Database
Stand Out sub-abilities
Stand Out has four sub-ability sets — three Hamon paths and the Vampire set from the Stone Mask. Each move below is listed with its published cooldown where one exists.
The four sub-ability sets
What a sub-ability is
A sub-ability is a second ability set that runs next to your Stand rather than replacing it. Vampire stays active alongside your Stand, and Ceasar's gloves stay with you whether you use a stand or fight on your own. What changes is how much of the set you can reach: several Hamon moves are marked as unavailable to Stand users, which the next sections call out move by move.
Three of the four sets are Hamon picked up from Lisa Lisa's quest line: Jonathan, Ceasar and Zeppeli. The fourth is Vampire, which comes from an item rather than a quest.
How you get one, and how you drop it
Every Hamon path sits behind the Hamon Training quest: talk to Lisa Lisa, complete basic Hamon training, then pick a path. The quests and NPCs page lists the training and path objectives in full. Vampire instead comes from the Stone Mask, which drops from DIO or can be purchased in the Train Shop and gives you Vampire on use.
To drop a set, eat a Sapphire Roka. The Apple is a second route — it resets your sub-ability (Vamp/Hamon) — and it has to be grown from a seed bought at Big Chop. Removing your Stand is a separate action: eating an Emerald Roka does that, and you need Hamon or Vampire to do it.
The two actions interact: removing a Stand unlocks your sub-ability's full moveset, which is why the Hamon sets are split below into everything the moveset lists and the moves reserved for non-Stand users.
How the cooldowns on this page are read
Most moves print a base cooldown, and that number is listed unchanged. Roughly a third of the entries carry no such line; those cells say no cooldown is published instead of borrowing a number from a neighbouring move. Where an ability-scaling block exists — Zeppeli's set has several — the scaling is repeated under the table rather than mixed into the cooldown column.
Jonathan Hamon
The set's own summary: Channel Hamon through close-range attacks and objects you throw. It rewards fighting with your hands full — a thrown crate or a gasoline can carries Hamon to whatever it lands on.
How you obtain Jonathan Hamon
Two routes lead to it: the Jonathan Path, and Billy's quest — Billy stands in the Hospital, and interacting with him grants Jonathan Hamon. Hamon Training also lists Jonathan Hamon as its completion reward.
The Jonathan Path comes from Lisa Lisa and carries four objectives: break the rock under the frog 0/5, equip and use the wine glass 0/1, deal 500 damage while holding the wine, and run on water without stopping for 90 seconds. Hamon Training is a prerequisite for the path.
Jonathan Hamon base moves
The first entry is not something you press: Infused Throwables is a rule for carried objects rather than an attack, and its row says so instead of borrowing a number from the four moves below it.
| Move | What it does | Base cooldown |
|---|---|---|
| Infused Throwables | Pick up an object with your character to infuse it with Hamon. Infused heavy objects and spears release a Hamon ripple when they land. Gasoline carries Hamon into its puddle. Picking an object up through your Stand does not apply this infusion. | No cooldown published. |
| Sunlight Yellow Overdrive | After a short windup, strike repeatedly in front of you. You move slowly and cannot jump during the attack. The barrage wears down a blocking target's posture and grants armor while the punches are active. | 23s |
| Scarlet Overdrive | Wind up a close-range uppercut. An unblocked hit ignites the target and sends them upward and forward. Blocking takes posture damage, and the attack can be parried. It can also ignite nearby gasoline. | 18s |
| Zoom Punch | Strike the nearest enemy in front of you within reach, briefly stunning them and knocking them back. The punch can be blocked or parried and cannot reach through walls. Throwing it costs 2 health, but cannot reduce you below 1 health. | 12s |
| Hamonic Breath | While Hamonic lasts, you recover health, dash farther and infuse light attacks with Hamon. A fuller bar gives stronger healing and dashes. Breathe again to top it up. At full charge, the bar waits three seconds before draining. Taking a hit stops your breath, but keeps the Hamonic you already built. Effects that prevent healing still apply. | 1s |
Hamonic Breath is the source of the Hamonic status. The one-second cooldown makes it a refresh rather than a timed commitment.
Jonathan Hamon EX moves
| Move | What it does | Base cooldown |
|---|---|---|
| Life-Giving Overdrive [2 Bars] | Aim at a growing crop nearby. It grows sixty times faster for ten seconds, stopping when it is ready to harvest. | 25s |
| Sendo Ripple [1 Bar] | Release a burst of Hamon, even while stunned. Repeated hits build Ripple, then the final hit knocks enemies away. The burst also deflects thrown objects. It starts twice as fast when you aren't stunned. | 18s |
| Hamon Leap [1 Bar] | Only available with Hamon and no Stand. Start from the ground to clear a gap or close distance. | 8s |
The November 14, 2026 launch patch added a second use on top of the crop-growth description: Life-Giving Overdrive can now be used to heal and revive people as well.
Ceasar Hamon
The set opens with This is the last of my Hamon!, and the lore explains the kit: Ceasar Zeppeli channels hamon through bubbles made with his gloves, and even at death's door can leave his remaining Hamon to a friend. Nearly every move below is a bubble, a lens or a ripple thrown along the floor.
How you obtain Ceasar Hamon
Ceasar Hamon comes from the Ceasar Path, which also starts with Lisa Lisa and requires Hamon Training first. Its four objectives are: hold the glass upside down 0/1, swim through the buoys 0/6, hold the balance to 15 0/1, and defeat a VAMPIRE — bosses, NPCs and players all count. Ceasar Hamon was added on October 10, 2026.
Ceasar Hamon base moves
The first two entries — Ceasar's Gloves and This is the last of my Hamon! — are rules the set carries rather than attacks. A line partway down the moveset marks everything from Seated Jump onward as exclusive to non-stand users, so those moves need an empty Stand slot.
| Move | What it does | Base cooldown |
|---|---|---|
| Ceasar's Gloves | Wear Ceasar's Gloves while this ability is equipped. The gloves stay with you whether you use a stand or fight on your own. | No cooldown published. |
| This is the last of my Hamon! | Complete the four prompts while knocked to give up your life and leave a blood bubble. A copy of your accessories floats inside. Touch it within 30 seconds to collect it. It heals them for 10 seconds and adds Ripple to their punches. Hamon users also get full breath. Vampires die if they take it. | No cooldown published. |
| Bubble Launcher | Fire eight bubbles toward your aim. Hits briefly stun and apply Ripple. The bubbles also push loose objects away. | 9s |
| Bubble Cutter | Throw two cutters one after another in a small spread. They skim over the floor, briefly stun and cause bleeding for 4 seconds. | 11s |
| Seated Jump [EVASIVE] [1 Bar] | Spring away in a seated leap. Aim where you want to jump. Use it while stunned to break free. | No cooldown published. |
| Ripple Hypnosis | After the grab, they walk toward your cursor for 3 seconds. Another hit freezes them. They stop at walls and ledges. | 16s |
| Bubble Lenses / Breathe [HOLD] | Place up to three lenses that fire burning beams at nearby enemies. They last 25 seconds, and placing a fourth replaces the oldest. Sunlight makes their beams stronger. Hit a lens with Hamon to send beams between nearby lenses. Enemies can break them. | 1s |
| Breathe [HOLD] | Hold to build your breath. While charged, you heal, dash further and add Ripple to your punches. Taking a hit stops your breathing but keeps the charge you built. Breathing has its own cooldown. | Has its own cooldown; no number is published. |
Ceasar Hamon EX moves
| Move | What it does | Base cooldown |
|---|---|---|
| Bubble Barrier [2 Bars] | The bubble lifts an enemy for 3 seconds and hurts them with Hamon. Another hit pops it, so teammates can break them free. It can also hold loose throwables. | 22s |
| Bubble Cutter: Gliding [2 Bars] | Send three cutters after an enemy. Aim near an enemy to make the cutters chase them around cover. With no target, turn your character to steer them. They skim over the floor, briefly stun and cause bleeding. | 22s |
| Repelling Ripple [2 Bars] | Incoming projectiles circle you, then fly back at whoever fired them. You can catch several at once. Catching a projectile refunds the EX cost. Melee hits interrupt you. | 20s |
| BURN TO BLACK! [4 Bars] | Create three extra lenses in front of you, then fire every lens toward your aim. Each beam burns enemies and hits harder in sunlight. The lenses pop after firing. | 30s |
Repelling Ripple is the only EX on this set with a cost refund, and the condition is narrower than it looks: the refund comes when you catch a projectile, not when the reflected shot connects. BURN TO BLACK! is one of only three four-bar EX moves across the four sets — Vampire's Body Snatch and Cloud Splitter are the other two.
Zeppeli Hamon
The set's line is Courage is knowing fear, and making that fear your own! — Baron Zeppeli, a Hamon master from Italy who devoted his life to finding the Stone Mask and destroying it. This is the longest of the four sets and the only Hamon set that owns terrain: you walk on water, up walls, and over the top of a fight.
How you obtain Zeppeli Hamon
Zeppeli Hamon comes from the Zeppeli Path, again from Lisa Lisa and again behind Hamon Training. Its objectives are: take Lisa Lisa's lesson 0/1, cross the tightrope 0/1, defeat a VAMPIRE 0/1, plant a seed 0/1, and harvest a grown plant 0/1. The set arrived later than the other two, added on November 10, 2026.
Zeppeli Hamon base moves
Three entries here — Puddles, Sticking Ripple and Frog Hunter — carry no cooldown, because they describe traversal, water handling and detection rather than a strike.
| Move | What it does | Base cooldown |
|---|---|---|
| Sendo Wave Kick! | You dash forward kicking forward with your right leg. The kick stuns and slightly knockbacks the first target hit. If the kick is used at close range, the user will not dash. If used at point blank range, the kick will do higher knockback and ragdoll as well as more damage. | 12s |
| Tornado Overdrive! | While on the ground/not in air, spring straight upwards. Press again while in the air to start a hamonic spin and begin flying in the direction you are aiming. You can steer the direction, but gravity will eventually pull you down. Enemies you hit while spinning are dragged along with you. The final hit knockbacks and ragdolls them away. | 15s |
| Sendo Hamon Overdrive | Punch a wall infront of you, causing Hamon to burst out of the other side. Enemies hit by this burst take triple damage and are ragdolled. If an enemy is on the same side of the wall as you, a ripple will travel down the wall and into the ground and auto track the nearest target. If used without a wall, you punch the ground instead. The ripple runs straight forward instead and carries enemies with it. Punching a water or juice puddle with this variant causes the ripple to track the nearest enemy as if you had punched a wall. | 16s |
| Puddles | Punching a water or juice puddle with Sendo Hamon Overdrive causes the ripple to track to the nearest enemy as if you had punched a wall. The puddle is used up in the process. | A property of Sendo Hamon Overdrive; no separate cooldown. |
| Breathe | Hold to breathe and fill your Hamon. The longer you hold, the more you gain. While you have any charge you heal over time and your punches carry Hamon. Your attacks, including Stand attacks and abilities, deal 30% more damage to vampires. Getting hit stops the breathing but you keep what you built. Above half charge you can walk up walls. | 35s |
| Sticking Ripple | Walk across the surface of water. Use crouch to dive beneath it. While your Hamon is above half, you can walk up walls. | No cooldown published. |
| Frog Hunter | Frogs are marked even though walls. Strike one with Sendo Hamon Overdrive for a stronger ripple. | No cooldown published. |
Three moves — Sendo Wave Kick!, Tornado Overdrive! and Sendo Hamon Overdrive — carry their own ability-scaling block: ability increases the lingering Ripple damage, up to 50% more at 150 Ability. Breathe scales differently: a full charge lasts 28 seconds at 1 Ability and 35 seconds at 150 Ability, healing improves by up to 50%, and the 30% damage bonus against vampires is fixed.
The puddle interaction is the reason this set is worth pairing with anything that leaves liquid: Ripple Cutter below drops juice puddles that Sendo Hamon Overdrive can then track through, and the Frog Hunter tells you where to aim it.
Zeppeli Hamon EX moves
| Move | What it does | Base cooldown |
|---|---|---|
| Ripple Cutter [2 Bars] | You take a sip from your glass, then spit out 6 ripple blades. Without shift lock they fly straight ahead of you. With shift lock they fly at your cursor. Each hit procs bleeding for 4 seconds and applies Ripple. Blades that hit the ground or run out of range leave a puddle of juice which Sendo Hamon Overdrive can use. | 20s |
| Life Magnetism Overdrive [1 Bar] | This must be used while in the air. Leaves gather above your head into a glider using Hamon magnetism. You glide forward for up to 8 seconds. Taking damage breaks the glider. | 25s |
| Forced Hamon Breathing [3 Bars] | You drive a fist into the stomach of whoever is in front of you. An ally is healed and breathes Hamon for 20 seconds. A vampire takes heavy Hamon damage and is stunned for longer. | 35s |
| Deep Pass Overdrive (BELOW 25% HEALTH) | Hold while you are below 25% health to use Deep Pass Overdrive. You give away the last of your Hamon, the one you hit getting half of their health back at once and breathes Hamon for 60 seconds granting Hamonic buffs as well as 25% more damage. You lose the ability to use Hamon moves, age to the max limit, and your health drains away until you die. | No separate cooldown: it is the hold variant of Forced Hamon Breathing. |
| Ripple Detector [1 Bar] | You raise your glass and send a ripple through it. Every character in a long range around the user is marked with a marker that stays on them for 8 seconds, and is visible through walls. | 25s |
Ripple Cutter's scaling is stated separately from its cooldown: ability strengthens the lingering Ripple damage the Hamon applies. Ripple Detector has a published range progression instead — detection range grows from 140 to 210 studs with Ability. Deep Pass Overdrive is the only move across the four sets that ends with the caster dying, and there is no way to cancel it once the hold goes through.
Vampire
The set's line is An undead body sustained by blood. Keep fed and stay out of the sun. Unlike the Hamon sets, this one is built around two resource rules that punish you for ignoring them, and it is the only set with published weaknesses.
How you obtain Vampire
From the Stone Mask, which drops from DIO or can be purchased in the Train Shop and gives you Vampire on use. No respawn timer is published. The Black Umbrella covers the mask's main downside: it protects Vampire from burning in the sun and is bought at Big Chop.
Vampire passives and weaknesses
These four are the rules the moves run on. None of them is a move you press, and none has a cooldown.
| Entry | What it does | Cooldown |
|---|---|---|
| Blood (Sustain) | Your blood reserve appears above the skill list. Combat refills it and recovery spends it. Regenerate 20% faster with blood, or 20% slower without it. In PvP, recovery needs blood. Healing restrictions still apply. | None — a reserve, not a move. |
| Sunlight (Weakness) | Direct sunlight burns you after half a second. Full shade lets the exposure fade. Substantial opaque cover can protect you; glass and ordinary lights do not change sunlight exposure. The Sun's active heat zone can also expose you. | None — a passive weakness. |
| Ripple (Weakness) | Hamon attacks apply Ripple for 3 seconds. Repeated hits build it up to a cap. Ripple burns vampires more strongly and stops passive regeneration until it fades or is cleansed. | None — a passive weakness. |
| Undead Body (Passive) | Eating Rokaka removes your Vampire sub ability and applies its stone exchange. Vampires can also eat apples to remove their Stand and use their full Vampire moveset, but cannot eat other food or use healing consumables. Ordinary healing restores only a quarter as much health. Vampire stays active alongside your Stand. Your dash lasts 40% longer, briefly hides your body and leaves dark-red afterimages behind you. | None — a passive. |
The blood rule changes how you fight rather than how you build: you regenerate 20% faster with blood in reserve and 20% slower without it, and in PvP recovery simply will not happen on an empty bar. Against Hamon, Ripple does the opposite — it stops passive regeneration entirely until it fades.
Vampire base moves
| Move | What it does | Base cooldown |
|---|---|---|
| Blood Drain | Rush forward and grab an enemy. Drain their blood to refill your blood meter and heal, then throw them to your left. You can turn while feeding. | 18s |
| Space Stingy Ripper Eyes | Move your aim to sweep the beams through enemies and breakable cover. They hit repeatedly and deal more damage on headshots. Stuns cannot stop the attack. Firing costs 2 health and briefly blurs your vision. You cannot use it while piloting your Stand. | 12s |
| Vaporatization Freezing Technique | Freeze an enemy solid for 3 seconds, stopping their attack. A heavy blow shatters the ice for 25 extra damage; a killing blow breaks them apart. Light hits leave the ice intact. Heat melts it. | 18s |
| Hypnosis / Change Command [HOLD] | Flash a hypnotic burst at enemies facing you. Hold to choose; dance, follow, flee, stay or drop what they're holding. Tap to give the command. Taking damage breaks the spell. | 16s |
Blood Drain is the only move that refills your blood meter, and its cost is positional: you have to reach the enemy, and the throw sends them to your left, which is worth knowing before you line it up next to a ledge. Space Stingy Ripper Eyes is the one move that explicitly cannot be used while piloting your Stand.
Vampire EX moves
| Move | What it does | Base cooldown |
|---|---|---|
| Body Snatch [4 Bars] / Steal Body [REACTIVATE] | Spend 4 mode bars to survive your next defeat, or use while downed. Once armed, it stays ready until you die. Your head detaches with 10% health, giving you 30 seconds to find a downed enemy. Tumble in quick steps, jump and pull yourself around with red tendrils. Use again beside them to attach; stay unharmed for 1.5 seconds. You take their body with 30% health and no blood, keeping your head and abilities. Once per life. | 90s |
| Tendrils (Q) | Shown in-game as a clip only — no written description exists. | No cooldown published. |
| Vampiric Retaliation [2 Bars] [Evasive] | Spin with eye lasers that burn, knock away and ragdoll enemies through hyperarmor. Breaks guard but can be perfect blocked. Useable while stunned or ragdolled, with hyperarmor during the animation. | 60s |
| Cloud Splitter [4 Bars] | Jump backward into the air and pre-aim your facing. When the laser starts, your facing locks while the eye jets sweep with the animation, then you land. | 40s |
Body Snatch is the longest cooldown of any move across the four sets at 90 seconds, and it is capped twice over: once per life, and the armed state waits until you die. Vampiric Retaliation is the only EX marked Evasive that also works while ragdolled as well as stunned. Tendrils has a key, Q, and a clip but no bar cost and no written description, so this page states only that much about it.
Hamon and Vampire FAQ
How do I change or remove my sub-ability?
Two routes, and they do different things. A Sapphire Roka clears the set. The Apple resets your sub-ability (Vamp/Hamon) and has to be grown first from a seed bought at Big Chop. Vampires get a third path from their own Undead Body rule: eating Rokaka removes the Vampire sub-ability and applies the stone exchange.
Can I have Hamon or Vampire and a Stand at the same time?
Yes, with a caveat that costs you moves. Vampire stays active alongside your Stand, and Ceasar's gloves stay with you whether you use a stand or fight on your own. What you cannot do is use the whole set: Seated Jump, Ripple Hypnosis, Bubble Lenses / Breathe and Breathe are exclusive to non-stand users, and Jonathan's Hamon Leap is only available with Hamon and no Stand.
The trade cuts the other way too: removing a Stand unlocks your sub-ability's full moveset, and you need Hamon or Vampire to remove a Stand — the Emerald Roka only works if you already have a sub-ability. The reverse is documented as well: the Hermit Purple quest requires the player to be Standless and hold Jonathan Hamon, making it a Stand built around a sub-ability rather than merely tolerant of one.
Which sub-ability is the strongest?
No ranking exists. None of the four sets is graded, their damage is never compared, and no recommended pick is published, so this page does not rank them either. For Stands the game's FAQ does state that there is no definite best Stand and that all Stands are good in their own ways — and no comparable statement exists for sub-abilities.
The direct comparisons are narrower. Zeppeli's Breathe is the only Hamon move with a flat damage multiplier against vampires — 30% more, fixed rather than ability-scaled — while the Vampire side of the same rule is that Ripple burns vampires more strongly. Everything else is a cooldown and a description, not a comparative number.