JoJo Golden Spirit Fighting Styles

JoJo: Golden Spirit sorts every unit into six fighting styles — Defense, Assault, Agility, Ranged, Special and Support Type — and all six have published effects. Each style is a permanent passive: Defense takes 30% less damage for the first 5 seconds of a battle, Ranged deals +5% damage per tile of distance, and every one of the six ends with the same RUSH clause worth +25% final damage. Here is the full set, with the numbers, ahead of the August 13, 2026 launch.

⚠️ Source and status: the six effects below are transcribed from the game’s style descriptions as documented on JoJo’s Bizarre Encyclopedia (jojowiki.com), where this section has stood since May 22, 2026 — i.e. they come from the closed-beta build. The global launch build is the check, and we re-verify this page against the global build only when reproducible evidence is available. Do not treat these CBT values as a silent claim about the August 2026 balance.

The six fighting styles and exactly what each one does

Every unit in Golden Spirit belongs to one of six styles, and each style grants one always-on combat effect. These are the full confirmed effects:

Style Confirmed effect
Defense Type Gains a 30% damage reduction for the first 5 seconds of each battle
Assault Type While below 40% HP, a landed basic attack restores HP equal to 150% of Attack — once every 10 seconds
Agility Type Targets the enemy in the counterpart position at the start of battle; +5% crit rate while no enemy is targeting it; below 60% HP, enters 3 seconds of stealth after being hit (10s cooldown)
Ranged Type Deals 5% more damage for every 1 tile of distance from its target
Special Type A landed basic attack restores 20% of max Energy — once every 10 seconds
Support Type When any ally drops below 30% HP, instantly heals them for 10% of their max HP — once every 10 seconds

Two things stand out immediately. Every trigger except Ranged’s is conditional — on a health threshold, on a time window, or on not being targeted — so a style’s value depends heavily on how the fight actually goes. And every effect except Defense’s has a 10-second cooldown, which sets the rhythm of a Golden Spirit fight far more than raw stat lines do.

Every style carries the same RUSH clause

All six style descriptions end with an identical sentence: after three characters of different classes unleash their ultimate skills, this character enters RUSH mode, gaining a 25% final damage bonus and a slight energy restoration. RUSH is therefore not the property of any one style — it is a reward the game pays out for fielding a mixed team, and it applies to whichever unit acts next.

That single design choice is why “which style is strongest” is the wrong question. A team of six of the same style can never satisfy the different-classes condition, so it permanently locks itself out of a +25% final damage window that costs nothing to unlock. Style diversity is the mechanic; style ranking is mostly noise. See the RUSH guide for the full picture, including the two other trigger conditions the official sources describe.

Special Type is the engine behind RUSH

Special Type restores 20% of max Energy on a basic attack, once every 10 seconds — and since ultimates are what fill the RUSH condition, the style that generates energy is the style that makes the whole mechanic fire faster. Five procs is a full bar from empty, and that is before whatever energy a unit gains normally.

Read against the RUSH clause, this is the most consequential number on the page: RUSH needs three different-class ultimates, so a comp that cannot reliably reach three ultimates never sees the bonus at all. A Special unit is the cheapest insurance against that, which is the sort of thing you want to know before deciding who to invest in on day one.

Ranged Type is the only style tied to the board

Ranged Type gains 5% more damage for every 1 tile of distance from its target — the only style effect whose output depends on where a unit stands. Google Play’s own description calls the battlefield “a profound strategy system woven with 11 panels”, so distance is a countable variable, not flavour text.

This also creates the clearest counter-play loop visible before the August 13 release (historical): heavy fog reduces the range and damage of ranged units, which is exactly the condition that turns a Ranged unit’s positioning bonus against it, and correspondingly rewards melee comps. Two systems, one interaction — see the formation grid and the weather system.

What the health thresholds tell you about roles

Three of the six styles only pay out when a unit is already in trouble — Assault below 40% HP, Agility below 60% HP, Support when an ally is below 30% HP — and that tells you what the designers expect fights to look like: drawn-out enough for units to take damage and recover, not decided in one burst.

  • Defense Type protects only the opening 5 seconds. It is an opener buffer rather than a sustained tank — most valuable where the first exchange decides things.
  • Assault Type is a self-sustaining bruiser. It heals for 150% of Attack, so its survivability scales with offence, and a unit that never dips below 40% gains nothing from it.
  • Agility Type wants to be ignored: the +5% crit rate only applies while no enemy targets it, and the stealth is an escape valve below 60% HP. That reads as a backline or flanking role, not a frontliner.
  • Support Type is emergency triage, not steady healing — a 10% max-HP burst that fires when an ally is already at 30%.

Which character uses which style has not been published

No public source maps individual characters to these six styles. The wiki entry documents the style effects and the roster in two separate sections with no link between them; the official site ships no roster at all; and the Google Play listing never names a style. Any full style-by-style tier list you see before August 13, 2026 is inference, however confidently it is presented.

We would rather show you a gap than fill it with a guess, so the tier list and team builder mark every unit’s style as TBD. Rarity and Part are confirmed from the closed-beta roster and are shown; style is not, and is not. Unknown assignments stay blank until a current character screen supplies them.

What remains unverified in the global build

Style assignments for the full roster, whether launch changes any of the six numbers above, whether the 10-second cooldowns are shared or per-effect, and how “counterpart position” resolves on the 11-panel board. Start with the beginner guide if you are new, then the reroll guide to plan a first SSR around a style you actually want.

FAQ

Are all six style effects global-build values? They are documented CBT descriptions. Use them as versioned evidence, not as a claim that August balance is unchanged.

Can I assign a style from a character’s lore? No. A Stand or Hamon theme is not evidence of the in-game style label. Check the character screen.

What should I record when verifying a style? Record the exact label, passive text, character, client date and screenshot so the result can be reproduced.

Additional source: official Google Play description.

Sources

Source scope checked August 14, 2026. Store claims and versioned CBT documentation are kept separate from unverified global-build values.

Frequently Asked Questions

How many fighting styles are in JoJo: Golden Spirit?

Six, and all six effects are published: Defense Type (30% damage reduction for the first 5 seconds of a battle), Assault Type (below 40% HP, a basic attack heals for 150% of Attack every 10s), Agility Type (+5% crit rate while untargeted, 3s stealth below 60% HP), Ranged Type (+5% damage per tile of distance), Special Type (a basic attack restores 20% of max Energy every 10s) and Support Type (heals an ally below 30% HP for 10% of their max HP every 10s). Which character uses which style has not been published.

What is the difference between Wit and Combat?

Wit is ability counterplay — timing and countering enemy skills. Combat is skill synergy — chaining your own units abilities together. A strong formation plays both pillars rather than leaning entirely on raw damage.

Should you stack one fighting style?

No. RUSH mode requires three characters of different classes to fire their ultimates, so a single-style team locks itself out of the +25% final damage bonus, and it leaves obvious coverage holes on top of that.

Which fighting style is the best one?

None of them, and the mechanics say so rather than opinion: every one of the six style descriptions ends with the same RUSH clause, which only triggers after three characters of different classes use their ultimates. The game pays for style diversity, not for one style. If you want the most load-bearing effect, Special Type restores 20% of max Energy on a basic attack, which is what makes those ultimates come round faster.

Does weather affect combat in Golden Spirit?

Yes — real-time weather is a confirmed system that changes how fights play out, on top of positioning on the formation grid. Exactly which effects each weather type applies has not been published; we document them at launch.

Two pillars, six styles
WitSkill counter-play
CombatSkill synergy
6 fighting styles
??????

A strong team plays both pillars and spreads across styles — exact style names are revealed at launch.