School & builds

Morioh High clubs and perks

Compare eight Morioh High club perks: Track, Basketball, Occult, Soccer, Esports, Fight, Library and Music. Choose a membership around your goal.

Choose a goal for your next session

The October 12 club guides list eight available perks and describe one club membership at a time. Use the goal selector to highlight the perks that support your preferred activity.

Choose a goal to highlight the clubs that match it.

The selector groups perks by their listed effect. It does not calculate a hidden damage score or choose a Stand for you.

Club perk table

ClubListed perkUseful focus
Track+5% run speedFor chasing and repositioning between attacks.
Basketball+5% healthFor a larger health pool in longer exchanges.
Occult−5% Stand drainFor players who often fight with a Stand summoned.
Soccer+5% dash rangeFor covering more distance with each dash.
Esports−5% dash cooldownFor more frequent dashes.
Fight+5% punch damageFor builds that rely on ordinary punches.
Library+5% lesson YenFor earning more Yen through classes.
Music+5% calmFor the calm perk.

Perks come from the recent club-guide tables. Read the membership description in your current game before joining or changing clubs.

Basketball game in the Morioh High gym
Basketball inside the gym, shown in the Morioh High release trailer at 0:10.

Running and dashing serve different goals

Track affects running, Soccer affects dash range, and Esports affects dash cooldown. Those distinctions are a useful way to choose between the three movement memberships.

As an editorial selection rule, choose the movement you already rely on. If you often walk into attack range, consider the running perk. If you want to cover a longer gap in one action, consider dash range. If you use dashes repeatedly, look at cooldown instead.

Practice your movement with the Q dash prompt before deciding which of those problems you want to solve.

Match the perk to your habits

Basketball's listed perk changes health. Occult's listed perk changes Stand drain. Decide whether your ordinary exchange needs more room for health loss or more attention to Stand uptime.

Fight's listed benefit is punch damage. Read that wording carefully when your build uses a mix of ordinary attacks and Stand abilities. A membership description should not be expanded into a bonus to every action unless the current game says so.

Use the Stand roles as a planning aid rather than a fixed combination list. A pressure kit and a counter kit can both benefit from movement, while a support player may value surviving long enough to help a teammate.

Pick a school-life focus

Library lists a lesson-Yen benefit and Music lists a calm benefit. The lesson perk gives a clear reason to choose Library when attending classes is your next activity. Choose around the actual effect you want from your membership.

If you are exploring the school for the first time, use the beginner checklist and read a class or NPC prompt before settling on a routine. A perk becomes useful when you do the activity it supports.

A quick club decision

  1. Choose a goal: movement, health, Stand uptime, punches or school life.
  2. Compare the relevant perk descriptions in the table.
  3. Read the current membership prompt in the game.
  4. Pick one benefit you expect to use repeatedly.
  5. Try the activity before changing the rest of your build.

That is a selection checklist, not an official club ranking. Membership is one part of your routine alongside your Stand and practice.

Sources

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