The Stand Meter is a limited combat resource. Current guides agree that the bar has a 100-point scale, drains while a Stand is active, changes when actions are used, recovers after withdrawal, and creates a ten-second summon lockout when fully depleted. They sharply disagree on the exact drain and recovery numbers, so manage the visible bar rather than relying on one fixed timer.
Two conflicting reported value sets
Older community report
Faster drain and recovery set
Passive drain: 3.4 per second
Per hit: 1.9
Skill: 22
Recovery: 7 per second after 1.5 seconds
Newer community report
Slower numeric set
Passive drain: 0.4 per second
Per hit: 1
Skill: 12
Recovery: 1 per second after 4.5 seconds
Agreement across reports
Use this rule now
Scale: reported as 100
At zero: ten-second summon lockout
Decision: withdraw with a buffer and measure your current server.
Do not add the two sets, average them, or choose one because its numbers look cleaner. They may describe different updates, measurement methods, or definitions of a hit and skill. Each remains Community reported.
Use a safe summon cycle
Start with the Stand withdrawn and enough space to observe. Summon for one purpose: a barrage, skill, control action, defense, or support action. Watch the bar during that action. When the useful sequence ends, withdraw with a visible buffer left.
While withdrawn, move, face the threat, defend, or reposition. Watch when recovery begins and how quickly the bar changes. Summon again only when the next action has a reason and enough resource.
This cycle works under both reported value sets. It also reduces the risk of reaching zero after a missed skill or an opponent’s unexpected escape.
Measure your current server
Use a low-risk location or willing practice partner. Record the update title or UTC date, Stand, starting meter, action, ending meter, and approximate recovery delay. Test passive summon time separately from a hit or skill so the costs do not overlap.
Repeat the observation at least twice. Network delay, UI rounding, a hidden action, or another effect can distort one reading. Do not publish a precise rate from a single visual sample.
If your results resemble one reported set, describe them as a match for that session, not proof of a permanent global rule. If neither set matches, keep the current observation and date. The client can change before a guide is updated.
Avoid the ten-second lockout
The strongest consistent warning is the lockout after full depletion. Treat the last portion of the bar as an emergency buffer. Withdraw before an optional final attack if spending it would reach zero.
When the bar does empty, stop attempting to summon repeatedly. Use normal movement, frontal block, dash, and spacing while the reported ten seconds pass. Repeated Z presses do not shorten a resource lockout and can distract from defense.
If summoning still fails after the expected period, check whether the bar has recovered, the character is stunned, another state is active, or the current build changed the rule. Reproduce once before calling it a bug.
Adjust for different Stand roles
A pressure kit may tempt you to keep the Stand active through an entire approach. Separate movement from the expensive action: establish range first, summon for the threat, and withdraw when pressure ends.
A control kit may create value without constant attacks. Watch whether the useful effect requires the Stand to remain active. Do not pay passive drain merely for appearance if the current action has ended.
A support kit may need a buffer for an ally’s next need. Spending to zero on an unnecessary solo exchange removes that option. Your personal meter threshold should reflect the job you want the Stand to perform.
Diagnose unexpected meter loss
Check whether the Stand was left summoned while you moved or opened another action. Separate passive drain from a hit, skill, or sustained barrage. Record the starting bar before testing so a partial value is not mistaken for a larger cost.
Confirm that the HUD is showing the Stand resource rather than a separate cooldown or status. If the meter changes in a safe area, note whether an action, summon animation, or server event still occurred.
If only one kit behaves differently, do not force it into a universal rate. The Stand, move, or update may have a special rule that needs direct current evidence.
Connect meter management to controls
On the reported PC layout, Z summons or withdraws, right mouse uses a Stand barrage, and X uses a Stand skill. Verify the current prompts. The Controls page explains how to test each input separately.
Do not queue several Stand inputs while checking the bar. One action at a time makes the cost readable. When learning Combat Basics, use the reset step to withdraw and preserve the next decision.
Meter questions
What is the maximum Stand Meter?
Current community guides report a 100-point scale. Verify the current HUD because no permanent first-party stat sheet was found.
Which drain numbers are correct?
The current sources conflict too sharply to choose responsibly. Compare your server with both dated sets and trust the visible current behavior.
What happens at zero?
Independent current coverage agrees on a ten-second summon lockout. Preserve a buffer to avoid it.
Does the meter recover while the Stand is active?
The reported normal loop is to withdraw and wait through a recovery delay. Observe your current bar and do not assume recovery has begun until it visibly changes.