Two systems decide your kit: the ability you equip before a match, and the enchantment passive on your sword. Here is what is strong in 2026 and what to roll for.
They sound similar but do different jobs:
Both matter, so the rest of this guide covers each.
The meta moves every 4–6 weeks with balance patches, but the core rankings below reflect current public-lobby consensus. S-tier abilities win rounds through control or raw speed.
| Ability | Tier | Cost / Source | Why it ranks |
|---|---|---|---|
| Infinity | S | Special Pack | Stops the ball on hit and buys a counter window — the safest defensive pick. |
| Telekinesis | S | 5,000 Coins | Stops the ball mid-flight and retargets it; total control of the round. |
| Pull | S | 5,000 Coins | Forces the ball onto you to set up kills and bait opponents. |
| Rapture | S | Wheel (rare) | Massive curve and power boost on a strong upward slash. |
| Raging Deflect | S | 4,000 Coins | Dramatically speeds the ball on your hit, punishing passive players. |
| Phase Bypass | S | Cyber Pack | Phases you out and moves at god speed for a few seconds — pure repositioning. |
| Forcefield | A | 2,000 Coins | Auto-deflects the ball for a while; a great beginner crutch. |
| Freeze | A | 2,000 Coins | Stops the ball for a few seconds to reset pressure. |
| Dash | A | Starter | Quick repositioning; the default escape tool. |
| Guardian Angel | A | Ability Training | Free auto-block when you miss a parry — forgiving for learners. |
| Super Jump / Thunder Dash | B | 350–1,200 Coins | Situational mobility; fine until you own something stronger. |
💡 New players: grab Forcefield or Guardian Angel first. Save coins for Telekinesis or Infinity once your parry timing is solid — see our Parry Timing Guide.
Enchant tokens add a passive bonus to a sword. You get them from Lucky Spins and limited events, then apply one to a sword you own. Common enchant themes include:
Exact enchant names and values shift with updates, so treat the list above as the effect categories rather than a fixed catalog. Pair an offensive enchant (damage) on your main sword if you play aggressively, or a defensive one (damage reduction) if you lean on timing and counter-play.