MoriohHigh

All eight club perks in Morioh High

Checked

You get one club. That is the entire decision, and it makes the strongest-sounding bonus the wrong way to choose.

Pick by the habit, not the number

Every bonus is the same size, so none of them wins on magnitude. They differ in how often they apply:

  • Movement is three separate fixes: Track keeps you in a chase, Soccer crosses a gap in one dash, Esports brings the dash back sooner.
  • Survival is two separate fixes: Basketball buys hit points, Occult buys Stand uptime — and only Occult touches the meter.
  • Fight is the narrowest of the eight, and the one most often taken by mistake.
  • Library is the only bonus that pays in currency, which makes it the right pick for a session where you do not fight at all.

Morioh High GUIDE! (Best Fighting Styles, Get REROLLS Fast, Tips & Tricks)

Video by CHALLS

The club rooms appear on the campus map at 1:23. The bonuses on this page come from a 12 October guide, not from this video. Watch on YouTube

The selection rule

Name the thing that kills you most often, then pick the bonus that touches it. If nothing describes your last session, the club is not your bottleneck and Library is the safe default.

Trap: Fight for a Stand build

Fight's +5% does not touch the barrage or any Stand skill. A player who took Fight expecting a stronger Star Platinum: The World has spent their only club slot on their weakest damage source.

What is not published

Whether you can switch clubs, and what it costs, has not been stated. Treat the choice as permanent until you see a screen that says otherwise.

10 of 10 shown

  • Track

    +5% run speedBonus

    Movement

    What it multiplies
    Your own running, between fights as well as during them
    Verdict
    Default pick for anyone who fights outside a building
  • Basketball

    +5% healthBonus

    Survival

    What it multiplies
    Total health, which buys time between cooldowns
    Verdict
    Pick it if you die in the seconds after a skill misses
  • Occult

    -5% Stand drainBonus

    Survival

    What it multiplies
    Stand drain; whether it covers passive drain, hits and skills is unpublished
    Verdict
    Only if you keep the Stand out for long stretches
  • Soccer

    +5% dash distanceBonus

    Movement

    What it multiplies
    How far one dash travels
    Verdict
    Pick it to cross a gap in one dash, not to run faster
  • Esports

    -5% dash cooldownBonus

    Movement

    What it multiplies
    How often a dash comes back
    Verdict
    Pick it to dash again sooner, not farther
  • Fight

    +5% normal punch damageBonus

    Combat

    What it multiplies
    Ordinary punches only - not the Stand barrage
    Verdict
    Trap for Stand builds: your barrage gets nothing
  • Library

    +5% lesson YenBonus

    Economy

    What it multiplies
    Yen earned from classes
    Verdict
    Safe default when you are not fighting at all
  • Music

    +5% calmBonus

    Economy

    What it multiplies
    The calm stat; what it changes is not published
    Verdict
    Unfinished: no measurable benefit yet
  • Art

    Coming SoonBonus

    Unreleased

    What it multiplies
    Not open on 12 October
    Verdict
    Not selectable yet
  • Student Council

    Coming SoonBonus

    Unreleased

    What it multiplies
    Not open on 12 October
    Verdict
    Not selectable yet