfirmed
Made in Heaven game image

Made in Heaven

Rarity unconfirmed

In my Stand Out Tier List, I rank these Stand Out Stands by what they can do on a normal turn: how reliably they can start a combo, punish a whiff, or get out when the other player takes over. A big EX move matters, but so does what you can land while you’re still building meter.

That’s why Kraft Work can sit alongside the Pinnacle picks in S tier, while Doppio and full King Crimson get separate placements. Having Epitaph and a frog phone is a different matchup from having Time Erase ready to go.

A lower tier also doesn’t mean you should immediately reroll. Harvest is worth keeping if you spend a lot of time scavenging, and Catch The Rainbow gets much harder to deal with once it has the conditions to fight from the air.

I’ve kept newer kits such as November Rain and Kiss unranked for now. I want to see how reliably their setups work against players who know what’s coming before putting a letter next to them. Anyway, here's my Stand Out Tier List with an in-depth evaluation of every stand in the game.

RELATED: Stand Out Trello, Wiki & Discord Links

These rankings cover the pre-release build and weigh duels, group PvP, story progression, and raids. Rarity and unlock difficulty don’t affect placement. Newer kits that still need a closer look are grouped below the rankings.
StandEvaluation
S Tier: Best overall and standout specialists
Star Platinum: The World in Stand Out Star Platinum: The WorldS Tier Pinnacle · EvolutionRushdown with short Time Stop and a wall-crossing Time Jump.
  • Ora Blitz carries targets while you stay free to attack, giving you more follow-up options than a barrage that locks you in place.
  • Bearing Toss checks opponents at range, and Platinum Parry keeps gun users from getting a free turn every time you back off.
  • The one-bar Panic Time Stop is what I’d build around in duels. You can threaten it without saving your entire gauge for the full stop.
  • Tandem Rushdown can still be blocked, and a hit interrupts Campfire healing. Time Jump keeps the kit hard to pin down when the big moves are unavailable.
Full King Crimson in Stand Out King Crimson (Full)S Tier Pinnacle · Full formA punish-heavy duelist built around Epitaph, Time Skip, and Time Erase.
  • Epitaph can turn an incoming attack into a rear punish, right where Decree does its best work.
  • Chop recovers faster on hit and gives you a way to extend an opening without spending meter. Decree punishes passive guard, but a parry or a clean whiff can turn the exchange around.
  • Time Skip advances ongoing attacks and effects. Time Erase lets you reposition behind a decoy. Save the one that solves the problem you’re facing.
  • This is the form I’d take into a serious duel. If you’re starting as Doppio, you still have to earn the full form, and dying costs a stage.
The World in Stand Out The WorldS Tier PinnacleClose-range pressure, knife volleys, and a choice of quick or full Time Stop.
  • Knife Throw lets you start applying pressure before you commit. Hole Puncher closes the gap when the opponent would rather hold their ground.
  • The quick stop is a strong answer to a scramble. Use the full cast when you have room for the windup and can actually use the extra time.
  • Tandem Flank gives you pressure from two sides, and Stand Jump means you don’t have to spend a freeze just to reposition.
  • Road Roller is the payoff. Against other Time Stop users, account for the Ability gap and how much time you’ll have left after the cast before you commit.
Star Platinum in Stand Out Star PlatinumS Tier PinnacleMidrange checks, a pull, and strong projectile defense.
  • Star Finger threatens just outside ordinary punch range. Inhale lets you drag opponents back into the space where your close-range moves matter.
  • Platinum Parry can catch or deflect projectiles while summoned, so you have an answer to guns before spending any meter.
  • Stand Jump and Tandem Flank give you ways to change the angle or press an opening while you’re building toward Time Stop.
  • The full stop takes four bars and has recovery after the freeze. The reason I still put it in S is that the base kit can win a duel without waiting for it.
The World: Alternative Universe in Stand Out The World: Alternative UniverseS Tier Pinnacle · EvolutionA gun-led variant of The World with strong midrange pressure.
  • Deadly Shot is a frequent ranged check. Take the follow-up for the extra hit when it matters, or skip it to keep the shorter cooldown.
  • Hole Puncher threatens players who stand their ground between shots, while Stand Jump lets you change the angle entirely.
  • Quick Time Stop can swing a close exchange. The full version gives you a longer window when you have time to set up, but an Ability disadvantage matters in a clash.
  • I’d take AU over base The World if I wanted to play around midrange spacing. The gun gives you something worth doing while the rest of the kit is on cooldown.
Kraft Work in Stand Out Kraft WorkS Tier EpicProjectile control, kinetic setups, and flexible movement.
  • Fixation can stop projectiles, loose objects, and piloted Stands. Against players who lean on those tools, their usual approach can hand you ammunition.
  • Marking someone Krafted opens up held Werk or a volley from your stored objects. The other player has to account for where those objects are suspended as well as where you’re standing.
  • Stepping Stones and Kinetic Leap let you take a rooftop angle or leave a bad position without waiting for a full setup.
  • Contact Fixation can be blocked, held Werk can be perfect blocked, and dismissing clears your stored objects. It earns S for how many options it gives a player who can manage the setup.
A Tier: Excellent picks
Magician’s Red in Stand Out Magician’s RedA Tier LegendaryFire projectiles, forced movement, and a close-range finisher.
  • Life Detector makes Crossfire Hurricane harder to evade, especially with Ability investment. Place it where you want to fight, because the tracking depends on staying nearby.
  • Red Pull brings runners back into range, and Red Bind lets you move and attack while the Stand controls its target.
  • Flaming Grasp gives you a way to finish weakened enemies. The spread on held Crossfire is useful when several targets share a lane.
  • I’d keep this for story fights and raids as readily as PvP. It falls short of S when the fight keeps moving away from your detector.
Silver Chariot in Stand Out Silver ChariotA Tier MythicalFast fencing pressure with a ranged punish and a low-health grab.
  • Armor Toggle lets you turn up your attack speed when you have the advantage. Rapier Rush gives you a straightforward way to cash in at close range.
  • Blade Eject can chip and bleed through ordinary guard, so backing up and holding block doesn’t get the opponent entirely off the hook.
  • Your Last Moments beats ordinary guard and can execute a weakened target. It can still be perfect blocked, so avoid using it on an obvious rhythm.
  • This is a reliable melee pick for duels and straightforward PvE. A mobile opponent who repeatedly forces you out of sword range makes it work much harder.
Highway Star in Stand Out Highway StarA Tier Rare · Raid Chip availableA pursuit specialist that turns tracking and health drain into sustained pressure.
  • Scent Trap and Pursuit punish players who think breaking line of sight ends the chase. Once they’re marked, you can send Highway Star after them from well outside melee range.
  • Nutrient Siphon rewards you for closing in on a marked target, while Footprint Storm gives you another way to keep the pressure going with meter.
  • Foot Form is useful for wall climbs and pursuit. Check your Nutrients before you commit: below 60, keeping the Stand out makes you slower and easier to hurt.
  • A perfect block can turn back Pursuit’s feet, and getting Soaked strips the scent. It’s an excellent hunter, but I wouldn’t pick it as a low-maintenance bossing Stand.
Heaven’s Door in Stand Out Heaven’s DoorA Tier MythicalBook-based control, a defensive lock, and burst near walls.
  • Book Transmutation opens up Written Command and Page Rip. The conversion starts the play; what you do with the opening determines how much you get out of it.
  • Fly Away is much more threatening with a wall behind the target. In open ground I’d look to restrict movement or guard instead.
  • Safety Lock can absorb the next few direct attacks, and Chapter Counter gives aggressive players another way to get turned into a book.
  • Manga and Become My Character make the control ceiling high. When you struggle to get the first conversion, you have to work harder than the top rushdown picks.
Mandom in Stand Out MandomA Tier MythicalA gun duelist that can rewind a bad exchange or schedule a reset.
  • Rewind can undo six seconds of damage and positioning. You can plan around losing an exchange instead of needing to win every trade outright.
  • Watch Set lets you fight while a reset is pending. Remember where both players were when you started it, because the opponent can get their health and position back too.
  • True Man’s World offers another route out of lethal damage, but it needs a full gauge. Ol’ Reliable and Deadeye carry plenty of the fight before then.
  • I’d pick it for duels over fast PvE clears. It’s great at denying the other player’s best turn, provided you don’t rewind your own best turn in the process.
The Grateful Dead in Stand Out The Grateful DeadA Tier LegendaryAging pressure that gets stronger as opponents stay in range.
  • Withering Mist makes it costly to hang around you. Rotten Grasp speeds up Aging when someone gives you a close opening.
  • On The Train spreads the mist farther and is a real group-fight threat. Give your teammates a heads-up, because they can age too.
  • High Aging cuts attack speed and dash power. The stack-cap kill works on players, so don’t build a raid plan around doing the same thing to a boss.
  • Ice Packs and disengaging give opponents ways to reset the matchup. Senior Citizen also slows your own attacks and dashes while you build meter.
Beyond the Sea in Stand Out Beyond the SeaA Tier Epic · Custom StandGroup control through currents, pulls, and retaliating summons.
  • Maelstrom pulls enemies into one spot. I’d use it to set up an ally’s AoE rather than try to land every hit myself.
  • Riptide moves enemies along a route you choose, while Jellyfish Summon gives you a retaliating threat when you’re busy with something else.
  • Humu Summon and Tsunami give you bigger plays once you build meter. Maelstrom and Riptide already let you contribute before then.
  • It’s a better fit for crowded PvE and group fights than single-target damage races. The big waves cost meter, and Crosscurrent needs time and space to lay out.
200 Balloons in Stand Out 200 BalloonsA Tier EpicA flexible brawler with movable debris, gun pressure, and anti-projectile tools.
  • MAC-10 works with the Stand dismissed, giving you a fallback when a grab or balloon setup isn’t the right play.
  • Inflate turns nearby objects into extra pressure. Total Balloons makes firing into you risky and doubles the inflation your light attacks apply.
  • Relentless Counter can finish a player if the sequence leaves them below 20% health. The threat is most useful when they’re already low and still have to approach you.
  • Sudden Balloons can be blocked, and Total Balloons drains EX while active. It earns A because the kit can still fight when the terrain or gauge won’t support your best setup.
B Tier: Viable with the right setup
King Crimson’s Doppio moveset in Stand Out King Crimson (Doppio Moveset)B Tier Pinnacle · Staged formThe King Crimson kit before you unlock the alter ego.
  • One Frog Phone call gets you Pocket Projectiles and Epitaph. The second adds the barrage and Tantrum, so Doppio plays very differently once you have both arms.
  • Epitaph lets you dodge pressure, and two-arm Tantrum can get you out of stun. A player who expects the smash can parry it.
  • Pocket Projectiles makes loose knives, scalpels, and screws worth picking up. You have to collect them before they become a ranged threat.
  • The second-stage kit can hold its own in a duel. Time Erase and full Epitaph belong in the full form’s ranking, because you can’t fall back on them before the third call.
Hermit Purple in Stand Out Hermit PurpleB Tier Hamon questMobile utility with pulls and charged Hamon synergy.
  • Hermit’s Sling makes crossing the map quick. In a fight, it gives you a useful way to change elevation when there’s a surface to grab.
  • Hermit Grasp ignores ordinary block, and the EX version can reel in a target from farther out and take them out of the air.
  • Boulder Hold gives you heavier attacks and an armored throw. Charged Hamon adds Ripple to key hits, which matters most against vampires.
  • I’d keep it for travel, pursuit, and a Hamon build. It has a less obvious role in a raid that mainly asks for repeatable damage on one target.
Emperor in Stand Out EmperorB Tier RareA ranged duelist with ricochets and a dedicated escape tool.
  • Ricochets let you threaten awkward angles, and Hol Horse Philosophy reopens distance when somebody gets inside your preferred range.
  • Blind Shots trades your movement for projectile steering. Fire from a position you can afford to hold.
  • Held Fan the Hammer gives you armor during the windup and shot. A charged Emperor Shot hits harder, but charging slows you down and stops you jumping.
  • Pulemet is a big commitment at four bars, and its shots can be perfect blocked separately. I prefer Emperor on maps that give me room to kite.
Glory Days in Stand Out Glory DaysB Tier LegendaryGun pressure built around suspended rounds and crossing firing lanes.
  • Glory lets you bank shots before releasing them. That’s most useful when you can predict where the opponent needs to go next.
  • Elevator Trap adds pressure at a doorway or choke, while Knock Knock gives you a guard break if someone walks you down.
  • Ability can buy you extra rounds in the magazine. That’s a useful breakpoint if you keep running dry just as your setup forces the opponent to move.
  • A patient player can avoid your firing lane or push during the reload. This is much better when you can pick the angle than when a boss or brawler keeps you moving.
Catch The Rainbow in Stand Out Catch The RainbowB Tier LegendaryAerial skirmishing and projectile defense when the conditions are right.
  • Rain walking lets you attack from heights that most melee kits don’t want to deal with. Rain Transport can bring you behind an opponent without making a straight descent.
  • Motionless Rain absorbs projectiles, and Body Projectile gives you a grab without bringing your whole body back down to street level.
  • Weapons of Rain applies Soaked, which is useful against a Highway Star player relying on scent and against fire setups you can douse.
  • Rain, fog, and active hydrants give you ways to get the kit going. You can’t count on that access in every fight, which limits an otherwise strong PvP specialist.
Death 13 in Stand Out Death 13B Tier MythicalSleep setup and dream-world lockdown.
  • Sleeping Powder and Sleepwalk give you ways to build Drowsiness without relying on scythe swings alone. Keep up the pressure or the stacks start falling away.
  • Nightmare is the payoff. Get a target to sleep, pull them into the dream, then make use of Scary Box and Phantom Mimicry.
  • A sleeper who summoned beforehand can retain their first two Stand moves. Your body is also exposed while the fight is happening in the dream.
  • I like it more for isolated duels than messy group fights. Stray damage can wake your target before you finish the setup.
Yellow Temperance in Stand Out Yellow TemperanceB Tier EpicA durable scrapper that builds damage through slime and disguise pressure.
  • Living Armor lets you take trades most Stands would avoid. Getting hit drains your air faster, so pick the exchange and give yourself time out of the suit afterward.
  • Assimilation puddles make close quarters uncomfortable. Spreading stacks across multiple targets also increases your own damage.
  • Crawling Temperance gives you a way to change position, while a disguised Play Dead can absorb an incoming blow when someone commits.
  • Borrowed Stand copies the look and punches without giving you the target’s skills. I’d use it for short, deliberate fights around a prepared area.
Notorious B.I.G in Stand Out Notorious B.I.GB Tier LegendaryA high-risk brawler with a second life powered by Mass.
  • Insult makes nearby enemies take extra damage, which is useful before transforming. The catch is that you take 50% more damage while alive.
  • After transforming, Consumption and Starving Tendrils let you chase and feed. Flesh Dome gives you an out when you’re surrounded and stunned.
  • Good Luck lets you spend EX and Hate to transform on your terms. Once you’re in that form, Mass keeps draining, and deep water can end the run outright.
  • It can snowball in crowded PvP where there’s plenty to eat. Against opponents who can disengage or drag you toward water, the second life stops being dependable.
Smoke On The Water in Stand Out Smoke On The WaterB Tier LegendarySoaked setups that turn puddles into steam and open up an EX finisher.
  • Use Super Soaker and Hot Potato to lay down water. A direct balloon hit gives you an opening, but blocking the water shots can deny Soaked.
  • Boil Dry turns standing water into a stun hazard, and Pressure Cooker can launch people around hydrants. Choose where you fight accordingly.
  • Flash Boil finishes a Soaked enemy if the hit leaves them below 15% health. You can’t select someone who’s already blocking.
  • Too much Heat costs you health, and a hit can interrupt venting. I prefer it at choke points where opponents can’t simply walk around the puddles.
Yo-Yo Ma in Stand Out Yo-Yo MaB Tier Mythical · Side quest Chip availableAutomatic pursuit, saliva traps, and support between fights.
  • Drooling Menace can turn connected water into a liability for the other team. Whispers reduces enemy damage, so you can contribute without spending EX.
  • Gourmand Of Spirits takes an opposing Stand out of the fight for ten seconds. The player can still fight on their own, and a heavy hit releases the Stand early.
  • Yo-Yo Ma doesn’t take damage, but it can be stunned or knocked away. Piloting it also leaves you open to someone who goes straight for the user.
  • Crafting, healing, and the damage buff make it useful over a long session. I rank it for attrition and disruption rather than for clearing boss health bars.
Under World in Stand Out Under WorldB Tier MythicalSummons and airstrikes, with Burrow for repositioning.
  • Unearth gives you a second threat at a choke while you line up an airstrike or move to a better angle.
  • You can steer the bomber yourself or send it along an aimed route. Zero Hour costs one bar and gives you another way to pressure a long lane.
  • Burrow lets you change the angle of a fight, and Underground Illusion Chamber gives you a way to punish someone who follows you into the wrong space.
  • Digging and lining up runs give an aggressive duelist time to close in. I’d bring it to group fights where someone else can keep enemies in the strike zone.
Walking Heart in Stand Out Walking HeartB Tier EpicVertical mobility with charged spikes and guard pressure.
  • Wall and ceiling traversal lets you change your approach instead of feeding someone the same ground-level angle every time.
  • Fully charging Spike Creation breaks guard. Ground Impale punishes someone who plants their feet, but the strike locks onto a position early enough to jump or dash away.
  • Impale EX can catch up to three targets, giving you a payoff when opponents bunch up. They can still parry it.
  • It’s a useful skirmisher when there are surfaces to exploit. On flat ground, the telegraphed spikes are easier to play around.
The Sun in Stand Out The SunB Tier LegendaryLong-range solar pressure with heat management and a large EX hazard.
  • Solar Snipe checks distant targets, and Solar Onslaught gives you another ranged threat while you keep your heat up.
  • Solar Flare gives you a close-range answer when someone gets inside beam range. Its newer two-bar cost makes it easier to fit into a fight.
  • Callous Sol gets larger as you charge it and leaves burning ground. It’s best when players have a reason to stay in the area you’re targeting.
  • Your strongest zone denial takes time or meter. I’d use it in a fight with room to work, especially if an ally can make it harder for opponents to rush you down.
Tubular Bells in Stand Out Tubular BellsB Tier EpicTraps and tracking built around turning metal objects into animals.
  • A scent lets your animals pursue through walls. Balloon Flowers cover approaches while you prepare more metal, as long as you face them toward the route that matters.
  • Hold Inflate to make bigger threats. Saving one of each animal gives you the T-Rex version of Balloon Beast if you’re building around the four-bar EX.
  • Balloon Parade and Lead Balloons use your stock to pressure different angles. Both are easier to make use of if you prepare before the fight.
  • It can be a nuisance in town with props everywhere. In a fast duel with little metal or time to charge, the more direct kits get to play sooner.
Harvest in Stand Out HarvestB Tier EpicMobile colony control with ambushes and strong scavenging utility.
  • Colony Carry works across surfaces, so you can route around a fight or get to the next farming spot without taking the usual path.
  • Ambush squads can sit on floors, walls, or ceilings. Harvest Tornado gives you something to press when an opponent gets right on top of you.
  • Search Party is why I’d keep Harvest on a farming character. Ability improves searches and poison damage, so the investment pays off outside duels too.
  • Some of your nastiest traps need the whole colony or several bars. An opponent who keeps moving can make you choose between leaving pressure in place and bringing the swarm back.
Beach Boy in Stand Out Beach BoyB Tier RareAn isolation specialist that turns a clean hook into bleed and displacement.
  • Quickcast is the important opener. Once the hook lands, Double Snag and Set the Hook let you keep the target bleeding or throw them out of position.
  • Target Swap keeps most of your hook depth, so you can change plans without starting the reel over.
  • Fish Filet can tear off an arm at full depth, but it can be perfect blocked. Focused Fishing slows you down and spends EX as you reel.
  • I’d take it when splitting one player away from a group matters. Until the first hook sticks, you don’t have the immediate pressure of a simpler brawler.
Smooth Operators in Stand Out Smooth OperatorsB Tier LegendaryConfigurable colony support with healing, debuffs, and a guard break.
  • Injury Shift can patch you up and transfer damage afterward, letting you recover from a bad trade and still threaten the next one.
  • Anyone’s Weakness breaks guard. Rearrange can slow and blur a target, and a full colony adds an attack debuff.
  • Extra operators move more slowly and pass more incoming colony damage back to you. Don’t send all four just because you can.
  • I’d bring it for support and close-range disruption. Zip It cuts off chat and ISHI hides the health display; Injury Shift and the guard break do more to swing a fight.
C Tier: Niche picks
Mr. President in Stand Out Mr. PresidentC Tier RareA pocket room, shell defense, and the BANKEY fighting stance.
  • Entrap and Room Eject let you control who goes into or comes out of the room. That can interrupt a fight or buy time for the group.
  • Shell Defense gives you a way to wait out pressure. BANKEY adds a dedicated forward Key dash for when you want to take the initiative.
  • You need the turtle nearby and out of its shell to draw the Key. That’s one more condition to manage when someone’s already chasing you.
  • I’d keep it for getting people out of bad situations. In a straight duel or a boss damage check, other Stands put more of their kit toward winning the fight.
Rolling Stones in Stand Out Rolling StonesC Tier MythicalAn autonomous hunt with a dangerous but conditional finish.
  • The stone can instantly kill its marked player on contact, but it can start by choosing someone other than the person you’re fighting.
  • If you get the right mark, hammer fragments can take half a boss’s maximum health. It’s a huge payoff when the mark and setup cooperate.
  • You can carry or pause the stone to manage the hunt. Carrying can protect you under the right conditions, at the cost of being unable to attack or heal.
  • It’s a creative pick for a planned encounter. In open PvP, a hidden timer and a stone you can’t simply recall give you less control than a conventional kit.
Burning Down The House in Stand Out Burning Down The HouseC Tier EpicA utility room for storage, retreating, and team buffs.
  • Set up a room before a fight and it can hold throwables and serve snacks that boost movement or basic attack speed.
  • Play Giorno’s Theme cleanly for a 30% damage boost that lasts a minute for everyone inside. That’s real team value if you can time it before a push.
  • Ghost Revolver gives you a shot that bypasses block. Ghost Research helps against one specific Stand matchup once you spend the meter.
  • Most of the payoff needs time, a wall, and a team willing to set up. For solo progression or an unplanned fight I’d take something with more direct offense.
Cinderella in Stand Out CinderellaC Tier RarePre-fight buffs, cosmetic tools, and a few unusual grabs.
  • Change of Face can give you a benefit that lasts until death. It’s most useful when you can prep yourself or an ally ahead of the fight.
  • Hair Cut can extend an opening, but it also heals and gives EX to both players. Think twice before funding the opponent’s next big move.
  • Limb Replacement and Permanent Body Change can alter a matchup if you get the setup. Stealing someone’s look and stats doesn’t give you their Stand skills.
  • Useful for a specific team plan or customization. It doesn’t apply enough repeatable pressure to take it over a dedicated combat Stand.
Hey Ya! in Stand Out Hey Ya!C Tier EpicLuck-powered support with defensive options and throwable utility.
  • Premonition gives you a counter or a way to lean on lucky dodges. That’s more useful when you expect pressure than when you need to start it yourself.
  • Lucky Observation can strengthen a throwable, but you still have to find it, pick it up, and land the throw.
  • Whispers gives you tasks to help keep the luck system going, and Ability raises your reserve. A bigger reserve doesn’t make it fill faster.
  • Ride Along has its uses with a teammate. I’d bring Hey Ya! for the support tools and let another kit do the heavy lifting against a boss.
Strength in Stand Out StrengthC Tier LegendaryA pilotable ship with traps, a chain pull, and a scavenging niche.
  • Hooked and Hull Trap give you ways to keep someone near the ship. Ship Scraps can lob debris over cover.
  • Power and Speed modes let you change how you use the ship. Ability makes it larger, so take the terrain into account before you invest around it.
  • Ground piloting and the lack of EX moves limit your answers when the fight leaves the spot you prepared.
  • There’s a practical reason to keep it around the coast for crate farming. It’s a harder sell for mobile duels or a raid that asks for steady damage.
Super Fly in Stand Out Super FlyC Tier EpicTower defense built around trapping, climbing, and returning stored damage.
  • Damage Redirection can punish anyone who keeps hitting your tower. You can also charge it yourself if you have time before the fight.
  • Screw Volley and the power line let you threaten or move around the tower without committing to a rushdown fight.
  • A lone prisoner who tries to leave turns to metal, so check who’s inside before planning your exit.
  • Tower Reposition can move the setup at an EX cost. It works best when there’s a reason opponents can’t simply walk away from the tower.
Unranked: New additions
November Rain in Stand Out November RainUnranked November additionRain-based area control with Make It Rain, Tilt, and Heavy Rain.
  • The area pressure is clear. I’d wait to place it until we know how punishable the casts are and how reliably the rain catches a moving opponent.
Image pendingThe HustleUnranked November additionA melee kit with damage reduction and extra damage against piloted Stands.
  • While summoned, you take 10% less damage, deal 5% more melee damage, and deal 50% more damage against piloted Stands. Pressing R while blocking can deflect bullets.
  • Throat Grab and Muscle Spasm give it more to work with than the passive alone. The question for its tier is how safely it can get in and maintain pressure against a defensive player.
Image pendingThe MATTEKUDASAIUnranked November additionA setup kit with False Structure, The Net, The Gift, and Fake Camera.
  • It has several ways to prepare an area before the opponent arrives. I’d want to see which traps keep working once players know what to look for.
Big Mouth Strikes Again in Stand Out Big Mouth Strikes AgainUnranked November additionDisguise and ambush tools, including Fragmented and Identity Theft.
  • Its placement depends on how safely it can set up the disguise and turn it into an opening against another player. The Charming Man boss fight doesn’t settle that.
Image pendingLyin’ EyesUnranked November additionLaem Chabang’s Stand, with tools such as Yes or No and Locate.
  • Locate gives it a tracking tool. I’d wait for a clearer picture of how its control moves lead into a punish and how often it can use them.
Kiss in Stand Out Kiss (Kizz)Unranked November additionAnnounced in the November 10 update.
  • Its move interactions and availability in the public build still need a check before I’d put a tier on it.

Cat Size, John Rod, Tower of Gray, and West End Girl were taken out of the Arrow pool for reworks and are outside the active rankings. Doppio and full King Crimson share one Stand but get separate ranks because they fight differently.

RELATED: Stand Out Codes — Free Mysterious Arrows

How to Get the Best Stands in Stand Out

You get your first Mysterious Arrow after the tutorial, and you can earn more through the story, Bounties, and raids. I’d use regular Arrows while you’re still figuring out what you like. Once you have a specific Stand in mind, switch to an Arrow that can actually roll it or farm its Stand Chip. Of course, check out the Stand Out Tier List first.

  • Star Platinum or The World: Craft a Part 3 Mysterious Arrow. It only rolls Part 3 Stands and gives Star Platinum and The World a 5% chance each. You can also fight Jotaro during the day for a chance at a Star Platinum Chip or DIO at night for a chance at The World Chip.
  • King Crimson: A Part 5 Mysterious Arrow has a 5% chance of rolling King Crimson. If you start in Doppio’s form, complete three Frog Phone calls, then hold Summon to switch to the full moveset. You can also get the full King Crimson Chip as a 1% Hard Train Raid drop or buy it for 200 Train Raid Tokens.
  • Kraft Work: This is an Epic Part 5 Stand, so use regular Arrows or narrow the pool with a Part 5 Mysterious Arrow. Skip the Bizarre Arrow for this one: it removes Epics from the pool entirely.

Star Platinum: The World and The World: Alternative Universe come from Opal Roka. Use it on base Star Platinum for the former or on base The World for the latter. There’s a 10% chance to get the alternate form and a 10% chance to lose the Stand outright. The other 80% of the time, your Stand stays the same. I’d wait until I had a backup before gambling away my only copy.

One last stop before you reroll: D’Arby at the Docks can store your current Stand as a Chip. Using another Stand Chip directly permanently replaces the Stand you have equipped, so store anything you’d regret losing before you try out your new roll.

Stand Out Tier List: Best Stands for PvP, Raids & Farming

Star Platinum: The World is my first pick for duels, Magician’s Red is the Stand I’d bring to a raid, and Harvest is the one I’d keep for farming materials. Your best pick depends on what you spend most of your time doing. A Stand that punishes every whiff in a duel can still be a lousy choice for an hour of scavenging.

  • Best for PvP: Star Platinum: The World, full King Crimson, and Kraft Work. Star Platinum: The World gets an instant one-bar Panic Time Stop, so you can threaten a freeze without hoarding your entire EX gauge. Full King Crimson is better if you like baiting attacks and punishing from behind with Epitaph and Decree. I’d take Kraft Work into fights where guns, throwables, or piloted Stands are a problem. Fixation can turn the other player’s favorite opening into ammunition for yours.
  • Best for raids: Magician’s Red, Silver Chariot, and Beyond the Sea. Magician’s Red is my all-around pick: tap Crossfire Hurricane to attack at range, or hold it for a spread when enemies bunch up. Silver Chariot is the simpler choice when you can stay close and keep stabbing. I’d bring Beyond the Sea for crowded rooms, where Maelstrom can pull enemies together for the rest of the party to hit. Against a single boss, I’d lean toward Magician’s Red or Silver Chariot.
  • Best for farming: Harvest for materials, Magician’s Red for combat. Search Party lets Harvest scout for items and dig up coins or common materials, while Colony Carry makes the trip between stops quicker. If your farm is mostly Bounties or other fights, take Magician’s Red instead. You can open with Crossfire from range and use Red Pull when an enemy starts backing out of reach.

If there’s one thing I’d take away from this Stand Out Stands Tier List, it’s that you don’t need to reroll every time you land outside S tier. Keep Harvest if you spend your evenings scavenging, stick with Silver Chariot if it’s getting you through raids, and save your Arrows for a Stand you actually want to play. If you do decide to chase a Pinnacle, visit D’Arby first. The only thing worse than rolling the same Stand three times is realizing you just rerolled the one you liked.

Thanks for reading, and since you're here, you should also check out some of our other Stand Out guides and Roblox Tier Lists; you'll find a lot of really good stuff.


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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

Find Nikola Savic on: Twitter

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