A Bizarre Run gives every player a free Stand in the first five minutes, then makes the rest a lottery. The game defines 17 Stand styles. Seven can come out of the first-Stand cards, ten come out of a Stand Arrow in a random draw, and one has its own quest. This guide lists all of them, what each one’s four abilities are, and the exact odds behind the arrows and skins.
Quick answer: the tutorial’s three card screen gives your first Stand free from a pool of seven. After that a Stand Arrow gives a random Stand from a pool of ten, and you can craft one from five Arrow Fragments. Spin is the exception: it comes from Gyro’s story quest, which unlocks after two race finishes.
How you get your first Stand
The first race is a tutorial, and it opens with a card screen that reads “Pick a card to get your first Stand!”. Three cards sit face down. You tap one, the game turns all three over so you can see what you nearly had, and offers Continue and Reroll (1). That single reroll is free.
Our roll was Pin Bomber, Anubis and The Sun. We kept Anubis, which is what the Stands menu showed afterwards as Equipped in slot 1.

Only seven Stands can appear on that screen: Anubis, Star Platinum, Tusk, Pin Bomber, Mr. President, The Sun and D4C. If none of them suits you, the free reroll is worth burning, because the free slot is the only one you get without paying or crafting.
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These are the game’s own 17 styles, in the order its Stands menu lists them. “Arrow” means the Stand can come out of a Stand Arrow. “First cards” means it is one of the seven the tutorial can deal you. Abilities are the four the Stand gets on its action bar, in order.
| Stand | Arrow | First cards | Its four abilities |
|---|---|---|---|
| Star Platinum | Yes | Yes | Punishment, Kick Barrage, Star Finger, Uppercut |
| Anubis | Yes | Yes | Low Slash, Crescent Slash, Anubis Counter, AfterImage |
| Tusk | Yes | Yes | Focused Nail Shot, Rapid Nail Shot, Nail Slash, Nail Glide |
| Sandman | Yes | No | Silent Trap, Acoustic Shockwave, Hunters Assault, Symphonic Enchantment |
| Pin Bomber | Yes | Yes | Wasp Throw, Rats, Water Pour, Look What You’ve Done |
| Mr. President | Yes | Yes | Refreshments, Shake, Key Counter, Turtle Toss |
| The Sun | Yes | Yes | Solar Ray, Flare Rain, Mirror Box, Heatwave |
| D4C | Yes | Yes | Flag Slam, Clone, Counter Maximus, Dimension Warp |
| Pork Pie Hat | Yes | No | Reel, Bug Attack, Gas and Match, Play Dead |
| Scary Monsters | Yes | No | Jurassic Veil, Feast, Fossilization, Dino Legion |
| Spin | No | No | Double Throw, Kneel, Steel Rush, Steel Reversal |
| John | No | No | Punishment, Star Finger, Harpoon, Uppercut |
| Six Pistols | No | No | Prone Shot, Double Knee, Redirection Shot |
| Lonesome Me! | No | No | Dismantle, Thread the Needle, Lasso Redirect, Spread Out |
| Vergil | No | No | Low Slash, Vergil Blitz, Anubis Counter, AfterImage |
| ??? (the shadow one) | No | No | Shadow Punch, Shadow Rush, Shadow Counter, ZA WARUDO |
| Jonathan | No | No | Hamon Uppercut, Zoom Punch, Scarlet Overdrive, Sunlight Yellow Overdrive |
Star Platinum, Anubis, Tusk and D4C also swap in a different set of four when they awaken. Star Platinum’s awakened bar is Beatdown, Kick Barrage, Harpoon and Uppercut. Scary Monsters’ awakened bar is Tail Whip, Maul, Stampede and Dino Legion. John’s awakened bar becomes Beatdown and Iggy!. Anubis keeps the same four names in awakening; we have not seen what changes about them.
The six Stands we cannot find a route to
John, Six Pistols, Lonesome Me!, Vergil, the unnamed shadow Stand (“???” in its own menu entry) and Jonathan all exist in the game’s Stand list, each with four working abilities. None of them is in the arrow pool, none appears on the first-Stand cards, and we could not find any shop item, quest or item that hands one over during our play session. We are leaving them as “in the game, route not confirmed” rather than guessing, and we will update this page when one turns up in play.
Spin has its own quest from Gyro
Spin is the one Stand with a written-out unlock. The NPC Gyro gives a story quest called Gyro’s Spin, and it only appears after you have finished two races. It runs in two parts.
Part 1: Basic Mastery
- Slipstream behind another player for a total of 15 seconds. Any race, any rider.
- Find Gyro’s Steel Ball in Stage 1. A single pickup, marked 300 studs away.
- Finish Stage 1 in the top 10.
Turning those in to Gyro pays the Steel Ball itself. The item’s own description reads: “Standless only. Equip to replace your revolver with three Steel Balls. Each thrown ball recharges after 15 seconds.” Try to equip it with a Stand active and the game refuses with “You must be Standless to equip Steel Ball.”
Part 2: Desert Hazards and Combat
- Defeat 10 players in Stage 2.
- Collect 1 Defused Pinbomb for Gyro. The item text is “A harmless pinbomb. Bring it back to Gyro for your training.”
The reward for part 2 is the Spin Stand itself. The quest’s own instructions say to use any Stand for the objectives and then speak to Gyro and claim Spin while Standless, so clear your active slot before the hand-in.
Four Stand slots, two of them free
The Stands menu in the lobby has four slots. Slot 1 holds your first Stand, slot 2 starts empty and is free to use, and the last two are Robux unlocks:
| Slot | What it says | Cost |
|---|---|---|
| 1 | Your first Stand, marked Equipped | Free |
| 2 | EMPTY SLOT 2, with an Equip button | Free |
| 3 | STAND SLOT 3, padlocked | UNLOCK R$ 199 |
| 4 | STAND SLOT 4, padlocked | UNLOCK R$ 300 |
Careful: pressing Equip on the empty slot does not warn you that it is empty. It simply makes that slot your active one, so the character walks around with no Stand until you fill it. We did exactly that and had to go back and press Equip on slot 1 to get Anubis back. If you have not raced yet, our first-race walkthrough covers the horse, the checkpoints and the revolver.

Where Stand Arrows come from, with the odds
An Arrow’s own description is blunt: “Changes the user’s stand to a random one.” Five Arrow Fragments craft into one Arrow in the Craft tab of the Stands menu. Here is every source we could measure.

The Bizarre Spin wheel
The wheel’s own Spin Odds panel prints these numbers:
| Prize | Chance |
|---|---|
| Shiny Stand Arrow | 0.5% |
| Rokakaka Fruit | 3.5% |
| Stand Arrow | 5% |
| Stand Arrow Fragment | 20% |
| $1,000 Cash | 30% |
| $500 Cash | 41% |
Spin Tickets are free from the daily login and from race placements. A 1st place finish always pays a ticket, 2nd pays one 75% of the time, 3rd 25% and 4th 5%. We spun twice from the day-one login reward: one turn gave an Arrow Fragment (20% band) and the other gave $1,000 (30% band), which is exactly the sort of run the odds predict.
The 7-day login rewards
| Day | Reward |
|---|---|
| 1 | $1,500 + 2 Spin Tickets |
| 2 | Stand Arrow + Rokakaka Fruit |
| 3 | 3 Trait Rerolls |
| 4 | 3 Spin Tickets |
| 5 | Zebra Horse |
| 6 | $3,000 + 3 Passive Rerolls |
| 7 | Shiny Arrow + Rokakaka Fruit + $5,000 |
Day 2 is the cheapest Arrow in the game: one free login. Miss a day and the streak resets, and the panel sells a Skip Day product to jump ahead.

Races and the quest board
Arrows also turn up inside a race. The weekly quest “Find Stand Arrow” only asks you to find a stand arrow and pays $750 for it, which tells you the item spawns on the course. There is a matching weekly, “Find Corpse Part”, worth the same $750. Daily quests on the same board pay $500 for a top-10 Stage 1 finish and $150 for using your awakening 10 times.
What the shop charges
| Item | Robux |
|---|---|
| Shiny Arrow | 499 |
| Shiny Arrow x3 | 1,399 |
| Shiny Arrow x5 | 1,999 |
| Shiny Arrow x10 | 3,499 |
| Rokakaka Fruit | 49 |
| Rokakaka Fruit x3 | 139 |
| Stand Card Reroll | 99, 199, 299 or 399 by tier |
| Shiny card reroll | 299 |
Card rerolls have a 10-second confirmation timer before the purchase goes through.
Skins, and the odds for each one
Every Stand has a default look and, for most of them, unlockable skins. The Skins tab of the Stands menu prints the percentage of each skin on the card. A draw carries a skin 10% of the time, and that 10% is split between the Stand’s available skins.

| Stand | Skins and their chance |
|---|---|
| Anubis | Gladius 3.33%, Pluck 3.33%, Shadow 3.33%, Default 90% |
| Star Platinum | Female 6%, OVA 4%, Default 90% |
| Tusk | Beanie 5%, Golden Tusk 5%, Default 90% |
| D4C | Neck D4C 5%, D4C Hoodie 5%, Default 90% |
| Mr. President | Ninja 5%, Golden Turtle 5%, Default 90% |
| The Sun | Moon 5%, Heated Sun 5%, Default 90% |
| Scary Monsters | Plushy 10%, Default 90% |
| Spin | Cannon Ball 2.5%, Crystal Ball 2.5%, Morning Star 2.5%, Tomato 2.5%, Default 90% |
| Pork Pie Hat, Pin Bomber, Sandman and the rest | Default only in the roll. Sandman also has a Moonlight Cultist skin that is marked exclusive, so it does not come from a draw. |
A Shiny Arrow behaves differently from a normal one: its description says “Requires an empty active stand slot. Pick a card to unlock its skin and stand”, so it always brings a skin, and it also refuses an occupied slot. Spin is the one Stand a Shiny Arrow will never hand you, which fits the quest being its only route.
Which Stand to pick first
We are not going to publish a damage tier list we cannot back with numbers, so this is a pick for the abilities you will actually get use out of, across both modes. A Bizarre Run has two: Race, which is the horse race through the stages, and Battlegrounds, a free-for-all arena where your Stand does the work.

- Star Platinum, if you want the simplest damage kit. Punishment, Kick Barrage, Star Finger and Uppercut are four ways to hit someone, and its awakening replaces them with Beatdown, Harpoon and friends. For a first Stand you have to win fights with, this is the most forgiving set.
- Anubis, if you like countering. Two slashes, a dedicated counter and AfterImage give you a defensive answer to a pressed attack, and it is what we ended up holding through the tutorial.
- Tusk, for range plus movement. Three nail attacks and Nail Glide, so you can keep distance and still close a gap.
- The Sun, Pin Bomber, Mr. President and Sandman, for area control. Their kits lean on zones, traps and support tricks rather than a single big hit, which is awkward while you are still learning the arena.
- D4C, for players who will use the tricks. Flag Slam, Clone, Counter Maximus and Dimension Warp reward setup, but Dimension Warp is a long-cooldown escape, so a bad first pick here feels worse than a bad Star Platinum.
A wrong pick is not permanent. Clear the slot with a Rokakaka Fruit (“Upon consuming this fruit, resets the user’s ability”), then use an Arrow, or just aim the next Arrow at your free second slot so you can swap between two Stands.
Questions players ask about Stands
Can I get a second Stand without paying?
Yes. Slot 2 is free, so an Arrow aimed at the empty slot gives you a second Stand and leaves your first one intact. Slots 3 and 4 cost R$199 and R$300.
Does an Arrow overwrite the Stand in that slot?
Not on its own. An Arrow used on an occupied slot does nothing, so eat a Rokakaka Fruit first to clear the slot, then fire the Arrow. Our first-race walkthrough covers the same rules in the order the game introduces them, along with the rest of a race from start to finish.
Can I choose which Stand the Arrow gives me?
No. The Arrow draws at random from the ten, and rerolling the card screen is the only way to nudge the result, at 99 to 399 Robux a reroll depending on the tier.
What does “Evolution: None” mean in the Stands menu?
Every slot carries an Evolution line under the Stand’s name, and ours reads “None”. We could not find anything in play that evolves a Stand, so we are not going to invent the rule for it. If it changes, this page will say so.
Do Stand skins change anything?
The game’s skin data separates cosmetics from function, and the Skins tab only tracks which look you own. We saw no change in the ability bar when a skin is unlocked.
