Illegal Soccer runs on chaos. There are no referees, tackles are encouraged, and the item randomizer can hand you a shotgun in the middle of a corner kick. With 14 items in the pool and a roll system that decides what you own, the real question is which ones are worth chasing and which ones you should shrug off when they land in your inventory.
Quick answer: Roll for the Jetpack, Rocket Punch, and Freeze Gun first. Those three win possession battles outright, while Energy Drink and Supercharge do almost nothing you cannot do with good positioning.
Illegal Soccer items tier list (September 2026)
This ranking covers the full 14-item pool as it stands in September 2026.
| Tier | Items |
|---|---|
| S | Jetpack, Rocket Punch, Freeze Gun |
| A | Bazooka, Shotgun, Grappling Hook, Barricades |
| B | Forcefield, Magnet, Landmines |
| C | Oil Spill, Flintlock, Supercharge |
| D | Energy Drink |
Placements are based on three things: how directly an item wins or protects ball possession, how often it is useful in a normal match rather than one specific scenario, and how much aim or setup it demands before it pays off. Rarity is not a ranking factor on its own, which is why a Rare item sits above two Epics here.
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Add to Google Preferences →The three items that decide matches
The Jetpack is the rarest item in the game and the most forgiving. Flying lets you skip defenders entirely, arrive at a loose ball from an angle nobody is covering, and chase down a breakaway that would otherwise be a goal. It asks nothing of your aim, which is what separates it from every other high-rarity option.
Rocket Punch is the cheap version of that power. It locks on and sends an opponent flying, so it strips possession instantly and opens space for a pass or a shot. It is only Rare, so most players unlock it well before the Jetpack, and it is especially brutal at kickoff when everyone is bunched together.
Freeze Gun freezes a player in place. Near your own goal, that stops an attacker mid-run; near theirs, freezing the keeper turns a contested shot into a walk-in. The one catch is that a frozen opponent still has the ball, so you or a teammate needs to be close enough to take it.
A-tier items: strong, but you have to aim
Everything in A tier can swing a play, and everything in A tier can also be wasted. The Bazooka fires an explosive that knocks back every player near the impact point, which makes it the best option when bodies are crowded around the ball, and it works from mid to long range. Miss, and you have thrown away one of the game’s better items.
The Shotgun is the most dependable defensive pick at Uncommon rarity. A close-range blast drops a dribbler and the ball comes free immediately. Barricades are the counterpart on the other side of the field. You can place up to three walls to block shots or seal off the lane attackers keep using, and a well-placed wall in front of your net is effectively a second keeper. Placement is everything here, since a barricade in the wrong spot does nothing.
Grappling Hook is pure movement. It pulls you toward the ball or another player, which covers ground faster than sprinting and makes it a good fit if you like pressing high. The aim requirement keeps it under the Jetpack, not the effect.
B-tier items: useful in the right moment
Forcefield wraps you in a bubble that blocks tackles and attacks for a short time. It is excellent for protecting a dribble through traffic, but it never creates a chance by itself, and that ceiling is why it sits here instead of higher.
Magnet drags the ball toward you and is at its best on rebounds, scrambles, and kickoffs when the ball is genuinely loose. Landmines create an explosive trap that launches anyone who walks into it, which is real area denial around your own goal. Both need the situation to come to them, and in a match this frantic that is not guaranteed.
C and D tier: skip these if you can
Oil Spill puts down a slick patch that makes players lose control. It can work in front of the opposing keeper, but you have to guess where opponents will run, and the oil affects your own movement too. Flintlock knocks a player down with a single shot, which sounds fine until you compare its range to the Shotgun and the Bazooka.
Supercharge and Energy Drink are the two stat boosts, and both are short enough that the moment usually passes before the effect matters. Supercharge at least helps you chase a runner or escape pressure. Energy Drink hands you a generic temporary boost with no clear offensive or defensive use, which makes it the weakest item in the game.
Every item’s rarity and roll chance
Roll odds scale with rarity, so the items at the top of the tier list are the hardest to pull. The Jetpack is a 1-in-100 roll.
| Item | Rarity | Roll chance |
|---|---|---|
| Jetpack | Mythic | 1.0% |
| Bazooka | Epic | 3.5% |
| Freeze Gun | Epic | 3.5% |
| Flintlock | Rare | 4.7% |
| Landmines | Rare | 4.7% |
| Rocket Punch | Rare | 4.7% |
| Grappling Hook | Uncommon | 7.8% |
| Magnet | Uncommon | 7.8% |
| Oil Spill | Uncommon | 7.8% |
| Shotgun | Uncommon | 7.8% |
| Barricades | Common | 12.5% |
| Energy Drink | Common | 12.5% |
| Forcefield | Common | 12.5% |
| Supercharge | Common | 12.5% |
The roll screen also tracks pity counters, with a guaranteed Rare at 10 rolls, a guaranteed Epic at 15, and a guaranteed Mythic at 35. That last counter is the only reliable path to the Jetpack.

How to unlock items and get them in a match


In a match, you get an item by filling the possession meter or running into an item randomizer block on the pitch. Whatever it hands you is drawn only from the items you have already unlocked, then activated with the left mouse button. That is the part people miss: rolling does not give you an item to carry into the game, it widens the pool of effects the randomizer can give you.
Note: the practice area lets you test an item’s timing and range before you take it into a real match, which is worth doing for the aim-dependent picks like Bazooka and Grappling Hook.
Because the randomizer pulls from everything you own, unlocking a weak item is not a setback so much as dead weight in the pool. If you are starting out, learn the Barricades and Shotgun first, since both are cheap to unlock and easy to use well, and treat the Jetpack as a long-term goal you grind the Mythic counter toward.






