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The Sun — A Bizarre Run Stand Guide

Zoning from inside the box · Race B / PvP C · 5 moves documented

Racing tier
B
PvP tier
C
Consensus
B
Acquisition
Stand Arrow

Overview

The Sun zones from safety: Solar Ray beams in a line, Flare Rain bolts from the sky, Mirror Box hides you while attacks continue, and Pilot summons a controllable sun. Tier lists consistently rank it low for damage (C-tier on PvP-focused lists, B overall) because its moves are slow and avoidable — but its defensive zoning has niche use for holding space in Battlegrounds while objectives tick.

How to get it: Stand Arrow draw. Since Arrow draws show three random cards, plan the hunt with our Arrow & Spin Planner and bank free codes Arrows first.

The Sun Moveset

MoveWhat it does
Solar RayBeam at the enemy in a straight line for 3 seconds
Flare RainBolts of energy rain down from the sky
Mirror BoxHide under a box
HeatwaveSummons the sun to daze enemies while dealing damage
PilotSummon a sun that you control yourself

JoJo Origin

The Sun from Stardust Crusaders. Since A Bizarre Run is an unlicensed fan game, expect names and kits to riff on the source rather than replicate it exactly — and expect evolutions that follow the manga's logic (community guides already anticipate Tusk's later Acts and a Scary Monsters evolution path).

How The Sun Fits The Meta

The two-mode structure means The Sun gets judged twice. In the race stages, what matters is movement, boosts and utility; in Battlegrounds, it's damage, combos and survivability. Zoning from inside the box is where this kit earns its keep. Where it sits in the full picture, see the tier list.

Playing The Sun: The Short Version

Every Stand in A Bizarre Run runs on the same combat skeleton — M1 string, dash, barrage on E, four ability slots, Awakening on G — which means learning The Sun is mostly learning when, not how. Read the moveset table above in combo order rather than list order: most kits open with a gap-closer or trap, convert through their mid-string, and finish with the knockback or grab. This kit has no documented Awakening cutscene, which makes its ability slots the entire payload — learn their cooldowns cold.

In races, The Sun is a Battlegrounds-first kit (B racing grade) — bring it to the arena, not the course, and let a movement Stand handle the racing half of the game.

The Sun vs The Roster

Matchup knowledge in A Bizarre Run is thinner than in established fighting games, but the tier consensus gives working answers: ranged kits (Tusk Act 1, The Sun) punish melee approaches; ambush kits (D4C's Dimension Warp) punish static zoning; utility kits (Coco Jumbo's room) stall burst damage. Whatever The Sun's weakness is, the counter-play usually lives in a different tier bracket — which is why rerolling with Rokakaka instead of main-playing a bad matchup is often the correct ladder strategy in the game's first months.

The roster is still growing — the developers tie new Stands to like goals and shipped D4C and Scary Monsters within the first nine days. Every addition shifts the meta; this page and the update log track the changes as they land.

How To Get The Sun: The Full Acquisition Path

The full path, in spending order: first redeem every working code (the current eight hand out roughly five Arrows and five Rokakaka Fruits between them — that's up to five three-card draws with five resets, free). Second, complete the Gyro quest for Spin regardless of whether you plan to main it, because a guaranteed Stand costs nothing and Spin is S-tier racing anyway. Third, feed Spin Tickets into the wheel — community-tracked odds put direct Arrows at 5% and Fragments at 20% per spin, with five Fragments crafting one full Arrow. Fourth, reroll: a Rokakaka clears the slot, an Arrow rolls again. Run the exact numbers on the Arrow & Spin Planner before spending Robux on the paid third slot — most players reach The Sun (or something they prefer) before the slot becomes the bottleneck.

Common The Sun Questions From Live Players

The questions that actually come up in A Bizarre Run's communities, answered with what's verified: "Is The Sun worth a Rokakaka reset?" — if you race more than fight and it grades B for racing, generally yes; if it grades C for PvP and you're an arena regular, the reset math flips. "Does it work on horseback?" — every Stand deploys mid-race with B, but kits built for foot combat lose most of their value mounted; the tier list's race column is the honest guide. "Will it be nerfed?" — the developers balance fast (the anti-teaming hotfix shipped inside 72 hours of launch), so any dominant kit is a temporary state; the update log records every balance pass. And "Shiny variants?" — the wheel tracks a Shiny Stand Arrow at 0.5% community-tracked odds, consistent with D4C's three documented skins, but the exact cosmetic system hasn't been fully documented yet.

FAQ

How do you get The Sun in A Bizarre Run?
Stand Arrow draw. Using a Stand Arrow shows three hidden cards and you pick one, so getting The Sun specifically is RNG: roll, and Rokakaka-reset anything you won't keep. Codes, the spin wheel and race rewards all supply Arrows.
Is The Sun good in A Bizarre Run?
The Sun grades B for racing and C for PvP across current published tier lists (B). The Sun zones from safety: Solar Ray beams in a line, Flare Rain bolts from the sky, Mirror Box hides you while attacks continue, and Pilot summons a controllable sun. For the full comparison, see our Stand tier list.
What are The Sun's moves in A Bizarre Run?
The Sun has 5 documented moves: Solar Ray, Flare Rain, Mirror Box, Heatwave, Pilot. An Awakening cutscene effect has not been documented for this Stand yet.
What JoJo Stand is The Sun based on?
The Sun from Stardust Crusaders. A Bizarre Run is an unlicensed fan game inspired by Steel Ball Run, so names and kits riff on the manga without official licensing.

Data checked November 15, 2026. A Bizarre Run updates often — we re-verify numbers after each update.

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