Items

Question-mark boxes, loadouts, and shop rolls

See how a question-mark box hands you an owned item, which names are official, and which shop percentages still disagree.

Question-mark boxes, loadouts, and shop rolls

See how a question-mark box hands you an owned item, which names are official, and which shop percentages still disagree.

Repotted's listing names guns, grappling hooks, jetpacks, and oil spills. The longer catalog below comes from illustrated player guides that describe 14 shop items. 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. Guides say only one exists at a time, so both teams race it. Walking into it gives you an item from the pool you have unlocked, and the tutorial tells you to press 1 and then left click.

A later shop walkthrough also says you can receive an item by filling a possession meter, or by touching that randomizer block. Both can be in the game. Watch which prompt your HUD actually shows.

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 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.

Where you roll

  1. In the lobby, press Z or click the Shop button. The window opens on the Daily Shop tab.
  2. Switch to Your Items. That tab lists the gameplay pool and the chance printed beside each name.
  3. Read the price. A 1,000 Coin roll is repeated across several September guides. Robux prices of both 12 and 24 appear, so the number on the button is the price.
  4. Choose Roll an Item. The result is random. Rolling adds the item to your collection. It does not put that item in your hands for the next kickoff. The question-mark block, or the possession meter if your build shows one, draws from what you already own.

Coins come from playing. Do not treat a fan estimate of coins per match as a payout table. There is no verified code that skips the roll.

One early September Daily Shop frame lists these cosmetic prices. Stock rotates, so treat the table as an example of outright purchases, not a permanent catalog.

Purchase on that frame Coins
Laugh emote 49
Blue Tiger 99
8-Ball 249
Crimson Flash 349
T-Pose emote 750
Implosion goal effect 799
Item roll 1,000, or a Robux button

Buy a named cosmetic if you want that cosmetic. A roll is not a way to pick the Jetpack.

Two rate tables that do not match

Use these only as a warning. The percentage on your Your Items tab replaces both.

A September 6 illustrated guide that roughly tries to sum near 100 percent:

Item Label and chance in that table
Barricades, Energy Drink, Forcefield, Supercharge Common, 12.5% each
Grappling Hook, Magnet, Oil Spill, Shotgun Uncommon, 7.8% each
Flintlock, Landmines Rare, 7.8% each
Rocket Punch Rare, 5.0%
Bazooka Epic, 5.0%
Freeze Gun, Jetpack Epic and Mythic, 0.6% each

An earlier table, also repeated on September 6 pages that call Jetpack 1.0% Mythic and Rocket Punch 4.7% Epic, does not sum to 100 percent:

Item Label and chance in that table
Barricades, Energy Drink, Forcefield Common, 12.5% each
Supercharge, Grappling Hook, Magnet, Shotgun Uncommon, 7.0% each
Oil Spill, Flintlock, Landmines, Rocket Punch Rare, 4.7% each
Bazooka, Freeze Gun Epic, 3.5% each
Jetpack Mythic, 1.0%

A September 14 tier article then prints Jetpack 1%, Freeze Gun 3.5%, and Rocket Punch 4.6%. The labels and the percents move together. Do not average them. The roll calculator only does the arithmetic for a percentage you type.

Featured slots, daily reset clocks, and skip-Common advice in those writeups are strategies, not confirmed shop rules. One shop article mentions pity counters. Another does not describe them. If your client shows a pity number, that number wins. This site does not invent one.

What the cards are said to do

These jobs come from the same item guides. Duration, ammo, and knockback are still card text.

Item Job the guides describe
Grappling Hook Pulls you toward the ball or another player. Officially named.
Jetpack Flight to a ball you cannot sprint to. Officially named. Rate is the disputed Mythic row.
Oil Spill Coats a lane so players slip. Officially named. Teammates slip too.
Shotgun Close knockdown.
Flintlock A single direct shot. Range is not settled. Promotional art shows flintlock-style guns.
Bazooka A blast that moves players near the impact, including teammates if they are there.
Freeze Gun Holds a player so you can take the ball. Duration is not settled.
Rocket Punch Locks onto a target and sends them flying. Fire it at the dangerous player, not the nearest body.
Forcefield A short block against tackles and attacks while you carry.
Barricades Placed walls. One table says up to three. Do not wall your keeper's eyes.
Landmines Traps that launch nearby players. Teammates can trigger them.
Magnet Drags the ball toward you, in the shop table. Test the target before you build a play around it.
Energy Drink One table says a temporary stat boost. A dribbling tutorial says infinite stamina for running, kicking, dribbling, and tackling. Read the card.
Supercharge A short movement-speed burst in the shop table. Numbers are not published.

An early September 1 note mentions a revolver from a lucky block. Later 14-item lists do not use that name. Do not hunt a separate Revolver entry unless your shop shows one.

Cosmetics live in the locker: jerseys, balls, emotes, and goal effects. They do not change kick power unless the current description says they do.

Pair by job

Give the two buttons you can actually fire different jobs. The loadout guide is the pairing page. The gadget tier list is an editorial practice order, not a developer ranking.

FAQ

Frequently Asked Questions

How many players are in a match?

Servers hold up to eight players, with up to four on each side. Step on the team pad that still has room. A colored ring under your feet marks your side.

How do I curve a shot?

Curve is its own keybind. Open the gear menu and read the Curve row, because videos show middle mouse, right click, and T as defaults. Hold that input while you shoot and move the aim sideways. Practice it on the lobby AI keeper before you use it in a live match.

What is Illegal Soccer?

It is Repotted's Roblox soccer match for up to eight players. The official description adds guns, grappling hooks, jetpacks, tackles, explosions, and oil spills, and it says there are no referees. Goals still decide the match.

Are there Illegal Soccer codes?

Public checks through October 8, 2026 did not find a working code or a redemption control for place 126987974021910. Strings from other Roblox soccer games do not apply here.

How do I unlock Ranked?

A September 20, 2026 ranked update log says you need five owned items, then ten placement matches. Legal Ranked turns items off. Illegal Ranked leaves them on. The same log says repeated leaving can lock you out, while a disconnect can rejoin without that penalty.

Do jerseys or goal effects change my kick?

Jerseys, balls, emotes, and goal effects are cosmetics. They do not change kick power unless the current item card says they do. Roblox Marketplace avatar gear is a different system.