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A Bizarre Run Sandman Guide

Sandman in A Bizarre Run races on foot and uses large jumps. Horse stats do not apply to him. Learn how his stamina, boost and slipstream work, then prepare for the combat in Stage 2.

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How Sandman plays

Sandman runs the course without riding a horse. His large jumps give you another way to handle the route, but you still need to judge obstacles and watch your stamina. Practise the movement before choosing an unfamiliar shortcut in a live race.

Start with a clean finish rather than chasing a perfect time. If you are new to the game, use the first-race guide to learn Stage 1, the train intermission and Stage 2.

Sandman stats and stamina

Horse stats do not apply to Sandman. His stats cannot currently be increased, so rerolling horse stats will not improve him. Focus on movement practice and route choices instead.

The current stamina penalty is 10%, reduced from 15% in the November 8 adjustment. That is a penalty, not a statement that only 10% of the stamina bar remains. Learn how Sandman handles a full run and watch the stamina bar between boosts. Review the race-preparation guide for the wider race and quest systems.

Boost, downhill movement and slipstream

MechanicWhat to expect
BoostUses a fixed speed rather than gathering boost speed over time.
Stamina during boostDoes not drain while boost is active.
Downhill movementAutomatic sliding; downhill speed increased in the latest adjustment.
Slipstream distanceDoubled from its earlier range.
Slipstream speed multiplierIncreased from 1.15× to 1.35×.
Sprint interruptionTakes two hits to stop sprinting, like riders on horses.

Follow another racer to use their slipstream while keeping the road in view. Watch the stamina bar between boosts; the no-drain rule applies while boosting. Practise downhill approaches and jumps so that your route choice supports your movement.

A practical Sandman race plan

  1. Before registration: choose one movement skill to practise, such as maintaining slipstream or judging a jump.
  2. During Stage 1: focus on the route ahead. Follow a racer for slipstream when the road allows, and leave room to react to hazards.
  3. Between boosts: keep checking stamina instead of assuming the no-drain boost rule covers the whole race.
  4. In Stage 2: reach the checkpoint before its time limit, then use the campfire to heal. Account for player combat when choosing where to run.

Sandman combat changes

The November 8 combat adjustments change how several Sandman attacks behave. Use these values when reviewing your attacks:

Attack or variantAdjustment
Hunters AssaultDamage reduced from 20 to 10; slash mode deals 10 with 5 bleed damage.
Burn variantDamage reduced by up to 5%; flame tick damage reduced by 3%.
Zap variantStun shortened by 2 seconds. This is the reduction, not the total stun duration.
Fourth moveNo longer extends combos.

Recheck your attack sequence instead of relying on a combo built around the fourth move extending it. If you are changing your wider loadout, review Stand slots and resets before using your items.

Sandman questions

Does Sandman need a horse?

No. He races on foot, and horse stats do not apply to him.

Can I upgrade Sandman’s stats?

His stats cannot currently be increased. Rerolling horse stats will not improve Sandman.

Does boost drain stamina?

No, stamina does not drain while boost is active. Keep watching the bar outside that period.

Why do older guides show different stamina values?

The November 8 changes moved the penalty through 20% and 15% before the final 10% adjustment. Use 10% when comparing your current setup.

Before another run, check the A Bizarre Run codes for item rewards and return to the beginner guide if a race checkpoint is still unfamiliar.