How to Get Sandman in A Bizarre Run – Stand Arrow Guide, and Moveset
Sandman, also known as In a Silent Way or Soundman, is one of the interesting Stands you can obtain in A Bizarre Run. Based on JoJo’s Bizarre Adventure, this Stand has a unique combat style that uses different traps to change how its attacks work. This gives Sandman several ways to deal damage and control enemies during battles.
However, getting Sandman is not as simple as completing a quest. You need to use Stand Arrows and rely on RNG to obtain the Stand. Here is how to get Sandman, collect more Stand Arrows, redeem free codes, and understand his available moves.
How to Get Sandman in A Bizarre Run
To obtain Sandman in A Bizarre Run, you need to use a Stand Arrow. This item allows you to roll for a Stand, but there is no guarantee that you will receive the one you want. The result depends on RNG, meaning you may need several attempts before Sandman appears.
When you use a Stand Arrow, the game presents three hidden cards. You can choose one card to reveal your new Stand, while the other two cards are revealed afterwards. Unfortunately, you cannot control which Stand you receive, so getting Sandman may take some time.
The best way to improve your chances is to collect as many Stand Arrows as possible. You can obtain them through codes, spins, and certain race rewards.
How to Get Stand Arrows
There are several ways to collect Stand Arrows in A Bizarre Run. Redeeming codes and using spins are among the more accessible methods, especially if you are still progressing through the game. Races can also provide rewards, although Stand Arrows are not guaranteed.
Here are the available methods:
- Redeem Codes: Some active codes provide free Stand Arrows, Spin Tickets, and other useful rewards.
- Use Spins: The spin system gives you a chance to obtain Stand Arrows and other items.
- Win Races: Completing races may reward you with Stand Arrows or Stand Arrow Fragments, but the drop is not guaranteed.
If you want to farm Stand Arrows, prioritize free codes and spins first. Races can be another option, but there is no need to spend too much time trying to win them just for a small chance of getting an Arrow.
Stand Arrow and Fragment Drop Rates
Spins are useful because they can provide several items, including Stand Arrows and their fragments. However, the drop rates are different depending on the reward you want.
Based on the provided drop rates, here are your chances when using spins:
- Stand Arrow: 5% drop rate.
- Shiny Stand Arrow: 0.5% drop rate.
- Stand Arrow Fragments: 20% drop rate.
Stand Arrow Fragments have a much higher drop chance than complete Stand Arrows. This makes them worth collecting, especially if you are struggling to obtain full Arrows through spins.
How to Craft Stand Arrows Using Fragments
Stand Arrow Fragments are another way to obtain complete Stand Arrows. Instead of waiting for a full Arrow to drop, you can collect fragments and combine them to craft one.
You need a total of five Stand Arrow Fragments to create one Stand Arrow. Since fragments have a 20% drop rate from spins, collecting enough of them can be a useful alternative when farming for Sandman.
Keep your fragments until you have the required amount. Once you collect five, use them to craft a Stand Arrow and try rolling for Sandman again.
Sandman Moves and Abilities
Sandman has a different combat system compared to many other Stands in A Bizarre Run. His attacks can change depending on the Trap currently being used. There are five Trap types: Slashing, Zap, Crash, Burning, and Explosion.
Each Trap provides a different effect for certain abilities. This means you can adjust Sandman’s attacks depending on the situation, making him useful for different combat strategies.
Here are the main moves available to Sandman:
Silent Trap
Silent Trap is a close-range attack that allows Sandman to hit enemies nearby. It is a straightforward ability that can be useful when fighting opponents at close distance.
Acoustic Shockwave
Acoustic Shockwave is a charged attack that requires a short wind-up before hitting the enemy. You need to consider its timing when using this move, especially when fighting opponents who can interrupt your attacks.
Hunters Assault
Hunters Assault starts by knocking down the enemy with a projectile before Sandman follows up with a knife attack. Its additional effect changes depending on the active Trap.
Here is what each Trap does during Hunters Assault:
- Burning: Applies burn damage over time to the enemy.
- Zap: Adds a lightning effect to the attack.
- Explosion: Creates an explosion as Sandman moves away.
- Slashing: Produces a wind slash at the end of the attack.
- Crash: Drops a Crash Silent Trap during the attack.
Symphonic Enchantment
Symphonic Enchantment delivers several consecutive hits and can stun the enemy. This makes it useful for keeping opponents under pressure while creating an opportunity to continue your attack.
Sandman is worth trying to obtain in A Bizarre Run because his Trap system gives him several attack variations. His moves can apply different effects, including burning, lightning, explosions, and slashing damage. This makes him an interesting Stand for players who want more options during combat.
To get Sandman, keep collecting Stand Arrows through codes, spins, and fragments. Remember that obtaining him depends on RNG, so you may need multiple attempts before getting the Stand you want. Use the free codes first, collect five fragments when possible, and save your Arrows for more chances to unlock Sandman.
A Bizarre Run