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This page will detail strategies to fight players using all different stands and specs and all bosses in the game. Stands will only go over specific types of stands, only singling out stands that have unique abilities that make them very hard to deal with. Different strategies work better for different people when fighting other stands so adding multiple ways to fight will help people to know better about what to do.

Bosses[]

Joseph Joestar[]

Joseph's battle is unique as the only thing you are allowed to use is regular Hamon. If you want to fight him you should be a high level and invest carefully in your stats as you will be doing a lot of running away. Shift-lock and first-person are the best ways to fight as you can constantly face towards him as you run away. Don't stay close to him for too long or you will die quickly, even with a high amount of HP. The best method for attacking him is to barrage and do basic attacks at the same time, then quickly dash away before he hits you too much, wait for Sunlight Overdrive to recharge, then repeat. You can use Echoes Act 3 or 4's 3 Freeze or 100x Gravity before you fight, which will do extra damage to Joseph. Heal when needed and don't get close to attack if your health is low. Follow this until he is defeated and you will be able to claim your reward.

Wamuu[]

Wamuu is a fairly easy boss, he doesn't hit too hard and his HP is very low. When at a lower level using a ranged stand such as Magician's Red should be enough to easily defeat him. If you are fighting him when you are a fairly high level and have a lot of investment into the power stat, you can probably one-shot him with anything. This is probably the easiest boss in the game.

DIO[]

To defeat DIO, keeping your distance is usually the key to success. If you cannot keep your distance, timing a barrage attack just before he uses time stop can stun him for the entire duration of his time stop, giving you a chance to run before he can do anything to you. You can also jump or double jump before he stops time so he can't reach you with his attacks. Stands that can cancel time stop or have immunity moves to move in it are very useful as you can basically ignore his ability entirely. Other than stopping time he is nothing special and can be easily defeated by things that do damage faster than he can heal.

Kira[]

A fairly difficult boss, Kira can rewind to revive himself if you can't kill him fast enough. He almost always rewinds once regardless of how fast you kill him, and if you kill him before his next rewind can happen you will win. Stands good for fighting against this are stands that do a high amount of damage in a short time, such as King Crimson, Gold Experience Requiem, and Made in Heaven. When Kira runs away from you, he is about to set off a bomb, so it is best to try and get some distance on him before this happens. Attacking up close is best as close attacks usually do the most damage, and you can use immunity or time stop moves on some stands so you don't get hurt by being too close. Defeating him in under 45 seconds will prevent a second rewind and you will have won.

Diavolo[]

Diavolo is a fairly difficult boss to fight as he has an undodgable time erase attack that does a very high amount of damage, and can dodge your attacks while still being able to attack you. The best stands for this are ranged stands and specs, such as Magician's Red Requiem, Ultimate Life Form, and King Crimson Requiem, Stands that can use immunity moves and attack up close and fast, such as Gold Experience Over Heaven, King Crimson Requiem, and Made in Heaven, and stands that can keep you alive longer than the enemy, such as Killer Queen Requiem and Star Platinum Over Heaven.

Ultimate Dio[]

Ultimate Dio is a difficult but simple boss. He combines attributes of all other bosses, and has his own unique abilities that have to be dealt with. He only rewinds once no matter what, and doesn't have the same 45 second timer that Kira does. He time stops, time erase teleports, dodges, and does up close attacks very fast. His unique attributes are that lightning strikes all around the map while fighting him that will damage you if you are hit, and he can do a crush attack should you be too close. Long range abilities and abilities that keep you alive for a long time will help a lot in this fight, such as Star Platinum Over Heaven, Killer Queen Requiem, and D4C. Attacking at a range is the best idea, as it will prevent him from being able to use the crush attack, which he can do basic attacks to you for the duration of, letting you escape an ability that is usually a death sentence. Fast attacking stands are good for fighting up close, such as Gold Experience Over Heaven, Made in Heaven, and King Crimson Requiem, as they have immunity moves that let them survive the crush attack and they can deal damage fast enough that he may never even rewind. Not all stands will work for fighting him solo, so it is best to get together a team of several strong stands to defeat him very quickly.

Kars[]

Kars is the strongest boss in the game, with a million HP and powerful ranged attacks. It is important to fight him with stands that do a lot of damage and have immunity moves or other abilities that can save your life, such as GEOH, KQOH, KCR, KQR, D4C, and MIH. GEOH, KQR, and KQOH are able to revive after dying, with GEOH only being a 30% chance and KQR and KQOH having a cooldown. GEOH, KCR, MIH, and D4C have temporary immunity moves to protect against his strong attacks. D4C can use dimension hop to heal if needed, and give you time to think of a strategy if you need it. KCR and GEOH have healing moves, which when combined with your spec's healing can heal you by a large amount at critical moments. KCR, GEOH, MIH, and KQOH have stun moves so you can quickly punch the enemy since they have fast basic attacks or give an opening to run away if you need it. D4C, MIH, and KQOH have barrages that deal incredible damage and stun giving you an opening to set up for another attack. KQOH and KQR have strong bombs, with KQOH being stronger of course but having a longer recharge, that can used to damage Kars easily, with KQOH being able to set it off any time and KQR being able to set it and run so they don't get hit with close attacks and having time to dodge the ranged attacks. KCR and GEOH have a passive chance to dodge/cancel the enemy's attack, making them great even if the immunity moves of them are on recharge still.

Funny Valentine[]

Funny Valentine is a heavily damaging boss which focuses mainly on ranged damage. He comes with a rather interesting restriction, where he, due to the steps required to summon him, can only be fought with time stopping stands. The best stand for this fight is SPOH, but TWOH can also be used. This is the only boss fight where TULF is the better choice, due to its shield ability, which is the only way to negate Doppelganger's seeking bullets. The strategy is mainly to dodge Funny Valentine's volcano dimension with Teleport, and shield when he uses Doppelganger. For some reason, Funny Valentine can also teleport behind you. This opens up the possibility of teleporting out of the arena and flying to cause Valentine to fall out of the world. An easy way to fight and kill him is to have the menu open to teleport from Morioh to the spawn area when you enter the fight, and then use it to teleport back to spawn and bring the boss into the safe zone. Doing this requires all players in the server to be in the safe zone otherwise if FV kills one of them it will waste the summon. Do not stop time on him when he is using Love Train, otherwise the move and the damage you could have dealt during it will be wasted.

Pucci[]

Pucci is a boss that does moderate damage, and has a Death Slice ability that is similar to King Crimson Requiem's Death Shot, as well as having a dodging feature. High damaging Stands such as Gold Experience Over Heaven, Star Platinum Over Heaven, King Crimson Requiem, Killer Queen Over Heaven, and D4C work very well for defeating him. Abilities that give healing and immunity are very good against him as well. This boss has a critical weakness that will instantly kill him, being Killer Queen Over Heaven's Shock Wave move and Silver Chariot Requiem's Shadow of Sleep move. Using it during the battle ends it and gives you the stand immediately, seemingly killing the boss regardless of if you deal any damage with the move or not.

Stands[]

Close Ranged Abilities[]

Close range abilities with nothing else to offer besides up-close damage are easily countered by anything with a long range attack. Time stop and immunity moves can be used to get up close to them and defeat them that way. Stands that are close range, but can stop time or become immune are more difficult to counter and are detailed below.

Time Stop Stands[]

Time stopping stands are fairly common, with there being 8 different ones in the game. Different stands have different time stop lengths, with the durations being 4 seconds, 6 seconds, and 9 seconds. The shorter lasting ones can be defeated by having a range advantage over the enemy, which will cause the time stop to run out of time before they can reach you. The longer lasting ones usually require stands able to cancel time stop or move in it. This includes all time stop stands (except SP and TW), Weather Report, King Crimson, King Crimson Requiem, Made in Heaven, Crazy Diamond Requiem, Gold Experience Requiem and Gold Experience Over Heaven. Killer Queen Requiem works as well if you can get Sheer Heart Attack Requiem activated before time is stopped. Tusk Act 4, Shadow: The World, Plague Stand and Magician's Red Over Heaven have the ability to attack in time stop, but not move.

Immunity Users[]

Immunity move stands are able to be countered in nearly the same way as time stop users. Some stands that cancel time stop also cancel immunity moves, with these stands being Made in Heaven, Gold Experience Requiem, and Gold Experience Over Heaven. All stands that use immunity (except GEOH) can have it cancelled by using Revert to Zero or Time Acceleration. These moves are also immunity moves, so the stands with these moves are able to counter each other by cancelling the other's move. D4C's immunity moves are unable to be cancelled by anything currently because they work differently, and GEOH's RTZ activates twice when used, so if you cancel the first time, the second activation will still protect them.

Long Ranged Abilities[]

Ranged abilities such as Magician's Red Requiem and Ultimate Life Form are best countered with themselves, and abilities with immunity moves, such as King Crimson, Made in Heaven, and Kars Hamon. Some abilities are harder to defend against, like ULF's Light Beam, as it is instant and has only a short charge up before it happens. Light Blade and Fire Ball are easier to defend against as they take time to reach their target. Stands like The Emperor and Six Pistols take only a short time for their shots to reach the target, giving only a small window of time to defend yourself. These stands have intervals in which they can't attack that can be taken advantage of to kill the user quickly.

Gold Experience Over Heaven[]

GEOH is a very powerful stand that is hard to counter unless you have certain stands that are strong enough to compete with it. King Crimson Requiem and D4C Variants are the best stands to use against it, as when using them properly it is hard for them to fight back. King Crimson Requiem's ability to see where enemies are and target them at an immense range with Death Shot is very good for attacking as it gives you a range advantage with an extremely powerful move. D4C is the best one to use to counter it, as it can use Dimension Hop to be immune to all attacks and be invisible, for as long as you would like. Popping out the dimension and immediately using Barrage on the GEOH user will stun them and they can't fight back because of this. You can summon Doppelgangers so they can shoot while you barrage, and you can activate Volcano Dimension to send them away to die a fiery doom. If they happen to survive Love Train can be used to escape and be invincible, as it can't be cancelled by RTZ, and prepare another attack. Ranged stands also can work well, but it is difficult to use them as GEOH's RTZ lasts a long time and its effects happen twice, and it can cancel the damage of a move that hits it quite often with the passive version, making stands like D4C better options since they attack fast and strong, making any hits be worthwhile. Be careful of the Back to Life passive, as it can make your efforts to kill the stand user worthless.

Gold Experience Requiem[]

GER can be countered in the same way that GEOH can, but as it has no passives, it is easier to do so. Ranged moves work very well as GER's range is fairly low, meaning that by outranging it with abilities like Magician's Red Requiem and Ultimate Life Form, it can be easily defeated.

Star Platinum Over Heaven/The World Over Heaven[]

Both of these stands are very similar, and their time stopping ability has already been talked about, but these stands also have very powerful close range skills that can defeat an enemy easily without the user having to rely on time stop to defend themselves. SPOH also has a very potent healing ability that can heal the user nearly halfway to full health, meaning to defeat it you have to have very fast attacking abilities such as D4C. Immunity using stands can also quickly defeat them by dodging their attacks and moving in their time stop to reach them and kill them fast. If you do not have an ability that can cancel or attack in time stop then you should try and keep your distance and stay high up as well, that way if they do stop time their moves can't reach you. Using ULF or TULF can accomplish this pretty well.

D4C and its variants[]

D4C is one of the most difficult stands to counter, as it has an immunity move that can't be cancelled, and all its attacking moves are difficult to escape from. It has a fault in that while it is invisible and invincible in its dimension, its footsteps can still be heard, and auto-aiming moves will still target it. Infinite Deaths and Scorpion of Death will force the D4C user to watch the cutscene and be stunned and Reality Erase will still force the D4C user to watch a cutscene and be temporarily stunned. Infinite Deaths also permanently makes the D4C user visible, even in their dimension, so they can't sneak around very easily at all. Sticky Fingers' Arm Detachment and Zipper Punch both make the arms permanently visible, so they can't sneak around so easily, but can still do it easier than if they were hit with Infinite Deaths. KCR's Death Shot is also a very good option for finding their location as it shows a circle over them that follows where they move, letting you find the enemy and the direction they are moving in. The Zamus Sword and Time Dispersal can be used to create permanent trackers on a D4C user, and in combination with GER/GEOH's Infinite Deaths moves can make the D4C user not only permanently visible, but also visible through walls so they can't hide anywhere to sneak up. D4C's other variants are different in some ways, but at their core are mostly the same and can be countered in much the same way.

Killer Queen/Killer Queen Requiem[]

Both stands have very similar abilities and can be countered in much the same way. They are close range stands but have abilities that would allow them to attack at any distance as long as their enemy doesn't notice their bombs. KQR has the advantage of its bombs being fully invisible and its Sheer Heart Attack not being stopped by time stop. Watching users of these stands carefully to see where they place down bombs and being careful not to be followed too closely by SHA is the best way to avoid their attacks. Ranged moves can be used to defeat the user easily. Also if the user changes stands, any remaining bombs will disappear.

Metallica/Metallica Requiem[]

Metallica and its requiem version both are close range stands that can make the user able to blend into their environment and be hard to detect, allowing them to sneak up and kill enemies very easily. They can be detected in the same way as a D4C user in their dimension can, with auto-aiming moves and hearing footsteps. Since they can't become invincible, any attacks will still damage them and they are unable to deal with ranged or time stopping stand users as they can use their abilities to damage the enemy when they can't reach or react to them. Immunity using players will not be damaged by their moves, so they can easily come up and attack them before the Metallica user can do anything about it. Not getting too close without precautions is the key to defeating this enemy.

Attacking Flying Stands[]

Weather Report, Tusk Act 4 and Sticky Fingers are all capable of attacking while flying, but lack the ability to aim reliably while flying. This can be used to your advantage to attack them while they have trouble using their moves against you. Weather Report and Tusk Act 4 also only has temporary flight, so when they lose flight they may aim their moves better after being grounded. In this case see the section on long range abilities.

Silver Chariot Requiem[]

SCR can be a threat if you can’t defend yourself. The user will likely use Shadow of Sleep preventing you to attack. In this situation, it is recommended to use an immunity move that lasts longer than 3 seconds since that’s how long you will be stunned if you are hit. Examples of what you can use are Kars Hamon to prevent some damage by using Kars Shield, King Crimson’s Time Erase which will fully prevent damage if the SCR user will come towards you to attack while you are stunned, and other immunity stands. Another problem is SCR’s Stand Manipulation, for it lasts for 4.5 seconds and the damage you deal to the SCR user will be reflected back to you. Plan accordingly or predict when the user will use Stand Manipulation to waste it. Another strategy is to hit the SCR user with a weak attack or a punch to make sure it is not active and quickly activate your high damage skills. Roaming Death is a skill that a SCR user will usually not use since it makes SCR very slow and it will leave the user mostly open. If a SCR user does use it you can easily roll away to avoid it. True D4C can bypass Stand Manipulation, making it a great stand for countering SCR as well.

Tusk Act 4[]

Tusk Act 4 is one of the best Stands in the game. It's kit can cover almost any situations, making countering it difficult if you don't have the right stuff. Tusk's moves have extremely high range and do huge amounts of damage, so if you are using something without an immunity move or defensive abilities of some sort, you have basically no chance to win. Time Stop does not work well as a counter to this, as it can do all its attacks regardless of if time is stopped. Tusk's biggest flaw is its lack of any defensive ability of its own, so stands like KCR, SCR, D4C, GEOH, MIH, and other Tusk Act 4's are the best ways to counter it, as they either defend well enough to survive or take advantage of Tusk's lack of defense.

Tusk Act 2[]

Tusk Act 2 is very much like Tusk Act 4, except that is has no exclusively close-range abilities and can only do basic attacks in time stop. Immunity moves and long range abilities are the key to defeating this stand, however do not underestimate it, as if used right it can be just as deadly as Act 4.

Killer Queen Over Heaven[]

Killer Queen Over Heaven is one of the main contenders for best Stand in the game. Its main gimmick is Sphere of Destruction, that usually OHKOs anyone in the game. Immunity moves basically make the bomb useless, making stands like GEOH and KCR great for countering this stand. It can rewind if killed so having multiple high damage moves ready to kill the user as soon as they revive is important for making sure you don't get bombed instantly after they rewind. Long range abilities like Tusk Act 4 also help a lot by being able to attack outside the range of the bomb.

Farming[]

Points & Money[]

Farming points and money is best done on Death Island with D4C, D4C Requiem, or True D4C. Stand on top of a tree near the Elite Beasts and use Doppelgangers. These moves reach a very large amount of enemies and deal very good damage, so leaving these stands to do these moves with an autoclicker and auto key presser setup will allow you to leave the game to automatically farm as much money and points as you want or need. Using SCR's Roaming Death is also another good strategy for AFK farming from a safe location.

Event Points[]

The best way to farm event points is to have a private server, join it, kill Kira, leave, rejoin, and repeat. This doesn't work if someone else is in the server. Having stands that increase your speed or let you fly such as Echoes Act 4, Made in Heaven, or Tusk Act 2 or 4 will let you reach the fight quicker and therefore be able to do this method faster, as you may avoid the rewind by being fast enough.

Event Point and Special Quests[]

Gryphon/Desert Bandit Special Quests[]

These special quests require you to kill high amounts of enemies that manually would take a very long time, however doing it AFK you can complete them very easily as long as you use the right stands. The best things to use for this are Magician's Red Requiem, Star Platinum Over Heaven, The World Over Heaven, and Gold Experience Over Heaven+Giorno Boss skin.

Criminal Masters Special Quest[]

This Special Quest is easy to do if you have stands that have very large area attacks and you follow the method for money and point farming above, but do it with Criminal Masters instead of Death Island enemies. Other stands that work, but are slower include Killer Queen and Killer Queen Requiem with their Sheer Heart Attacks, Tusk Act 4, and either version of Magician's Red Requiem, by aiming the fireball move properly you can hit up to 4 at a time. You can also AFK farm with The Emperor or Silver Chariot Requiem until you have gained enough kills.

Joseph Joestar Event Point Quests[]

The normal way you would do these quests is by changing to Vampire every time you beat him, spending money to switch back to Hamon, then repeating this process every time, but there is a much faster and easier way to do it if you have Echoes Act 4. Using 100x Gravity just before entering leaves the sphere and the effect around you active when you enter the fight, making it so you can quickly and easily beat him without spending 20,000 Yen every time, saving you both time and money. You can also leave and rejoin like you would with farming Kira for event points so you can skip the respawn time and quickly fight him again, and you could even fight both of them before leaving to be more efficient about it.

Wamuu/Kira Event Point Quests[]

Wamuu has a very long respawn time of 5 minutes, meaning normally it would take 5 hours of pure waiting to do the quests for him all at once without leaving and rejoining, however this can be cut down massively by doing the same thing you would do while farming event points will Kira, doing the kill and rejoin thing until you get all the kills you need. This can be done at the same time as leaving and rejoining to kill Kira to make it more efficient and useful. Using a stand that has the ability to fly is very helpful. For Wamuu specifically you can AFK over a long period of time with a stand like Killer Queen or Killer Queen Requiem and use Sheer Heart Attack nearby his spawn point. When he spawns and you use it he would die very quickly to the high damage, and because you are waiting over a period of time, you would get event points every 10 minutes as well.

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