Super Battle Golf throws out the quiet, polite conventions of the sport and replaces them with homing missiles, landmines, and a rideable golf cart that can seat eight. Scattered across every course are purple suitcases stamped with question marks, and cracking one open gives you a random item from a pool of ten. Each serves a distinct purpose — stunning opponents, boosting your movement, shielding yourself, or flat-out sabotaging someone's swing.
Quick answer: Pick up purple question-mark suitcases found throughout each course to receive one of ten items: Rocket Launcher, Air Horn, Landmine, Golf Cart, Orbital Laser, Spring Boots, Dueling Pistol, Coffee, Elephant Gun, or Electromagnet.

How to collect items
Items only come from the purple suitcases placed around the map. You can't buy them, craft them, or earn them through score milestones. Walk into a suitcase, and you'll receive a random item from the full pool. The distribution is weighted — common items like Coffee and the Dueling Pistol appear frequently, while the Orbital Laser is extremely rare. You can hold one item at a time, so grabbing a new suitcase replaces whatever you're carrying.

Complete item list and effects
| Item | Type | Effect |
|---|---|---|
| Rocket Launcher | Offense | Fires a homing missile that locks onto a target and stuns them on impact. Auto-aims, making it hard to miss. |
| Air Horn | Disruption | Blasts noise at a player who is charging a shot, causing them to drastically overshoot. |
| Landmine | Offense (trap) | Places up to three explosives on the ground. Any player who walks over one is stunned. |
| Golf Cart | Mobility / Offense | A drivable vehicle that increases movement speed. Can carry up to eight players and stuns anyone you run into. Also honks. |
| Orbital Laser | Offense | Calls down a massive laser strike at a marked location. Extremely rare drop. |
| Spring Boots | Mobility | Launches you far forward in a single leap, covering large stretches of the course quickly. |
| Dueling Pistol | Offense | A single-shot pistol that stuns one opponent. Requires manual aim. |
| Coffee | Mobility | Grants a speed boost lasting 10 seconds. |
| Elephant Gun | Offense | A two-shot rifle that stuns opponents but inflicts severe knockback on you when fired. |
| Electromagnet | Defense | Generates a shield lasting roughly 5 to 7 seconds that blocks all projectiles and item attacks. |
Offensive items breakdown
The Rocket Launcher is the most forgiving offensive tool because its homing behavior does the aiming for you. Fire it from across the course, and the missile will track your target, stunning them long enough for you to line up a clean shot. The stun duration is generous, which makes it one of the strongest picks in any round.

The Dueling Pistol works on the same principle — stun a rival — but demands better aim since the bullet travels in a straight line. Getting close before pulling the trigger improves your hit rate significantly. It appears in suitcases more often than the Rocket Launcher, so you'll have plenty of chances to practice.
The Elephant Gun offers two shots instead of one, but each pull of the trigger sends you flying backward. That self-knockback can push you off ledges or away from your ball, turning an offensive play into a setback. If you need a ranged stun, the Dueling Pistol is almost always a safer bet.
Landmines reward patience and map awareness. You place three explosive charges on the ground, and any opponent who steps on one gets stunned. The catch is visibility — attentive players can simply walk around them. Placing mines near an opponent's ball or along narrow paths increases the odds of a detonation, but there's no guarantee.

The Orbital Laser marks a spot on the ground and calls down a devastating strike. On paper, it's the most destructive item in the game, but two problems hold it back. First, it's the rarest drop in the item pool. Second, the marked area gives opponents a clear warning, and anyone who moves out of the zone before the laser lands wastes your shot entirely.
Disruption with the Air Horn
The Air Horn doesn't deal damage or stun. Instead, it messes with an opponent's shot by blasting them right as they're winding up a swing, forcing a wild overshoot. Timing is everything — if nobody is actively taking a shot when you use it, the Air Horn does nothing. It's the best tool for trolling a specific player, but its narrow activation window limits how often you'll get value from it.

Mobility items: Spring Boots, Coffee, and Golf Cart
Spring Boots launch you in a long forward arc, covering ground that would normally take several seconds of running. They're purely a traversal tool with no offensive capability, but reaching your ball before everyone else is a real competitive advantage. In races to the hole, Spring Boots can shave off critical time.
Coffee provides a flat 10-second speed boost. It's straightforward and useful, though the short duration means you need to activate it at the right moment. Getting stunned while the boost is active wastes whatever time remains on the buff, so pop it when the coast is clear.
The Golf Cart straddles the line between mobility and offense. It lets you drive across the course faster than any other movement option, and running into opponents stuns them. It can also seat up to eight players, making it a co-op favorite. The offensive side is less reliable, though — alert opponents can dodge out of the way without much trouble.

The only defensive option: Electromagnet
The Electromagnet is the sole defensive item in Super Battle Golf. Activating it creates a shield that lasts approximately 5 to 7 seconds, blocking every projectile and item attack in the game — including the Orbital Laser. For most of a round, carrying a defensive item feels like a waste when you could be stunning people instead. But in the final moments, when you're one shot away from sinking the ball, and every opponent is gunning for you, the Electromagnet becomes invaluable. Save it for that clutch scenario.

Which items matter most
The Rocket Launcher consistently ranks as the strongest item because it combines ease of use with a long stun window. You don't need to be close, and you don't need precise aim. The Spring Boots and Dueling Pistol round out the top tier — one dominates mobility, the other gives you a reliable stun that's easy to find in suitcases.
Mid-tier items like the Air Horn, Golf Cart, and Coffee are all solid in the right situation, but come with conditions. The Air Horn needs your target to be mid-swing. The Golf Cart's ramming can be sidestepped. Coffee's buff evaporates fast.
The Landmine, Orbital Laser, and Elephant Gun sit at the bottom. Landmines are too easy to avoid, the Orbital Laser is too rare and too telegraphed, and the Elephant Gun's self-knockback actively punishes you for using it. None of them are useless in every scenario, but they demand far more setup or luck than the alternatives.

Every item in Super Battle Golf has a moment where it shines, but the gap between the best and worst options is real. Prioritize the Rocket Launcher and Dueling Pistol for reliable stuns, lean on Spring Boots when you need to close distance, and hold onto the Electromagnet if you're about to clinch a hole. Everything else is situational — fun to use, but not something to build a strategy around.