Crab Rave

**Crab Rave** is a Colony-Type ACT Stand, featured in JoJoWorld with 5 ACTs in total, tough one of them is ACT. It's the Stand of a Main Character, Kani Storm.

It has the ability to evolve to five different ACTs in total. The User can choose wich of the ACTs he already achieved he wants to use in his fight, or what ever he wants to do.

This is one of the few known ACT Stand. Kani managed to achieve all ACTs until the 4th ACT, but he confirmed, that ACT 5, and possibly more ACTs, exists, though he never managed to unlock ACT 5.

## Stats?

**ACT 0** of the Stand Crab Rave, also known as "The Egg" is the first form of the Stand.

In its embryonic state, known as "The Egg," this Stand manifests as a small, opaque egg. During this phase, "Crab Rave" is entirely passive and invisible. Its main ability is to gather and store information and impressions from the surroundings to utilize in later ACTs.

"The Egg" excels at collecting and absorbing information from its surroundings. It can capture sensory impressions, such as sounds, smells, and tACTile feedback, from its immediate environment. It also has the unique ability to record and store these impressions for later use.

In this stage, "The Egg" forms a subtle telepathic connection with its user, allowing for the exchange of information and impressions. This connection becomes more pronounced as the Stand evolves through its subsequent ACTs.

## Crab Rave - Act 1

### Type

Close-Range StandColony-Type Stand
Evolved Stand

## Stats?

**ACT 1**, also known as Claw of Chaos is the seconds stage of the Stand Crab Rave.

Once Crab Rave advances to ACT I, the egg hatches and transforms into a colony of tiny, crab-like Stands. These crabs can move on surfaces and execute small but precise and rapid attacks. They have the ability to target and manipulate the nerve endings of opponents, resulting in temporary paralysis.

The crabs in ACT I are equipped with multiple claws, enabling them to execute highly precise and swift attacks. They can target specific points on an opponent's body, aiming for nerve endings or vulnerable areas, which can result in temporary paralysis.

ACT I crabs are remarkably agile and can move swiftly on various surfaces, be it land, water, or even vertical surfaces. This agility grants them an advantage in both offense and defense.

The crabs maintain their ability to manipulate nerve endings, causing targeted individuals to experience paralysis or incapacitating cramps. This effect, while temporary, can be used strategically to disable adversaries.

ACT I crabs can cooperate to form small swarms, working together to perform coordinated attacks or defense. This collective approach can overwhelm opponents with a barrage of precise, pinching strikes.

While ACT I doesn't possess the full spectrum of sensory information-gathering that ACT 0 does, it can still utilize the data stored during the embryonic phase to inform its attacks and movements.

## Crab Rave - Act 2

### Type

Long-Range StandColony-Type Stand
Evolved Stand

## Stats?

**ACT 2**, also known as Pincer Party, is the third stage of the Stand Crab Rave

In the second ACT of "Crab Rave," the crabs become more aggressive and numerous. They can gather into larger formations and collectively attack enemy Stands or opponents in groups. They retain their ability to manipulate nerves, causing victims to experience severe cramps and confusion.

ACT II amplifies the aggressive nature of the crab-like Stands. They can now form larger swarms, which can be utilized for both offensive and defensive purposes. These swarms can collectively overwhelm opponents with their sheer numbers and precision.

The crabs in ACT II maintain their precision in attacking nerve endings or vulnerable areas. Their claws have become more intricate, allowing them to target even smaller and more specific points on an opponent's body.

The ability to manipulate nerve endings is further enhanced in ACT II, causing even more severe cramps and incapacitation in targeted individuals. The duration of the paralysis remains temporary but is more potent.

ACT II crabs can form complex patterns and formations during battles. They can create defensive barriers to shield their user from harm and employ intricate offensive tACTics, ensuring that their attacks hit with maximum impact.

While ACT II doesn't possess the full range of sensory information-gathering of ACT 0, it can still use the sensory data gathered in the embryonic phase to refine its attacks and movements.

## Crab Rave - Act 3

### Type

Long-Range StandColony-Type Stand
Evolved Stand

## Stats?

**ACT 3**, also known as Shelly Symphony is the fourth stage of the Stand Crab Rave

The third ACT of Crab Rave introduces the ability for collective coordination. The crabs form complex patterns to construct both defensive barriers and offensive waves. Their attacks become even more potent, and they can create barriers that absorb and redirect energy or projectiles.

ACT III crabs exhibit advanced coordination and strategy. They can assemble into intricate patterns and formations, both for offensive attacks and defensive tACTics. These formations can adapt and shift rapidly during combat to maximize their effectiveness.

The Stand has gained the ability to construct energy-based defensive barriers. These barriers can deflect attacks and absorb energy-based projectiles, converting them into a powerful counterattack. This enhances the Stand's overall defensive capabilities.

ACT III can utilize sensory data gathered during the embryonic phase more efficiently. This results in more precise and well-informed attacks. The Stand can anticipate an opponent's moves by analyzing past sensory data.

ACT III is capable of absorbing energy-based attacks into its barriers and redirecting the absorbed energy as a powerful counterattack. This energy redirection can take the form of directed beams or explosive bursts.

## Stats?

**ACT 4**, also known as King of the Beach is the fourth and last stage of the Stand Crab Rave.

In its final ACT, Crab Rave reaches its ultimate stage. A colossal, royal crab with imposing pincers manifests as the "King of the Beach". This crab can move at immense speeds and execute powerful pincer attacks. It retains its nerve manipulation ability but can now blanket entire areas with confusion, leaving enemies paralyzed and disoriented.

ACT IV boasts exceptional power, with the ability to deliver devastating pincer attacks that can crush even the most robust of opponents. Its physical strength is unparalleled, allowing it to overpower adversaries with ease.

While ACT IV is colossal, it retains remarkable speed. It can move swiftly across land and water, closing the gap between itself and its targets rapidly. This combination of power and speed makes it a formidable force in combat.

The Stand's durability is heightened to an extraordinary level. It can withstand a barrage of attacks without showing signs of damage, making it nearly impervious to harm.

ACT IV's pincers are its primary weapons, capable of delivering precise and crushing blows. Its pincer attacks are not only physically devastating but also maintain the ability to manipulate nerve endings, inducing prolonged paralysis and excruciating pain in targeted individuals.

ACT IV exudes an aura that can paralyze opponents within a certain radius. Those who enter this aura are subjected to temporary but debilitating paralysis, rendering them vulnerable to the Stand's relentless assaults.

ACT IV can absorb energy-based attacks and channel that energy into its pincers, amplifying the force of its physical strikes. This enables it to deliver incredibly powerful energy-enhanced blows.