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Stand Out Harvest

Use Harvest’s search controls, wall-carry movement, ambush recall and EX tools with their documented restrictions.

Stand Out Harvest Moves and Controls

Stand Out Harvest combines scouting and colony movement with ambushes and close-area attacks. Search Party sends nine units to mark discoveries; Colony Carry moves you over surfaces, including walls. Decide whether you need information, movement or a trap before choosing which colony action to use.

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Move / inputEffect and restrictionBase cooldown
M1 Light Combo / M2 AttackNamed basic attacks; further mechanics not listed.Not listed
Colony Carry — tap again to stopRapid transport across surfaces, including walls.25s
Harvest Ambush — tap / hold recallPlant squads on floor, wall or ceiling. Nearby enemies trigger an ambush with Poison. Recall or spend squads before normal unsummon.0.45s
Harvest TornadoColony circles you and attacks nearby enemies from every direction.23s
Search Party — M1 Command / tap Cycle / hold RecallSend all nine to search. Found enemies, objects and items stay marked until recall.Not listed

Movement and ambush decisions

Colony Carry lifts and transports you rapidly across a surface, including a wall. Tap again to stop early. That second tap is the documented way to end movement deliberately, so use it when you reach the point you need. The base cooldown is 25s.

Harvest Ambush plants a squad with a tap and recalls squads with a hold. Floors, walls and ceilings are valid surfaces. A nearby enemy triggers the planted squad, which applies Poison. Active ambush squads must be recalled or spent before a normal unsummon. If dismissing Harvest is your next action, resolve those squads first rather than assuming the summon toggle clears them automatically.

Tornado is the nearby-area option: Harvest circles you and attacks from every direction. It has a 23s base cooldown, unlike Ambush’s 0.45s. A planted ambush watches a surface; Tornado works around you. Choose according to where you need the attack to happen.

EX choices and interruption

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EX moveCostBase cooldownEffect / restriction
Poured Into Veins3 bars16sAll nine combine into one concealed trap with poisoned stings.
You want proof?!4 bars35sQuadruples the ranks to overwhelm one marked enemy.
Snatch2 bars18sTakes a consumable from an enemy’s hand and brings it back. Being hit on the way interrupts the units and drops anything taken.

Choose You want proof?! when the task is pressuring one marked enemy; its target requirement matters alongside its four-bar cost. Poured Into Veins instead concentrates all nine into a concealed trap. These actions have different setup requirements.

Snatch concerns a consumable held in an enemy’s hand, not arbitrary inventory theft. Its return can fail: a hit interrupts the units and drops what they took. Treat the outgoing action and the return as separate parts of the result. Spending two bars does not guarantee that the item reaches you.

Getting Harvest and choosing a purpose

Harvest comes through arrows. Use the arrow comparison to understand crafting and tier distributions; a printed tier chance is not a named Harvest probability. Preserve a wanted loadout through D’Arby’s storage before replacing it. Using a chip permanently loses the Stand currently equipped.

For gathering and locating objects, Harvest’s search utility may matter more than a mixed combat ranking. Compare the overall tier list with your actual goal, then return to the Stand directory for other kits.

Sources

Sources checked November 15, 2026. Harvest primary moveset; Official Trello board.