Match items are gadgets you grab mid-game to reach the ball, knock a rival down or guard the space around your goal. Each one fits a different kind of play, and rarity says more about the roll than about the play.
Match role
Mobility and Reaching the Ball
Energy Drink is the outlier here, because its boost doesn't reach or pull the ball. Take it for the boost itself, not for reach.
Energy Drink
Temporarily boosts your stats.
- Rarity
- Common
- Role
- Stat boost
- Roll chance
- 12.5%
Supercharge
Gives you a short burst of movement speed.
- Rarity
- Common
- Role
- Movement speed
- Roll chance
- 12.5%
Grappling Hook
Pulls you toward the ball or another player.
- Rarity
- Uncommon
- Role
- Reach and pull
- Roll chance
- 7.0%
Magnet
Pulls a loose ball toward you.
- Rarity
- Uncommon
- Role
- Loose-ball pull
- Roll chance
- 7.0%
Jetpack
Lets you fly across the field and reach the ball from new angles.
- Rarity
- Mythic
- Role
- Aerial mobility
- Roll chance
- 1.0%
Match role
Disrupt Opponents
Shotgun
Fires a close-range blast that knocks a player down for a few seconds.
- Rarity
- Uncommon
- Role
- Close-range knockdown
- Roll chance
- 7.0%
Flintlock
A short-range single shot that knocks an opponent down and interrupts their attack.
- Rarity
- Rare
- Role
- Knockdown
- Roll chance
- 3.5%
Grenade
A thrown explosive that can bounce before bursting into smoke and flames.
- Rarity
- Rare
- Role
- Area disruption
- Roll chance
- 3.5%
Rocket Punch
Launches a target away and can break possession.
- Rarity
- Rare
- Role
- Knockback
- Roll chance
- 3.5%
Bazooka
Fires an explosive projectile that knocks back players near impact.
- Rarity
- Epic
- Role
- Area knockback
- Roll chance
- 2.3%
Freeze Gun
Freezes a player in place.
- Rarity
- Epic
- Role
- Freeze
- Roll chance
- 2.3%
Sledgehammer
Jumps and slams the ground, ragdolling nearby players with a shockwave.
- Rarity
- Epic
- Role
- Area knockdown
- Roll chance
- 2.3%
Match role
Protect the Goal and Control Space
Barricades
Placeable walls block shots and restrict movement.
- Rarity
- Common
- Role
- Goal defense
- Roll chance
- 12.5%
Forcefield
Briefly blocks tackles and attacks.
- Rarity
- Common
- Role
- Attack defense
- Roll chance
- 12.5%
Oil Spill
Makes the ground slippery and disrupts movement.
- Rarity
- Uncommon
- Role
- Movement disruption
- Roll chance
- 7.0%
Landmines
Explosive traps launch nearby players.
- Rarity
- Rare
- Role
- Area trap
- Roll chance
- 3.5%
How Illegal Soccer Item Rolls Work
Shop rolls unlock items. A single roll costs 1,000 Coins, and the odds decide what you get.
| Rarity | Share of rolls | Chance per item |
|---|---|---|
| Common | 50% | 12.5% |
| Uncommon | 28% | 7.0% |
| Rare | 14% | 3.5% |
| Epic | 7% | 2.3% |
| Mythic | 1% | 1.0% |
The share is how often a rarity turns up. The chance per item is the odds for each item at that rarity, so each Common comes up at 12.5% a roll and the Mythic at 1.0%.
Guarantees cover the top end. An Epic is guaranteed within 7 rolls, and a Mythic within 19. The counters show in the shop, so you can see how close you are. If you count single rolls from zero, that's up to 7,000 Coins for an Epic and up to 19,000 Coins for a Mythic.
Prices, odds and counters can change after an update. If a number doesn't match what the shop shows, trust the shop.
What a Question-Mark Block Gives You
Touch a question-mark block during a match and you get one item from your equipped loadout. If there's an item you want available mid-match, equip it.
Reaching and Pulling the Ball
Jetpack is the pick when the ball is across the field and you're out of position, since it can reach the ball from almost anywhere. It's the Mythic tier at 1.0% a roll, so the 19-roll guarantee is your backstop if you're chasing it.
Grappling Hook takes practice to aim, so try it before you need it in a close match.
Magnet earns its slot in a scramble, where a loose ball is hard to reach by running.
Save Supercharge for the run that matters, like beating a rival to a loose ball.
Which Item Disrupts Rivals
Wait until a rival is dribbling straight at you before you fire Shotgun. The blast needs accurate aim, so don't shoot at someone still far off.
Flintlock is for a rival who's already close. It's the pick when a rival is pushing forward at you.
Rocket Punch is the pick when a rival is carrying the ball and you need it back.
Bazooka misses are costly, so wait for a clean line, and aim for the spot a rival is about to reach, not the one they've just left.
Freeze Gun is especially useful near goal, where a frozen defender leaves you room to take the ball. The freeze is brief, so use that window.
Grenade covers an area rather than one player, so aim it at the spot your rivals need to cross and allow for the bounce.
Sledgehammer is a crowd pick, since it reaches the rivals standing close around you.
Protecting Your Goal and Controlling Space
Barricades only help where they stand, so placement is the real decision. Build them on the path a shot will take, because a wall off that line blocks nothing.
Forcefield is for the moment a rival lunges in, so hold it until contact is coming.
Drop Oil Spill where rivals are about to run, not where they've already passed.
Landmines need a rival to run into them, so place them on the path a rival is likely to take.
If you want the items ranked against each other, see the Illegal Soccer items tier list.
FAQ
How many walls does Barricades place?
Up to three walls.
Does Forcefield help me score?
Not directly. Forcefield has no scoring effect of its own. It briefly blocks tackles and attacks, so it's a protection pick.
Are jerseys and emotes match items?
No. Jerseys, balls, emotes, goal effects, player cards and item skins are cosmetics, not match items. Match items are the gadgets you use during play.


