Repotted's listing names guns, grappling hooks, jetpacks, and oil spills. Everything else in the catalog below comes from illustrated player guides. Rarity, damage, duration, and price can change, and several published tables disagree. Read the item card and the shop odds in your client before you spend.
How an item enters a live match
A colored question-mark block spawns on the pitch from time to time. Only one exists at once, so both teams race it. Walking into it gives you an item from your equipped loadout. Press 1 to ready what the box gave you, then left click to use it. That is the same loop the tutorial teaches.
Slot count is not consistent across guides written in the same week:
- The item-box walkthrough says the equipped loadout holds up to three entries, and Sportskeeda also says you can equip up to three items that the question-mark block can hand you.
- The keybind walkthrough says Item 1 and Item 2 are the two gadget slots on the HUD, and mobile is described with two gadget buttons.
Both can be true if the loadout list is longer than the buttons you can fire. Count the slots on your HUD and the entries in inventory before you copy a pair. Three items are unlocked by default. The guides do not name which three. Other names come from Daily Shop rolls paid in Coins, and sometimes Robux.
Names you can look up
| Item | Evidence | Match job the guides actually describe |
|---|---|---|
| Grappling Hook | Official name | Reposition, reach a contest, change the attacking angle. |
| Jetpack | Official name | Cross a gap or beat a slide. Wasted if you launch at midfield and leave the ball. |
| Oil Spill | Official name | Cut a lane in your own third. Do not drop it where your ball must travel. |
| Guns | Official family | Direct disruption. Specific models below are community names. |
| Shotgun | Community | Close disruption. |
| Flintlock | Community | Direct gun. Range and reload are not settled. |
| Bazooka | Community | Longer or explosive disruption. Recovery is the cost. |
| Freeze Gun | Community | Delay a player. Duration is not settled. |
| Rocket Punch | Community | Remove the one player creating the threat, not the nearest body. |
| Forcefield | Community | Absorb a hit while you carry. Waste it if you pop it before anyone challenges. |
| Barricades | Community | Block a shooting lane. Do not wall your own keeper's view. |
| Landmines | Community | Deny a predictable run to goal. Teammates can trigger them. |
| Magnet | Community | Reported ball or object control. Test the target before you build a play around it. |
| Energy Drink | Community | Reported movement or resource support. The exact buff is not settled. |
| Supercharge | Community | Reported temporary buff. The exact buff is not settled. |
Cosmetics live in the same broad inventory: jerseys, balls, emotes, and goal effects. They do not change kick power unless the current description says they do. Roblox avatar gear from the Marketplace is not the same system.
What a roll costs and what it returns
Community guides describe a Daily Shop where you pay for a roll, not for a named item. A 1,000 Coin price is repeated across several of those guides. Robux prices of both 12 and 24 appear, so the honest price is the number on your screen. Coins come from playing. A match pays based on the result. Do not treat a fan estimate of coins per match as a payout table.
One September 6 guide states two specific rates: Jetpack at 1.0% and labeled Mythic, and Rocket Punch at 4.7% and labeled Epic. Other writeups regroup items under 12.5%, 7.0%, 4.7%, 3.5%, and 1.0%. Those figures do not add up to 100%, and they assign Grappling Hook, Shotgun, Oil Spill, and Rocket Punch to different tiers. Use them only as a warning that fan tables drifted. The roll calculator can turn a percentage you type into an "at least once" chance. It does not read your shop.
Featured slots, daily reset clocks, and "skip Common days" rules in those same writeups are strategies, not confirmed shop rules. If the client shows a probability disclosure, that text wins.
Pair by job
Give the two buttons you can actually fire different jobs.
- Striker: movement plus protection. Spend movement only when the landing is the pass or the loose ball. Save protection for the challenge on the last touch.
- Keeper: something that covers the shot line, plus something for the rebound. A jetpack that lands you beside the goal instead of in front of it is a bad save.
- Pressure: movement plus one gun or oil. Call the loose ball before you fire. Two guns and no way back is a highlight, then a counter.
Change one slot at a time across several possessions. The gadget tier list is an editorial order of practice priority, not a developer ranking.
