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The World
The World is a powerful, close-ranged Main Stand similar to Star Platinum, but it trades precision for increased Time Stop duration and greater close-range power.
While The World is summoned, users gain an additional oxygen bar, doubling their effective oxygen capacity before drowning. The World’s oxygen supply is depleted before and restored after the player’s. The World must be summoned for its oxygen tanks to be used or refilled.
Throws a stand punch. If held or pressed repeatedly, a combo of up to 3 punches can be performed with the final hit having boosted damage, knockback, and guard-breaking. The punch cooldown is increased if the third punch is thrown.
Holding and releasing performs a strong kick with high knockback. The longer it’s charged, the more damage and knockback it deals, disabling shields at full charge. Has more damage than Star Platinum's counterpart when fully charged.
Briefly winds up before performing a flurry of punches that concludes with a strong punch with high knockback and guard-break. While charging and performing a rush, speed is reduced and taking (non-tick) damage will cancel the process. Rushes can also be cancelled early by releasing right click, resulting in a shorter cooldown. Multiple targets can be caught in a rush at once and will be unable to move or make actions. Physical projectiles struck by a stand rush are deflected. Barrages can also be cancelled by releasing block, allowing for a shorter cooldown. Barraging a target that is charging or performing a barrage will cause a clash, initiating a timing challenge (similar to horse-jumping) to determine which user deals damage. For cinematic reasons, only the final hit in a rush can kill.
Can only be activated while performing a Barrage of Punches. Causes The World to slowly float forward while barraging, increasing its effective range to a maximum of 10 blocks at the cost of losing the ability to reposition it without ending the attack. Unlike Star Platinum's counterpart, the barrage does full damage.
Charging a barrage while crouching triggers a Barrage of Kicks instead. This variation charges faster, but deals slightly less damage and does not daze enemies.
Activating Power Grab while facing a block will grab it. This works with most blocks. You can then throw the block by left-clicking. If a thrown block hits another block, it will be placed, making this ability great for building. When aimed at mobs, the damage dealt scales based on how hard the block is. Certain blocks have unique properties. For example, Cobwebs slow enemies, Glass inflicts Bleed I for 15 seconds, and Slime Blocks deal greater knockback. Unlike Star Platinum's counterpart, gravity immediately applies to all thrown objects.
While holding a block, it can be placed with X or pocketed with right-click, adding it to your inventory. This makes Power Grab function as a form of Silk Touch, and it is especially useful for collecting inconvenient blocks like Obsidian. In Adventure Mode, Power Grab does not destroy blocks, and you cannot pocket the ones you pick up, but they can still be thrown to deal damage.
If used while sneaking, The World grabs your currently held item from your inventory. Most items are quite weak when thrown, but weapons retain their power and enchantments, and their damage is amplified to match or exceed that of critical hits. Throwing certain items consumes them (e.g., Name Tags, Music Discs on Jukeboxes, Stand Discs on worthy mobs, and many more).
Specific items deal more damage than others. For example, Iron Nuggets also trigger Bearing Shot sounds. Arrows, snowballs, eggs, splash potions, tridents, Stand Arrows, and other items can be thrown with unique parameters. Thrown Bricks can break Glass and Glass Panes.
Activating Power Grab while facing any non-boss entity will allow you to pick it up within a short range. While an entity is held, right-clicking drops it and left-clicking throws it. Mobs below a certain size will spin when thrown, dealing damage to other mobs on impact. If a mob is thrown while crouching, The World will perform a grab attack, dealing damage as it is thrown, but mobs thrown this way will not spin. Neutral and hostile mobs will break free if held for too long. Players can hold sneak to escape, or break free upon taking damage or dealing damage to their holder. Entities can be picked up and moved during stopped time, down staircases or otherwise.
Causes The World to float toward your cursor, attacking upon contact with a target, dealing damage and inflicting Bleed I. Assault is best used to follow up a three-hit punch combo, chase down fleeing players, or strike beyond your reach. If The World collides with a wall or ceiling, remains active for too long, or exceeds its 10-meter range, it returns to the user, ending the move. The World's speed, damage, and Bleed duration are reduced at the start of the move. Being hit during the move, including if The World itself is attacked by a stand, will cancel the ability.
Activating Power Grab while using Assault causes The World to ignore mobs and grab blocks on impact instead, making it useful for reaching high-up ores in mines.
Winds up for 1.4 seconds before performing a savage punch that inflicts moderate damage, knockback, and Bleed III, and can even disable Shields. Impale has a short range of only 3 blocks but increases crouched movement speed to match walking speed while active to compensate. Being hit during the wind-up will cancel the move.
Grants a brief burst of speed in a single direction. When timed with a jump, the dash travels farther but has a longer cooldown. Shares a cooldown with Stand Leap.
Performs a stand-assisted jump onto the block you’re looking at if within range. The move has a vertical bias, allowing it to jump much higher than it can horizontally. It also negates fall damage if you land within a reasonable time frame.
While in a Stand Leap, if you make contact with a wall and press “C,” you can perform up to three additional stand-assisted wall jumps toward the direction your cursor is facing. The first travels a fair distance, but subsequent rebounds are reduced.
Causes your stand to dampen the impact of a fall, absorbing most fall damage. Most effective when triggered just before hitting the ground.
If facing a ledge in midair, your stand grabs it and pulls you up. Useful for climbing trees or making risky jumps.
When first activated, begins charging a Time Stop. Retriggering the ability or allowing it to fully charge halts the flow of time. The longer it’s charged, the longer time remains stopped, but charging too long risks being hit and canceling the ability. Retriggering the ability while time is stopped resumes its flow. The cooldown increases with the duration of the Time Stop, as well as the actions taken during it (attacking, eating, and setting up projectiles all increase the cooldown). When The World's Time Stop is fully charged, 4 seconds are added, bringing it to a grand total of 9 seconds.
In stopped time, the world loses its saturation, water stops flowing, fire stops spreading, textures stop moving, old particles freeze, rain is suspended in midair, furnaces and other tile entities halt, and chests only move when interacted with. Holding jump in stopped time will allow you to slowly float upward. Mobs are completely immobilized but can be repositioned with Power Grab. Projectiles created during a Time Stop slow in the air and stop completely before hitting their targets.
While time is stopped, all damage dealt is reduced by 33%. Mobs damaged in stopped time begin to glow white, indicating how much damage they’ve taken, growing brighter as more damage is inflicted. When time resumes, all accumulated damage is applied at once. Damage dealt this way uses the “time” damage source for the purposes of damage capping. While normal mobs can take unlimited damage in stopped time, players have a damage cap of 30% of their max HP and gain 1 second of invulnerability after “time” damage is applied. Alternatively, Time Stop can be used to set up attacks that land when it ends, most notably with projectiles like Knives. The temporary invulnerability following “time” damage prevents projectile attacks from hitting players already damaged through other means, so it’s optimal to commit fully to a single strategy during any given Time Stop.
An instant one-second Time Stop that activates if you trigger a Time Stop while crouching. This variation is intended to help you quickly dodge incoming projectiles, such as Knives or Arrows, with relative ease.
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Development Level: |
EXP Required: | Unlocks: | ||
|---|---|---|---|---|
| Level: | Cumulative: | Skins: | Skills: | |
| 1 | 0 | 0 | N/A | N/A |
| 2 | 100 | 100 | Manga, Stand Stats | Time Stop (Impulse) |
| 3 | 150 | 250 | OVA, 4D | Time Stop (2s) |
| 4 | 200 | 450 | Heritage, Arcade, Arcade II | Time Stop (3s) |
| 5 | 250 | 700 | Dark, A-Go!Go!, Scarlet | Impale, Time Stop (4s) |
| 6 | 300 | 1000 | THE WORLD, Blue | Leap, Rebound Leap, Time Stop (5s) |
| 7 | 350 | 1350 | The Earth, Beta, Ultimate, Ultimate K | Time Stop (9s) |
| Secret | Conditional* | Over Heaven | None | |









