Tusk Act 4

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**Bizarre Adventure, Part 7 - Steel Ball Run**

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Template:StandInfobox

> "It's truly, truly been… a long roundabout path."
>
> ~Johnny Joestar

## Overview

Tusk Act 4 is a long ranged Standused by Johnny Joestar in Part 7 of Jojo's Bizarre Adventure, Steel Ball Run. To evolve Tusk Act 3 into Tusk Act 4, you must use the Pelvis of the Saint's Corpse while also having Spin and Worthiness V.

Tusk Act 4 has a couple of niches when compared to its previous incarnations. *Infinite Rotation* is a key ability of Tusk Act 4 as it allows the user to walk within time stop for two to four seconds. All the while, Infinite Rotation bypasses attacks that redirect, with the most notable example being D4C Love Train. The only way other Stands can damage its redirect abilities is via status effects, such as bleed or poison. Tusk Act 4 is also the only version of Tusk that has any melee capabilities, due to its barrage and barrage finisher. Wormhole Uppercut can also be used to engage to a target as a Tusk Act 4 can use barrage or barrage finisher, which Tusk Act 3 does not have.

However, Tusk Act 4 has a couple of flaws. Firstly, it is banned from Casual Steel Ball Run as it is classified as a Requiem Stand. Some players may even consider it inferior to Tusk (Act 3) This is mainly due to Act 3's shorter cooldowns, allowing for zoning potential which Tusk Act 4 lacks. Comparing to other Requiem Stands as well, Tusk Act 4 does not offer too much from its previous counterpart and is borderline considered weak for a Requiem tier Stand as it only offers a limited movement within paused time that regular time manipulation Stands would have.

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Total Skill Points: 65 Points

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## Abilities

**Passive - Infinite Rotation**: Allows the user to walk for 2-4 seconds in stopped time, as well as bypassing all abilities that can reflect.

LMB - **Punch:** This short move with a short cooldown deals 9 damage at max destructive power and can be combo'd 5 times, ultimately dealing 45 damage if all hit.

E - **Stand Barrage**: Tusk Act 4 comes in front of the user to release a flurry of punches. Deals a maximum of 1.5 damage.

R - **Barrage Finisher**: A heavy punch which can break blocks and ragdolls opponents. Deals 16.6 damage.

T - **Nail Shots**: Shoots 3 nails, each dealing 8 damage. These can be blocked.

Y - **Golden Rectangle Nail**: Shoots 1 nail, dealing 24 damage. This can not be blocked.

H - **Tea Time**: The user drinks Tea, healing them by a maximum of 40.6.

Z - **Nail Glide**: Glide with your nail for 3 seconds.

X - **Wormhole Nails**: Tusk Act 4 uses wormholes to redirect nails that have recently been shot and missed, automatically aiming them back at a singular target. When upgraded, extra nail shots will be added to this ability. You can use this ability at medium ranges by pressing X on a target while having your cursor hovered over them.

C - **Wormhole Uppercut**: Tusk and its user sink into the floor, coming back up to attack the nearest enemy. This deals 15.5 damage.

Tusk Act 1

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**JoJo's Bizarre Adventure, Part 7 - Steel Ball Run**

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## Contents

* Overview
* Abilities
* Tips, Combos, and Glitches
* Trivia

## Overview

Tusk Act 1 is a long ranged Stand used by Johnny Joestar in the Steel Ball Run manga. It is obtained from a Ribcage of the Saint's Corpse with a 25% chance.

Tusk Act 1 is considered to be one of the worst Stands in the game, due to how limited it is in terms of combat. Aside from its nail shots, the user cannot attack. Its heal is a self-heal only that heals for a minor amount, and its only mobility is Nail Glide. Despite this, it is possible to complete the main story, even without a Speciality. This is not recommended though, due to Tusk's limited attacks.

The Stand usually is paired with Spin, due to that being the only way to evolve the Stand.

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Total Skill Points: 27 Points

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## Abilities

E - **Nail Shots:** Shoots 5 nails, each dealing 6 damage with an approximately 5 second long cooldown. This move is blockable.

R - **Nail Slash:** Punches opponent with a golden spiral around your fist, dealing 11 damage and ragdolling the opponent. This move has an approximately 5 second long cooldown and can be perfect blocked.

T - **Focused Nail Shot:** Shoots a nail that bypasses block, dealing 15 damage and stunning the target.

H - **Tea Time:** You drink tea that heals you by 11.5, 16.5 at max upgrade, with an approximately 20 second long cooldown.

Z - **Nail Glide:** Glide with your nail for 3 seconds, with an approximately 10 second long cooldown

Tusk Act 2

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**JoJo's Bizarre Adventure, Part 7 - Steel Ball Run**

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## Contents

* Overview
* Abilities
* Tips, Combos, and Glitches
* Trivia

## Overview

Tusk Act 2 is a long ranged Stand used by Johnny Joestar in the Steel Ball Run manga. It is upgraded from Tusk Act 1 to Tusk Act 2 by having Spin and Left Arm of The Saints Corpse.

Tusk Act 2 adds a couple of abilities on top of Tusk Act 1, with the main one being an upgraded version of the *Focused Nail Shot* called *Golden Rectangle Nail* and Wormhole Nails. This allows the user to redirect any missed nail shots to a target, allowing the use of some mind games or less precise aiming. This can be used to stall out defensive buffs such as Golden Skin from Spin or the passive Hamon defense.

Like Act 1, Act 2 is limited in terms of attacks, if its shots are on cooldown, it cannot do much without a Speciality. Wormhole nails can be cancelled upon getting hit, putting the ability instantly in cooldown. Aside from *Nail Slash*, Tusk Act 2 lacks any sort of physical abilities or any way to engage or disengage from combat aside from *Nail Glide* (Which isn't as good as a *Stand Leap* or *Time Skip*).

Usually, this Stand is used with Spin if the user wants to evolve Tusk again to Act 3, which is one of the requirements for it being upgraded.

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Total Skill Points: 42 Points

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## Abilities

E - **Nail Shots:** Shoots 5 nails each dealing 6 damage (around 5-second cooldown & blockable)

R - **Nail Slash:** Punches opponent with a golden spiral around your fist dealing 11 damage and knocking the opponent down (around 5-second cooldown & bypasses blocks)

T - **Golden Rectangle Nail:** Shoots 1 nail dealing 18 damage and ragdolling the opponent. (around 7-second cooldown & bypasses blocks)

H - **Tea Time:** You drink tea that heals you by 17.4 (30.4 by max) (around 20-second cooldown)

Z - **Nail Glide:** Glide with your nail for 3 seconds (around 10-second cooldown)

X - **Wormhole Nails:** Tusk ACT 2 uses wormholes to redirect nails that have recently been shot and missed, automatically aiming them back at a singular target. When upgraded, extra nail shots will be added to this ability. You can use this ability at medium ranges by pressing X on a target while having your cursor hovered over them.

Tusk Act 3

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**JoJo's Bizarre Adventure, Part 7 - Steel Ball Run**

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## Contents

* Overview
* How to Obtain
* Abilities
* Tips, Combos, and Glitches
* Trivia

## Overview

Tusk Act 3 is a long ranged Stand used by Johnny Joestar in the Steel Ball Run manga.

In addition to maintaining every previous ability, Act 3 adds *Wormhole Uppercut*. This gives Tusk the extra dynamic of being able to engage combat. The attack has some crowd control as the attack inflicts knock down, which allows the user to dash away to increase the distance between the user and the target, as Tusk is purely a long range stand. Wormhole Nails can also redirect any nail based attacks that did not hit someone. The attack gets cancelled if the user gets hit during the animation start up, which emphases the importance for a Tusk Act 3 user to keep their distance from whoever they are fighting.

One main plus for Tusk Act 3 is its low cooldowns, allowing to be easily used to zone. Tusk Act 3 is typically also paired with Spin which adds extra durability via *Golden Skin*, which reduces damage from attacks from other Stands that can zone, such as The World (Alternate Universe) or to survive close range attacks, which Tusk Act 3 does poorly at. However, while the lack of melee attacks can be fixed by upgrading Tusk to Act 4, Act 4 generally has longer cooldowns, with more skill points required to unlock skills. Act 4 is also banned in the Casual Steel Ball Run Gamemode, which Tusk Act 3 isn't.

## How to Obtain

To obtain Tusk Act 3, you must speak with Jesus while having Worthiness V, Spin, and Tusk Act 2.

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Total Skill Points: 46 Points

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## Abilities

E - **Nail Shots**: Shoots 5 nails each dealing 6 damage (around 5-second cooldown & blockable)

R - **Nail Slash**: Punches opponent with a golden spiral around your fist dealing 11 damage and knocking the opponent down (around 5-second cooldown & bypasses blocks)

T - **Golden Rectangle Nail**: Shoots 1 nail dealing 18 damage and knocking down the opponent. (around 7-second cooldown & bypasses blocks)

H - **Tea Time**: You drink tea that heals you by 20.4 (35.4 at max) (around 20-second cooldown)

Z - **Nail Glide**: Glide with your nail for 3 seconds (around 10-second cooldown)

X - **Wormhole Nails**: Tusk ACT 3 uses wormholes to redirect nails that have recently been shot and missed, automatically aiming them back at a singular target. When upgraded, extra nail shots will be added to this ability. You can use this ability at medium ranges by pressing X on a target while having your cursor hovered over them.

C - **Wormhole Uppercut**: sinks into the floor and comes up to attack the enemy you have your cursor on (as long as you can see their name tag) otherwise it will redirect to the nearest enemy, dealing 8.3 damage