Tusk Act 1, Sandman, and Star Platinum sit at the top of the A Bizarre Run Stand tier list, followed by Anubis, In A Silent Way, Oyecomova, and Steel Balls (Spin) in A tier and Coco Jumbo and The Sun in B tier. A Bizarre Run is a Roblox game inspired by JoJo's Steel Ball Run, where you race across the United States while fighting other players along the way. Stands are the supernatural powers you summon in those fights, and this ranking is an editorial call on which ones help most during a race, not an official list from the developers.
| Tier | Picks | What the tier means |
|---|---|---|
| S | Tusk Act 1, Sandman, Star Platinum | The strongest overall picks, with powerful abilities and steady value in different situations |
| A | Anubis, In A Silent Way, Oyecomova, Steel Balls (Spin) | Excellent picks that can compete with the best, though their weaknesses or execution demands show more |
| B | Coco Jumbo, The Sun | Solid picks with useful strengths, but they depend more on the matchup, the situation, or the player |
| C | No picks placed here | The least convincing, either because their tools are too limited or because other picks do the same job better |
What Makes a Stand Worth Picking in A Bizarre Run
The ranking weighs four things. Each one matters when the goal is finishing the race:

- Race usefulness: how much the pick helps you move through the Steel Ball Run.
- Combat strength: how much damage and control it brings to a fight.
- Survivability: whether it keeps you in the race when a fight turns against you.
- Reliability against players: whether it works consistently when you're facing other racers.
Damage counts, but a strong hit only helps if you can land it and get out of trouble afterward. That's why survivability and reliability carry as much weight as raw power in these rankings.
Because the list is editorial, weigh it against your own goal. A pick built for winning fights won't necessarily help you place well, and the reverse is true too. Sandman and Steel Balls (Spin) are combat and movement options included alongside Stands.
Why Tusk Act 1, Sandman, and Star Platinum Lead the Tier List
Tusk Act 1 gets the top recommendation because it pairs heavy damage with long range. Being able to threaten someone without stepping into melee range is a real advantage, since you can keep your distance and make opponents come to you. It's a strong fit for players who want to apply pressure without getting pulled into close fights.
Sandman runs on foot at speeds that can outpace mounts. That makes it the racing pick in the top tier, because in a race, movement that keeps you ahead can matter as much as damage. It's the one to consider if your main goal is placing well rather than picking fights, since you can simply leave a fight you don't need to win.
Star Platinum is built around aggressive combat. It suits players who want to take the initiative and keep opponents under pressure, and it's the better choice over more specialized options when fighting is your priority. Just keep in mind that winning a fight doesn't automatically win the race.
A Tier Picks With Clear Trade-Offs
Anubis is a fast, sword-based kit built around quick damage. It has a straightforward purpose and doesn't need an elaborate game plan, which makes it a good match if you want to focus on fast sword fights. Tusk's range and Sandman's racing value still give those two the edge overall.
In A Silent Way manipulates and materializes sound. It's an unusual option next to the direct damage dealers, and its main draw is that different style. Choose it for the way it plays rather than expecting it to be an automatic upgrade over Tusk or Star Platinum for offense.
Oyecomova uses Boku no Rhythm wo Kiitekure to cause explosions on contact. It's an offensive pick for players who want their hits to count when they make contact. Tusk stays ahead in this ranking because ranged damage carries more weight.
Steel Balls (Spin) uses two Steel Balls as an offensive technique. It gives you another combat route if you prefer fighting with Steel Balls. Pick it for that playstyle; Tusk remains the stronger choice for long-range damage.
B Tier Picks for Situational Play
Coco Jumbo creates a secret, hotel-like hiding room. It's for players who would rather hide than trade damage, and the room gives it a utility-focused identity that sets it apart from the offensive picks. Speed and combat strength matter more for general use, which is why it sits in B tier. A hiding spot can be handy, but it isn't the first choice for a race build.
The Sun uses the power of the sun while its user hides in a box. It's a specialized choice built around that hide-and-sun playstyle, so it suits players who specifically enjoy it. For a general pick, the clearer damage and movement roles rank higher, so treat The Sun as a preference pick rather than a priority.
How to Choose the Right Stand From Your Three Options
The Stand Arrow offers three Stands at random, and you choose one to use in combat. Knowing how to compare those three is more useful than hoping your favorite shows up. Run through these checks before you commit:
- Can you use its abilities consistently? A powerful move helps very little if you struggle to land it.
- Does it fit your approach? Aggressive players and players focused on surviving the race won't necessarily need the same tools.
- What happens when things go wrong? Think about how the pick helps when an opponent gets close, a fight turns against you, or you need to get away.
Use the rankings to narrow your options, then spend time learning the Stand you pick. Q summons your Stand, E is your barrage attack, R is the heavy attack, T and Y trigger Stand Ability 1 and 2, and F blocks. Understanding its range, timing, and openings will do more for you than treating an S tier label as permission to charge into every fight.









