All 42 Documented Balls: Conditional Tier List, Mechanics & Counter-Picks

The strongest balls in Ball VS Ball are Shackles Ball (Mythic), Glass Ball (Legendary), Conductor Ball, Laser Ball, Dice Ball (Epic), and Spider Ball, Vampire Ball, Zone Ball (Rare). Because each round randomly drafts 3 balls from your collection—with only 1 free manual pick per match—consistent arena-control and sustain balls outperform situational Legendary picks like Chess Ball or Verity Ball.
In-game 1v1 arena duel showing S-Tier Spider Ball anchoring dense white wall web tripwires across the arena against Machine Gun Ball
  • Why Rarity != Tier: The community guide lists Spider Ball, Vampire Ball, and Zone Ball as Rare S-Tier balls because of their webs, lifesteal, and persistent zones; rarity alone does not define tier.
  • Save Your 1 Free Pick for Counterplay: If an opponent locks Hook Ball or Axe Ball, spend your 1 free collection pick on Spider Ball or Shackles Ball to punish their trajectory.
  • Honest Data Boundaries: No official exact per-hit base damage was verified in the reviewed sources; those values remain Unknown.

In-Game Ability & Matchup Captures

Real arena combat snapshots illustrating orbit blades, multi-segment arcs, grapple chains, and +4 HP lifesteal.

In-game duel between Blade Ball with five spinning blades and Thief Ball taking -3 and -8 contact damage
Blade Ball vs. Thief Ball: Orbiting blades scale over time, stacking rapid -3 blade ticks on top of -8 body collisions.
In-game duel showing segmented white Snake Ball curving down toward glowing orange Burst Ball
Snake Ball vs. Burst Ball: Snake Ball’s multi-segment body sweeps wide arcs across the arena while Burst Ball builds explosive velocity.
In-game duel showing Hook Ball grappling Charge Ball with a metal chain against the right arena wall
Hook Ball vs. Charge Ball: Hook Ball (Rare, community B-Tier) latches a chain onto Charge Ball, disrupting its charge path and forcing repeated wall hits.
In-game duel showing red fanged Vampire Ball healing +4 HP while dealing -4 contact damage to orange Burst Ball
Vampire Ball vs. Burst Ball: S-Tier Vampire Ball recovers +4 HP on collision, creating an 8-HP net swing per hit in attrition duels.

1v1 / 2v2 Counter-Pick Recommender

Remember: you get 1 FREE manual pick from your collection per match. Select the ball your opponent is abusing to see conditional counters and excluded picks.

Select owned balls to restrict recommendations to your collection. Leave blank for conditional strategies; ownership is not assumed.
Without a free pick, only these draft balls can be selected. Leave blank for strategy advice that does not claim current availability.

Filter & Sort Combat Balls

Coverage note: The official Roblox description states 40+ balls, and a community guide lists 42. This catalog includes all 42 ball profiles named by the reviewed community guide, including Potion, Acid, Machine Gun and Ray. Current live-game values remain untested; missing scores and counter assessments stay unknown. Tiers are community opinions and assigned comparison scores are editorial heuristics.

Matches localized names, aliases, or English official names (e.g., Shackles Ball).
Showing 42 of 42 documented balls
Ball & Official NameTierRarityMechanic FamilyConsistency (1-10)ModesExact Base DamageSkill Behavior, Conditions & Counterplay
Shackles Ball
Official EN Name: Shackles Ball
Tier SMythic
Arena Trap / Persistent Zone
Low Counter Exposure
9.6 / 101v1 / 2v2Unknown (Unconfirmed)

Deploys arena traps that root enemy balls in place and inflict heavy burst damage on connection.

Why it ranks here: Dominates fast-moving and melee-scaling balls by locking their trajectory and denying wall bounces.

How to counter: Use long-range projectile or turret balls (like Glass or Cannon) that deal damage without crossing trap clusters.

Spider Ball
Official EN Name: Spider Ball
Tier SRare
Arena Trap / Persistent Zone
Low Counter Exposure
9.6 / 101v1 / 2v2Unknown (Unconfirmed)

Weaves damaging spider webs whenever it strikes arena walls, progressively covering the entire floor.

Why it ranks here: Reported counter to Hook Ball and melee rushers. The guide describes a starter unlock; current Gacha pool membership has not been verified.

How to counter: Use ranged turret/beam balls or Vampire Ball sustain before the web network covers all bounce angles.

Laser Ball
Official EN Name: Laser Ball
Tier SEpic
Arena Trap / Persistent Zone
Low Counter Exposure
9.5 / 101v1 / 2v2Unknown (Unconfirmed)

Leaves persistent laser beams across the arena after hitting walls, damaging any enemy ball that crosses them.

Why it ranks here: Turns the entire square arena into a hazard grid within seconds; punishes high-speed bouncing enemies.

How to counter: Vampire Ball can heal through chip damage, or burst balls can try to end the round before lasers stack.

Vampire Ball
Official EN Name: Vampire Ball
Tier SRare
HP Drain / Sustain
Low Counter Exposure
9.5 / 101v1Unknown (Unconfirmed)

Latches onto an enemy ball to drain its HP while simultaneously healing your own ball.

Why it ranks here: Accessible Rare rarity with S-tier 1v1 dominance; lifesteal swings net HP differential twice as fast.

How to counter: Knockback and stun balls (Snake, Electric, Bomb) break its latch attachment and interrupt the drain.

Conductor Ball
Official EN Name: Conductor Ball
Tier SEpic
Hit Scaling / Speed Tempo
Low Counter Exposure
9.4 / 101v1 / 2v2Unknown (Unconfirmed)

Chains high-uptime electric conduction across arena contacts for top-tier sustained DPS.

Why it ranks here: Extremely reliable in both short and medium rounds; does not require lucky RNG rolls to pressure HP.

How to counter: Immobilizing trap zones (Shackles, Spider) or sustain drain (Vampire) can outlast its tempo.

Zone Ball
Official EN Name: Zone Ball
Tier SRare
Arena Trap / Persistent Zone
Low Counter Exposure
9.3 / 101v1 / 2v2Unknown (Unconfirmed)

Generates a persistent red damage zone that continuously drains the HP of any enemy ball inside it.

Why it ranks here: One of the best Rare-tier pulls in the game; wide area coverage guarantees hits in the compact square arena.

How to counter: Knockback or pull mechanics (Bomb, Harpoon) that force fights outside the active red zone reduce its uptime.

Glass Ball
Official EN Name: Glass Ball
Tier SLegendary
Projectile / Turret / Summon
Low Counter Exposure
9.3 / 101v1 / 2v2Unknown (Unconfirmed)

Scatters razor-sharp glass shards on impact, with each individual shard dealing damage to enemies.

Why it ranks here: Top-performing Legendary ball; multi-shard scatter excels in enclosed walls and hits multiple targets in 2v2.

How to counter: Avoid hugging corners where shard density is highest; sustain balls can absorb scattered chip hits.

Dice Ball
Official EN Name: Dice Ball
Tier SEpic
Arena Trap / Persistent Zone
Low Counter Exposure
9.2 / 101v1 / 2v2Unknown (Unconfirmed)

Drops dice across the arena floor that establish a persistent multi-point hazard field.

Why it ranks here: Unlike pure RNG balls, Dice Ball blankets the floor with physical hazards that reliably chip opponents.

How to counter: High-sustain Vampire Ball or fast initial burst before dice accumulate on the floor.

Hive Ball
Official EN Name: Hive Ball
Tier ALegendary
Projectile / Turret / Summon
Low Counter Exposure
8.8 / 101v1 / 2v2Unknown (Unconfirmed)

Releases swarms of homing bees that track down enemy balls and apply poison damage.

Why it ranks here: Homing bees bypass aim inaccuracies and guarantee consistent poison application across the arena.

How to counter: Fast burst or high lifesteal (Vampire Ball) can out-race the gradual bee + poison damage.

Thief Ball
Official EN Name: Thief Ball
Tier ARare
Projectile / Turret / Summon
Low Counter Exposure
8.7 / 101v1 / 2v2Unknown (Unconfirmed)

Throws knives at the nearest enemy ball, with knife throw frequency accelerating as your HP drops.

Why it ranks here: Strong comeback mechanic at low HP; auto-targeting knives make it less reliant on direct collision angles.

How to counter: High burst traps (Shackles) can eliminate Thief Ball before its low-HP attack speed ramp activates.

Snake Ball
Official EN Name: Snake Ball
Tier ARare
Knockback / Stun / Pull
Moderate Counter Exposure
8.6 / 101v1 / 2v2Unknown (Unconfirmed)

Grows a segmented tail over time that damages enemies and knocks them back on contact.

Why it ranks here: Expanding tail hitbox controls space and disrupts latch balls like Vampire Ball.

How to counter: Arena floor traps (Laser, Spider, Zone) punish Snake Ball for occupying a larger footprint.

Electric Ball
Official EN Name: Electric Ball
Tier ARare
Knockback / Stun / Pull
Low Counter Exposure
8.6 / 101v1 / 2v2Unknown (Unconfirmed)

Shocks and briefly freezes enemy balls in place upon contact, opening windows for uncontested damage.

Why it ranks here: Micro-stuns disrupt momentum-reliant balls (Axe, Spear, Burst) and give teammates free hits in 2v2.

How to counter: Passive hazard summoners (Cannon, Hive, Laser) continue dealing damage even while Electric Ball stuns their body.

Cannon Ball
Official EN Name: Cannon Ball
Tier AEpic
Projectile / Turret / Summon
Low Counter Exposure
8.6 / 101v1 / 2v2Unknown (Unconfirmed)

Spawns automated turrets after wall impacts that fire projectiles at enemy balls across the arena.

Why it ranks here: Wall-bounce turret setup lets you deal remote damage without needing direct ball-to-ball collisions.

How to counter: Lockdown balls (Shackles) that stop Cannon Ball from reaching walls prevent turret spawning.

Ice Cone Ball
Official EN Name: Ice Cone Ball
Tier AEpic
Projectile / Turret / Summon
Low Counter Exposure
8.5 / 101v1 / 2v2Unknown (Unconfirmed)

Drops bombs that detonate into icy spikes, blanketing a wide area with burst and hazard damage.

Why it ranks here: Wide AoE spike burst makes it hard to dodge in cramped 2v2 arenas and punishes slow balls.

How to counter: Fast trajectory balls or lifesteal sustain can out-trade the cooldown between bomb drops.

Bomb Ball
Official EN Name: Bomb Ball
Tier AEpic
Knockback / Stun / Pull
Moderate Counter Exposure
8.4 / 101v1 / 2v2Unknown (Unconfirmed)

Triggers explosive blasts that deal solid damage and knock the opponent off their trajectory.

Why it ranks here: Strong Epic-tier disruptor; knockback breaks enemy positioning and ruins precision aiming.

How to counter: Be careful against Laser or Spider Ball, where knocking the enemy into walls can trigger more wall hazards.

Harpoon Ball
Official EN Name: Harpoon Ball
Tier ALegendary
Knockback / Stun / Pull
Moderate Counter Exposure
8.4 / 101v1 / 2v2Unknown (Unconfirmed)

Fires a harpoon tether that yanks enemy balls into unfavorable positions and interrupts their pathing.

Why it ranks here: Superior version of Hook mechanics with Legendary stats; great in 2v2 for pulling enemies into teammate hazards.

How to counter: Pulling a Vampire Ball or Shackles Ball directly onto yourself can backfire in 1v1.

Virus Ball
Official EN Name: Virus Ball
Tier ARare
RNG / Conditional Position
Moderate Counter Exposure
8.3 / 101v1 / 2v2Unknown (Unconfirmed)

Infects enemy balls with poison on contact, dealing damage over time between collisions.

Why it ranks here: Consistent DoT pressure even when balls bounce away from each other after initial contact.

How to counter: Vampire and Apple Ball healing offsets poison ticks; ranged hazards avoid frequent contact.

Range Ball
Official EN Name: Range Ball
Tier BRare
Arena Trap / Persistent Zone
Moderate Counter Exposure
7.7 / 101v1 / 2v2Unknown (Unconfirmed)

Creates an expanding damage field around itself that hurts nearby enemy balls without needing wall contact.

Why it ranks here: Very consistent mid-tier option because it does not depend on wall bounces, though its AoE radius is limited.

How to counter: Zone Ball and Laser Ball cover a much larger share of the arena and out-DPS Range Ball.

Beam Ball
Official EN Name: Beam Ball
Tier BLegendary
Projectile / Turret / Summon
Moderate Counter Exposure
7.6 / 101v1 / 2v2Unknown (Unconfirmed)

Charges energy and fires a tracking beam toward the opposing ball.

Why it ranks here: Tracking beam guarantees ranged poke, but long charge intervals keep it below S-tier Laser Ball.

How to counter: Knockback or stun during its charge window disrupts its DPS rhythm.

Axe Ball
Official EN Name: Axe Ball
Tier BUnknown (Unconfirmed)
Hit Scaling / Speed Tempo
Moderate Counter Exposure
7.5 / 101v1Unknown (Unconfirmed)

Spins an axe blade to strike enemies on contact and gains movement speed when at low HP.

Why it ranks here: Aggressive melee brawler at low HP, but requires direct collisions and struggles against root/web traps.

How to counter: Root traps (Shackles, Spider) or stun (Electric) nullify its low-HP speed boost.

Apple Ball
Official EN Name: Apple Ball
Tier BEpic
HP Drain / Sustain
Moderate Counter Exposure
7.5 / 101v1 / 2v2Unknown (Unconfirmed)

Throws apples across the arena that provide both healing and enemy damage.

Why it ranks here: Hybrid sustain and projectile support; useful in 2v2, though Vampire Ball offers stronger direct 1v1 drain.

How to counter: High burst damage (Shackles, Glass) outpaces Apple Ball’s moderate healing output.

Frost Ball
Official EN Name: Frost Ball
Tier BRare
Arena Trap / Persistent Zone
Moderate Counter Exposure
7.5 / 102v2Unknown (Unconfirmed)

Leaves a trail of frost across the arena that freezes and damages enemies passing through.

Why it ranks here: Valuable utility freeze in 2v2 team matches, but lacks the raw solo damage to finish 1v1 duels quickly.

How to counter: Ranged turret/shard balls (Cannon, Glass, Hive) keep attacking even when slowed or frozen.

Blade Ball
Official EN Name: Blade Ball
Tier BRare
Hit Scaling / Speed Tempo
Moderate Counter Exposure
7.5 / 101v1Unknown (Unconfirmed)

Accumulates orbiting blades over the course of a round, progressively widening its attack hitbox.

Why it ranks here: Weak in the first few seconds of a round, but dangerous in drawn-out exchanges once blades stack up.

How to counter: End the round early with high initial burst (Shackles, Glass) before Blade Ball scales.

Big Spike Ball
Official EN Name: Big Spike Ball
Tier BRare
Arena Trap / Persistent Zone
Moderate Counter Exposure
7.4 / 101v1Unknown (Unconfirmed)

Deploys spikes along arena walls that damage enemy balls when they bounce into them.

Why it ranks here: Solid starter wall-hazard ball, though outclassed by Laser Ball and Spider Ball which cover the center too.

How to counter: Center-zone controllers (Zone Ball, Range Ball) deal damage without relying on contested wall segments.

Reforge Ball
Official EN Name: Reforge Ball
Tier BRare
Hit Scaling / Speed Tempo
Moderate Counter Exposure
7.4 / 101v1Unknown (Unconfirmed)

Summons a companion helper that grows progressively stronger with every arena wall hit.

Why it ranks here: Strong late-round scaling if allowed to bounce freely off walls.

How to counter: Root traps (Shackles) and stuns (Electric) prevent wall bounces and starve its helper scaling.

Poison Spike Ball
Official EN Name: Poison Spike Ball
Tier BUnknown (Unconfirmed)
Arena Trap / Persistent Zone
Moderate Counter Exposure
7.4 / 101v1 / 2v2Unknown (Unconfirmed)

Plants wall spikes that both damage and poison enemy balls upon wall contact.

Why it ranks here: Upgrades standard wall spikes with poison DoT, but still relies on the enemy bouncing into spiked wall sections.

How to counter: Center-arena zones (Zone Ball) or sustain (Vampire Ball) reduce the impact of wall-only traps.

Bow Ball
Official EN Name: Bow Ball
Tier BRare
Projectile / Turret / Summon
Moderate Counter Exposure
7.3 / 101v1 / 2v2Unknown (Unconfirmed)

Charges up and fires arrows that bounce off arena walls to hit enemies.

Why it ranks here: Ricocheting arrows can hit from unexpected angles, though charge time lowers overall DPS consistency.

How to counter: High-tempo balls (Conductor, Vampire) overwhelm Bow Ball between arrow charge cycles.

Cactus Ball
Official EN Name: Cactus Ball
Tier BEpic
Projectile / Turret / Summon
Moderate Counter Exposure
7.3 / 102v2Unknown (Unconfirmed)

Throws bouncing cacti across the arena that deal AoE contact damage.

Why it ranks here: Decent area coverage in 2v2, though less accurate than Glass Ball shards or Ice Cone spikes.

How to counter: Persistent floor zones (Laser, Zone, Dice) deal much more reliable damage than bouncing cacti.

Hook Ball
Official EN Name: Hook Ball
Tier BRare
Knockback / Stun / Pull
High Counter Exposure
7.2 / 102v2Unknown (Unconfirmed)

Hooks an enemy ball and forces it to lose control of its movement trajectory.

Why it ranks here: Disrupts movement-dependent enemies, but heavily countered by Spider Ball and other web/trap layers.

How to counter: Pick Spider Ball, Shackles Ball, or Vampire Ball—hooking them closer only accelerates your own HP loss.

Electro King
Official EN Name: Electro King
Tier BRare
RNG / Conditional Position
Moderate Counter Exposure
7.1 / 101v1 / 2v2Unknown (Unconfirmed)

Rare-tier electric variant with situational shock triggers that trail behind Conductor and Electric Ball.

Why it ranks here: Serviceable early-collection filler when neither Conductor nor Electric Ball rolls in your 3-ball draft.

How to counter: Out-traded by S-tier hazard zones and sustain balls.

Fibonacci Ball
Official EN Name: Fibonacci Ball
Tier BEpic
Hit Scaling / Speed Tempo
High Counter Exposure
7.1 / 101v1Unknown (Unconfirmed)

Scales damage along a mathematical sequence on consecutive hits, requiring roughly 10+ hits to peak.

Why it ranks here: Massive theoretical damage ceiling, but most competitive rounds end before it lands 10 hits.

How to counter: Keep distance with traps or turrets so Fibonacci Ball cannot chain 10 rapid collisions.

Burst Ball
Official EN Name: Burst Ball
Tier BRare
Hit Scaling / Speed Tempo
High Counter Exposure
7 / 101v1Unknown (Unconfirmed)

Delivers conditional high damage bursts when dashing into the enemy at the right timing window.

Why it ranks here: High ceiling when dashes align, but inconsistent timing keeps it in B-Tier.

How to counter: Dashing into Spider webs, Laser grids, or Shackles traps punishes Burst Ball heavily.

Spear Ball
Official EN Name: Spear Ball
Tier BEpic
Hit Scaling / Speed Tempo
High Counter Exposure
7 / 101v1Unknown (Unconfirmed)

Executes a forward spear charge that inflicts damage and knockback along a narrow line.

Why it ranks here: Strong knockback hit when aligned, but held back by a very narrow spear hitbox that often whiffs.

How to counter: Wide AoE zones (Zone, Spider, Ice Cone) punish Spear Ball regardless of where its narrow tip points.

Charge Ball
Official EN Name: Charge Ball
Tier CRare
RNG / Conditional Position
High Counter Exposure
6.2 / 101v1Unknown (Unconfirmed)

Stores power the longer it waits between hits to empower its next collision.

Why it ranks here: Sits at the top of C-Tier; hits hard when charged, but compact arena chaos rarely lets it wait undisturbed.

How to counter: Frequent multi-hit balls (Spider, Laser, Hive) constantly interrupt or out-trade its slow single hits.

Chess Ball
Official EN Name: Chess Ball
Tier CLegendary
RNG / Conditional Position
High Counter Exposure
5.6 / 101v1Unknown (Unconfirmed)

Dashes to the center of the arena and attacks strictly along fixed chess-piece movement lines.

Why it ranks here: Prime example of why Legendary rarity != S-tier: rigid chess-line attacks miss moving targets constantly.

How to counter: Place a Zone Ball or Spider web in the center where Chess Ball repeatedly dashes.

WDC Ball
Official EN Name: WDC Ball
Tier CEpic
RNG / Conditional Position
High Counter Exposure
5.5 / 101v1Unknown (Unconfirmed)

Damage output is determined by the numbered cell it lands on, making performance purely luck-based.

Why it ranks here: Can high-roll occasional big hits, but too erratic to spend your 1 free match pick on.

How to counter: Any consistent S/A-tier ball beats WDC Ball on average over a 3-heart match.

Cell Ball
Official EN Name: Cell Ball
Tier CRare
RNG / Conditional Position
High Counter Exposure
5.4 / 102v2Unknown (Unconfirmed)

Grows in size over time and splits into smaller balls when destroyed, but usually dies before reaching full growth.

Why it ranks here: Interesting split gimmick, yet high-damage meta balls destroy it before the growth threshold matters.

How to counter: Aggressive burst or hazard zones (Shackles, Laser, Glass) eliminate Cell Ball rapidly.

Verity Ball
Official EN Name: Verity Ball
Tier CLegendary
RNG / Conditional Position
High Counter Exposure
5.3 / 101v1Unknown (Unconfirmed)

Has a random chance to level up and gain strength whenever it takes damage from the opponent.

Why it ranks here: Legendary rarity trap: requires losing HP AND hitting lucky level-up rolls; melts against burst damage.

How to counter: High burst balls (Shackles, Glass, Conductor) eliminate Verity Ball before lucky level-ups can stack.

Potion Ball
Official EN Name: Potion Ball
Tier CLegendary
RNG / Conditional Position
Unknown / Unconfirmed
—Unknown / UnconfirmedUnknown (Unconfirmed)

Throws random potions that leave effect zones in the arena.

Why it ranks here: The community guide ranks it C because the random potion effect may help or contribute little. No numerical consistency score is available.

How to counter: The source does not provide named counters or tested mode comparisons. Check the active effect zones rather than assuming every potion behaves alike.

Acid Ball
Official EN Name: Acid Ball
Tier CRare
Arena Trap / Persistent Zone
Unknown / Unconfirmed
—Unknown / UnconfirmedUnknown (Unconfirmed)

Spits poisonous acid puddles that leave lingering damage zones.

Why it ranks here: The community guide reports lingering damage but random puddle placement, so an enemy may avoid the affected area. Its C tier is an author opinion.

How to counter: No named counter matchup or fixed damage number was verified. Area coverage depends on where the puddle appears.

Machine Gun Ball
Official EN Name: Machine Gun Ball
Tier CRare
Projectile / Turret / Summon
Unknown / Unconfirmed
—Unknown / UnconfirmedUnknown (Unconfirmed)

Shoots the closest enemy. The official draft-card capture shows this ability text.

Why it ranks here: Nearest-target fire is straightforward, but the community guide ranks it C due to low damage per shot. No fixed shot-damage value is verified.

How to counter: The source does not establish specific counters or whether this is a preferred 1v1/2v2 pick. Keep those comparisons unconfirmed.

Ray Ball
Official EN Name: Ray Ball
Tier CRare
Projectile / Turret / Summon
Unknown / Unconfirmed
—2v2Unknown (Unconfirmed)

Hitting arena walls spawns laser turrets.

Why it ranks here: The community guide ranks it C because turret hits are inconsistent, and suggests 2v2 can offer better opportunities. This mode preference is reported, not tested here.

How to counter: No named counter relationships or exact turret damage were verified; this entry does not inherit Laser Ball’s stronger ranking.

Frequently Asked Questions (FAQ)

What is the best ball in Roblox Ball VS Ball (Update 8)?

Shackles Ball (Mythic) and Glass Ball (Legendary) lead the high-rarity S-Tier, while Spider Ball, Vampire Ball, and Zone Ball are the strongest Rare S-Tier options due to their reliable web traps, HP drain, and persistent red damage zones.

Why are Rare balls like Spider Ball and Vampire Ball ranked S-Tier over Legendary Chess Ball?

Because arena rounds rely on physics bounces, Spider Ball webs and Vampire Ball lifesteal trigger consistently across almost any angle, whereas Chess Ball and Verity Ball suffer from RNG-dependent activation conditions.

How do you counter Hook Ball or Axe Ball in 1v1 duels?

Use your 1 free manual collection pick to select a trap-zone or tether control ball such as Spider Ball, Shackles Ball, or Zone Ball, which punishes Hook Ball when it pulls itself into your trajectory.

Sources & Evidence Limits

Official records identify the game and its published rules. Prices, codes and tiers also use author guides. Reading an article or trailer does not verify the current live game; rankings are opinions and codes can expire.

The 1–10 consistency scores, counter exposure, mechanic categories and counter recommendations are site editorial heuristics for comparison and sorting. They are not measured win rates, official statistics or a tested matchup matrix. Community rarity conflicts are kept unresolved.

  • Roblox Game Metadata & Description

    Official · Official record read

    Source reviewed:

    Open official source ↗
  • Roblox Official Media Record

    Official · Official record read

    Source reviewed:

    Open official source ↗
  • Community Roster & Tier Opinion

    Community opinion · Article read; conflicts retained

    Source reviewed:

  • Site Editorial Comparison Model

    Secondary report · Site editorial model; not tested in-game

    Source reviewed:

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