|Japanese Name||カーディガンズ (Kaadiganzu)|
|Namesake||The Cardigans (alternative rock band)|
|User (Default Name)||伊佐治 (Isaji)|
"A support-oriented stand that resembles a nurse. Can cure others’ wounds and ailments, using Stand power, and if necessary, inflict a small amount of damage with scalpels and medical tools." (In-Game Description)
"Sensitive, deeply trusting, and easily wounded. Though you avoid people a whenever possible, you would never abandon someone in a time of need. Naturally skeptical, you're a truth-seeker who desires to get to the bottom of everything. You spend much of your time alone, pondering the universe." (Personality Evaluation)
Cardigans is the quintissential support Stand - lots of healing techniques (especially valuable in this game where they're rare for non-Support Stands), lots of SP, good Spirit and Speed, but very little damage output. Using a combination of SP Injection and her healing skills outside of battle provides a way to fully restore your party for absolutely free. At level 43, it learns Toxicant, which has the same effects as the item version, but in addition to being a better value in terms of SP cost, the damage scales with Cardigans' Spirit stat.
The recommended tactics is "Flee", maximizing her survivability and speed for the cost of her already negligible offense.
Cardigans' normal attack is physical, short-ranged, and has a 1% chance of inflicting Dizzy or Fear.
The actual amount restored by healing moves varies if used in battle.
|Name||SP cost||Level learned||Effect|
|Cardiac Massage||5||1||Revives an ally from K.O. / May fail when used in battle.|
|Stone Toss||1||1||Inflicts physical damage on one enemy.|
|Stand Attack||1||1||Directly attacks an enemy with your Stand.|
|Check-Up||10||1||Relieves physical exhaustion a bit. / Heals user's HP slightly, works like Cold Medicine if protagonist is Sickly|
|Transfusion||5||1||Absorbs a little bit of an enemy's HP. / Does comparable damage to a normal attack.|
|Eyedrops||5||1||Removes Darkness status.|
|Loud Yell||0||2||Yells in a booming voice to remove Confusion.|
|SP Injection||10||3||Restores a small amount of SP to an ally. / 10 SP|
|Cooling Pad||5||4||Removes Paralysis status.|
|Heal||3||4||Restores 30 HP to one ally.|
|Antidote||5||6||Removes Poison status.|
|Soothing Medicine||5||8||Removes Berserk and Confusion status.|
|Desperation Attack||3||10||Strong attack on all enemies that has a low success rate. (S)|
|Anthem||5||10||Plays an anthem to raise allies' Defense. / Increases Durability proportionate to starting value, stacks up to a point.|
|Anesthesia||5||11||Inflicts Sleep status on an enemy.|
|Heal All||5||12||Restore 20 HP to all allies.|
|Cure||6||13||Restore 120 HP to one ally.|
|Shock Therapy||13||15||Inflicts electric damage on an enemy. (S)|
|Cure All||10||17||Restores 80 HP to all allies.|
|First-Aid||10||18||Removes most status effects. / Not KO, Sleep, Confusion, Berserk, OnFire or anything else covered by a different skill.|
|Under the Knife||11||19||Attacks an enemy with a scalpel. (M) / Low chance of inflicting Bleeding.|
|Awakening||10||20||Removes Sleep status.|
|Restore||12||23||Restores 480 HP to one ally.|
|Operation||20||25||Removes all status effects except for K.O.|
|Restore All||20||27||Restores 320 HP to all allies.|
|Revive||14||30||Revives a K.O.'d ally with half of their HP. / 100% success rate in battle, unlike Cardiac Massage.|
|Laser Cut||20||30||Inflicts severe damage on an enemy. (S) / Chance to inflict 1HKO, ignores defense|
|Doping||100||40||Raises all stats|
|Experimental Drug||60||43||Inflicts various status effects on an enemy.|
|Full Restore||28||50||Revives a K.O.'ed ally with full HP.|
|Beat To Death||Jotaro|
|Burned At The Stake||Abdul|
Overworld Interactions Edit
- CANNOT answers the student on the second floor of the school about horror movies.
- Can revive the fallen man near the Chinese restaurant for 40 XP and an Anchovy Pizza.
- Can revive the fallen man near the lake to receive a Foo Fightalin.
- In the Northwest corner, can revive the fallen man for a Crazy DX and 200 XP.
- Can heal Mannish Boy to avoid the Death 13 arc, and instead fight The Tyde.
- On Day 25 on, you can heal the terrorist guarding the base, for -2 bad karma.
- You can help the Refugee camp. Doing so makes one day pass, and you gain -2 bad karma and a Junk Bracelet.