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
- In the lobby, press Z or click the Shop button. The window opens on the Daily Shop tab.
- Switch to Your Items. That tab lists the gameplay pool and the chance printed beside each name.
- 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.
- 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.
