Spiked Weapons – Blocks, Passives, and More

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The range of Spiked weapons alters the way teammates perform during a match. Depending on your current weapon, you may be a blocker, spiker, or buffer.

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Spiked Weapons

Weapons allow you to excel in a battle and can win you the match if used correctly!

Unique Weapons

All Unique weapons have a 1% drop rate chance.

Block Breaker

Cooldown of 80 seconds

Aim the ball towards the hands of the Blocker on the opposing team. If you manage to perform the skill correctly, you break their block. However, Soft Touch and Immovable (both are weapons), can guard against Block Breaker.

Immovable

Cooldown of 100 seconds

With Immovable, you can block any oncoming spike, whether it’s a regular hit or one with a weapon. Using this weapon allows you to guard yourself against Block Breaker!

Minus Tempo

Cooldown of 50 seconds

Active Minus Tempo to increase your Tempo and Speed exponentially for the next set.

Boom Jump

This weapon has no cooldown as it acts as a passive ability

You can reach further heights if your jump has a full charge, though Boom Jump allows you to recharge much faster. If your character is short, this weapon is incredibly useful, as the extra height provided by the jump can come in handy.

Float

Cooldown of 20 seconds

Your servers whilst floating have a greater curve to them, allowing you to utilise different parts of the court. However, the ball is susceptible to random movements.

Legendary Weapons

Legendary weapons have a 5% drop rate chance.

Powerful

This weapon has no cooldown as it acts as a passive ability

Your spike power increases by 20% when you have a full charge whilst hitting the ball. This counts when simply sending the ball back or serving!

Ricochet

This weapon has no cooldown as it acts as a passive ability

An ideal weapon for wiping! You don’t have to hit the top part of the blocker’s hands to perform a wipe, instead, you can hit their arms to wipe.

Soft Touch

Cooldown of 70 seconds

If a wipe is performed against you, the ball’s speed reduces and bounces off of your own block.

Iron Wall

This weapon has no cooldown as it acts as a passive ability

Your hitbox for blocking increases by 20%.

Perfect Toss

Cooldown of 40 seconds

The hitbox for the ball increases by 50% for your sets, aiding spikers when passing the ball close by to them.

Conductor

This weapon has no cooldown as it acts as a passive ability

You increase the power of the player that hits the ball by 20% when using it during a set.

Safe Guard

This weapon has no cooldown as it acts as a passive ability

Bump Recieve’s hitbox increases by 20%.

Guardian

This weapon has no cooldown as it acts as a passive ability

Your Dive’s hitbox increases by 20%.

Quick Step

Cooldown of 15 seconds

Your speed increases by 30% for a total of 5 seconds.

Full Approach

This weapon has no cooldown as it acts as a passive ability

You do not need to charge your jump. Quickly jump on the spot to perform a jump that is fully charged!

Hybrid Serve

This weapon has no cooldown as it acts as a passive ability

Your serves when jumping get a 10% boost and the unpredictability of your serves when floating increases by 10%.

Passive Weapons

Passives have a 94% chance to drop.

Power
A power boost between 1% to 5%
Speed
A speed boost between 1% to 5%
Jump
The height of your jump increases between 1% to 5%
Receive
Your hitbox when receiving increases between 1% to 5%
Aerial
The hitbox whilst blocking or hitting the ball increases between 1% to 5%

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