ROBINHEAD DOCS Play ↗
Gameplay

Fire shot & loot

Touching the ball charges a special shot, and loot drops onto the pitch for whoever heads it first.

Fire shot#

Touching the ball charges a bar. When it is full, press Shift or F to arm the shot. Your next strike ignites the ball and sends it toward the opposing goal at 1560 px/s.

FIRE BAR (0 – 100) example: 3 kicks (+66) and 4 touches (+36) = 102 → READY TOUCH+9 per contact KICK+22 per strike ARM (Shift)stays armed 2.8 s NEXT STRIKEball ignites · bar → 0
The bar needs about five kicks, or twelve plain touches, or a mix. A Fire Arrow loot item fills it instantly.

Loot and effects#

Every 6 to 11 seconds an item drops onto the pitch (the first one after about 4 seconds, never more than three at once, each fading after 13 seconds). You collect one by heading it. Drops come from the match's seeded random generator, so both clients and the server agree on what fell and where without streaming spawns.

ItemAffectsEffectDuration
King's CrownYouHead grows ×1.45 (bigger target and reach)
8.0 s
SwiftYouRun speed ×1.45
7.0 s
Winged BootYouJump height ×1.26
8.0 s
ShackleOpponentFrozen: cannot move, jump or kick
1.9 s
Dwarf PotionOpponentHead shrinks to ×0.70
7.0 s
Fire ArrowYouFills the fire bar to 100 instantlyinstant
Fair by design

Effects are applied only when the server's simulation sees a head touch the item. A client cannot grant itself a buff.

RobinHead Ball is a game of skill. Staking tokens carries risk — never stake more than you can afford to lose. You are responsible for complying with the regulations in your jurisdiction.