A Bizarre Run Tier List: Best Stands for Racing and PvP
Use this A Bizarre Run tier list to compare Sandman, Oyecomova, and Spin, understand their strengths, and choose a Stand for racing or combat in Roblox.
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Speed can put you ahead, but stage two can force you to fight. This A Bizarre Run tier list weighs racing utility alongside combat strength: Sandman takes S tier, while Oyecomova and Steel Balls (Spin) sit in A tier. Choose around both parts of the race, because reaching a checkpoint doesn’t always mean you can immediately leave it.
S Tier: Sandman
| Name | Tier | Why it ranks here |
|---|---|---|
| Sandman | S | Can run on foot at speeds capable of surpassing mounts, giving him exceptional racing utility. |
Sandman earns his position through movement. In a race built around reaching the finish line, speed has value even when it doesn’t deal damage. His ability to outpace mounts makes him a priority for players focused on placing well.
Pick Sandman when racing is your main goal, and use that movement to avoid unnecessary fights between objectives. Keep the elimination checkpoint in mind, though: stage two includes a town where a required number of players must die before the border opens. Speed helps you reach that obstacle; combat still matters once you’re there.
Official page: A Bizarre Run (roblox.com)
A Tier: Oyecomova and Steel Balls (Spin)
Image: Roblox / A Bizarre Run By Current.
| Name | Tier | Why it ranks here |
|---|---|---|
| Oyecomova | A | Contact-triggered explosions give him a strong offensive role, though Tusk has the advantage in the ranged-damage comparison. |
| Steel Balls (Spin) | A | Two Steel Balls provide another offensive option, with less emphasis on long-range damage than Tusk. |
Oyecomova
Oyecomova’s explosions make contact count. Choose him if you prefer that offensive mechanic over fighting with swords or barrages.
Practice landing his attacks in Battlegrounds before relying on them during the race. That mode lets you fight other players with your Stand, giving you somewhere to learn its timing without also navigating a race route.
Steel Balls (Spin)
Spin belongs alongside the combat options even though it is a technique. Its two Steel Balls provide an alternative fighting style, and they can also replace your revolver as a secondary item.
Complete the Gyro NPC’s quest line in the lobby to unlock Spin. Choose it for the Steel Ball fighting style rather than assuming the game’s Steel Ball Run inspiration makes it essential.
Choosing Between Racing Utility and Combat
Your priorities change during the race:

- Stage one: You cannot shoot other players. Use environmental sabotage, including shooting TNT and destroying routes, while concentrating on movement.
- Stage two: Players can attack each other with secondary weapons, and an elimination checkpoint makes fighting part of advancing.
- Battlegrounds: Focus on learning your Stand’s attacks, blocking, and ability timing against other players.
Consider Tusk Act One when ranged damage is your priority. Its long-range offense gives it an advantage over Oyecomova and Spin in that specific comparison.
For mounted racing, manage your stamina regardless of your combat choice. Holding Shift makes your mount run faster but consumes stamina. Accelerate behind another horse to take advantage of slipstreaming, and learn the shortcuts during the tutorial.
Between stages, the train gives you a chance to purchase secondary items for the next leg. Its shop includes dynamite, a lasso, shotguns, and ammo. Buy what you need before stage two, where players can use revolvers and shotguns against each other or capture opponents with a lasso.
Getting Your Stand and Unlocking Spin
The opening Stand Arrow sequence offers three options. Compare the choices you actually receive instead of building your entire plan around one specific pick.
Stand Arrows let you obtain new Stands, while Rokakus reset your Stand. Look for both during stage two; Rokakus also appear elsewhere along the race.
Before resetting, spend time learning your current abilities. Practice their range and timing in Battlegrounds, then decide whether you want Sandman’s movement, Oyecomova’s explosions, or a different combat style. For Spin, head to Gyro in the lobby and complete his quest line.
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A Bizarre Run Tusk Guide: Act 1 Moves and Race TipsLearn A Bizarre Run Tusk basics, from Act 1 nail attacks and recharging ammo to Stand rolls, corpse parts, and surviving the race's dangerous second stage.Join the community
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