Wiki
Stands
Stand obtainment, spawn rates, and a compact roster for the current stand pool in Bridger Western.
Stands are one of the main midgame goals, but they are much easier to chase once your slot can already survive the route.
If you are tracking cosmetic rolls instead of just kits and obtainment, open Stand Skins.

How To Get A Stand
There are currently two main stand routes:
| Method | How it works | Risk / note |
|---|---|---|
| Corpse Parts | Spawn globally when enough players are present; you must hold and absorb them | Chance scales with player count and takes time |
| Arrow Shards | Legendary fishing pull | Guaranteed stand, cannot be banked, and currently cannot be dropped |
Best Stand Route For Your Build
| Your situation | Better route | Why |
|---|---|---|
| Weak slot, low fight confidence | Arrow Shard route | Less public contest than corpse beacons |
| Strong slot or coordinated group | Corpse Part route | Faster stand pressure when you can survive fights |
| Already doing fishing economy | Arrow Shard route | Reuses your existing loop |
| Looking for contested PvP progression | Corpse Part route | Public event naturally attracts fights |
Corpse Parts
- Corpse parts start spawning once the server has 3+ players
- They announce themselves with a loud sound and a yellow beam
- The longer you hold the part, the higher the stand chance climbs
- The stand chance caps around 15-20%
- Spawn rate improves as player count rises, going from about 1/150 at 3 players to 1/40 at 25 players every 30 seconds
When the event fires, players get an on-screen alert that reads "IT APPEARS ONCE AGAIN".
Corpse Part Event Tempo
Based on the current spawn scaling:
- At around 3 players (
1/150every 30s), event tempo is roughly one proc per ~75 minutes - Near 25 players (
1/40every 30s), event tempo is roughly one proc per ~20 minutes
These are rough expectation values, not guaranteed timers.
Arrow Shards
- Comes from fishing as a 0.1% legendary result
- Guarantees a stand unless the stand is unobtainable or gated behind special rules
- Cannot be used if you already have a stand
- Cannot be banked or dropped
- The shard stays with you through death and leaving, but it still cannot be stored
- Shows a glowing/smoky held aura in-hand

Stand Rarity And Skin Rules
The current stand pool has a few extra rules worth planning around:
- stand rarity is split between Default and Rare
- current rare time-manipulation stands are Mandom, The World, King Crimson, TWAU, Star Platinum, and Whitesnake
- any stand obtainment method that rolls your stand can also land a shiny skin
- the current shiny skin chance is 5%
- Tusk still follows its own special route and comes from a 2% roll when fusing with a Saint's Left Arm
- having a stand reduces your base gun damage, although some stands can interact with gun damage differently
If you want the full cosmetic variant list, use Stand Skins.
Stand Roster Highlights
Some stands worth calling out quickly:
- Gold Experience Requiem (resource bar management and Return to Zero utility)
- Tusk Acts 1-3 (cripple-state behavior and act-switch usage notes)
- Magicians Red (strong, simple pressure option in the current roster)

Stand Kit Highlights
Gold Experience Requiem Overview
| Move / passive | Practical behavior |
|---|---|
| True Life Giver (passive) | Green resource bar with larger capacity than base Gold Experience |
E Barrage | QTE extension can trigger high damage knockback variant |
R Variant cycle | Life Giver Punch / Tree / Eagle / Scorpion Shot variants |
G Return to Zero | Defensive nullification tool with long cooldown |
T Heal | Self or nearby target heal based on positioning |
V Variant Switcher | Rotates the active R variant |
Tusk Acts 1-3 Overview
| Move / passive | Practical behavior |
|---|---|
| Crippled (passive) | Reduced movement, no sprint, and no guns |
E Aim In | Nail-shot pressure route (act-dependent behavior) |
R Nail Glide | Movement/reposition tool |
G Act move | Act 1 leap / Act 2 rotation bullet behavior |
V Act Switch | Rotates between available acts |
Utility Stands With No Summon Drain
These stands function with no summon stamina drain:
- Hermit Purple
- Tubular Bells
- Hey Ya
- 20th Century Boy
- Mandom
Full Stand List
Current stand roster with category, availability, and example art where it is available.
| Stand | Category | Availability | Note |
|---|---|---|---|
| Humanoid | General pool | Classic brawler stand and core base for time-stop movement variants. | |
| Humanoid | General pool | Wire and projectile pressure kit with tentacle traps and Emerald Splash routes. | |
| Humanoid | General pool | Rapier-focused stand with a fast barrage, uplift, and lunge pressure. | |
| Humanoid | General pool | Burn-focused stand with flame kick and movement-limiting bind pressure. | |
| Humanoid | Rare-leaning pool | Time-oriented stand with long-range autolock punch and mobility variant usage. | |
| Humanoid | Rare-leaning pool | Alternate World variant with knife-synergy passive and aggressive pressure options. | |
| Humanoid | Rare-leaning pool | Hybrid time-oriented stand with listed rare obtainment via Star Platinum time-stop movement route. | |
| Humanoid | General pool | Life-giver resource bar stand with QTE barrage extension and variant utility. | |
| Humanoid | Listed | Listed with a full move kit including Return to Zero and multiple life-giver variants. | |
| Humanoid | General pool | Poison bulb stand with cloud pressure; your own poison can still hurt you. | |
| Humanoid | General pool | Dimension-hop stand with a listed poncho-triggered defensive passive route. | |
| Humanoid | General pool | Repair and utility stand; restore mode enables facial reconstruction interactions. | |
| Humanoid | General pool | Bomb-oriented stand with plant-and-detonate pressure and chop break potential. | |
| Humanoid | Rare-leaning pool | Timing-oriented stand with high-threat impale and barrage/chop core tools. | |
Tusk Acts 1-3 | Humanoid | Special obtainment | Small chance from the Left Arm corpse part; crippled state reduces movement, blocks sprint, and disables guns. |
| Utility / Non-humanoid | General pool | Utility stand listed with no summon stamina drain. | |
| Utility / Non-humanoid | General pool | Utility stand listed with no summon stamina drain and encouragement-style passive behavior. | |
| Utility / Non-humanoid | General pool | Utility stand listed with no summon stamina drain and defensive specialization. | |
| Utility / Non-humanoid | Rare-leaning pool | Time-rewind utility stand with listed no-summon-drain behavior. | |
| Utility / Non-humanoid | General pool | Utility stand listed with no summon stamina drain and tether-style control tools. | |
| Spec / Unobtainable | Admin / developer only | Marked unobtainable. |
Stand Hunt Checklist
Before hard-committing to stand hunting:
- Keep enough money for resupply and route recovery
- Stabilize core loadout first (weapon + utility basics)
- Set spawn intentionally so corpse/loot deaths do not ruin your whole route
- If shard drops, prioritize safe use path over extra greed fights
Stand Progress Notes
- Arrow Shard bank/drop restrictions are stable right now, but death/leave behavior is the first thing to re-check after live updates.
- Corpse event frequency is population-scaled, so server size changes stand pacing more than most players expect.
When To Start Chasing Stands
- Corpse parts are public events and attract fights.
- Arrow Shards are direct stand progress, but you still cannot stash or drop them.
- If your slot is still weak, it is usually better to stabilize your weapon and money route before gambling on a public stand event.
- If you want the passive layer that does not depend on open-world events, go to Cards.
- If you are collecting alternate appearances, continue into Stand Skins.