Spin

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Type:Specialty
Source:Gyro
Price:25,000 Moola

Spin lets you throw steel balls, change their flight path and charge them for stronger hits. Complete Road to Spin, then pay Gyro 25,000 Moola to learn it. Spin: Wrecking Ball is a variant unlocked through Wekapipo's quest.

Charge and controls

  • Z: Charge the Spin bar (1-second cooldown). It drains while you are not charging. Repeated charging trains Spin, making it charge faster and consume less energy; progress is saved between sessions.
  • Left / right click: Throw the right / left steel ball. Throws have no cooldown but consume charge.
  • E / R: Cycle pitch styles.
  • T: Drop both balls with slight homing (20-second cooldown).
  • F: Use Tonic Guard while charged and carrying a tonic bottle. It damages nearby enemies, deflects projectiles and reduces incoming damage.
  • C: Spin Punch. While charged, Spin also improves basic punches and blocking; the block deflects bullets.
  • V: Use Ball Breaker's barrage mode while you have that Stand.

While charged, Spin gives 15% damage reduction and 15% faster walking. Charged hits can break limbs, with a 1.5-second cooldown per limb. Spin also applies anti-heal to vampires. Throws at low charge deal roughly 75% of full-charge damage.

Pitch styles

Style What it does
Straight Flies out, then turns back toward you. A headshot starts a quick-time follow-up throw.
Curving Curves sideways with shorter range; balls thrown from the right curve left and vice versa. Gains slight homing on horseback.
Ricocheting Bounces before returning. After three bounces, it homes toward the nearest opponent.
Drilling Travels in a helix, spinning and ragdolling the target.
Spiraling Unlocked by Master Practitioner. Orbits an area and can hit up to ten times.
Scan Unlocked with Ball Breaker. Creates a scan zone for about 5 seconds; scanned players remain visible through walls for about 18 seconds. Hitting a marked weak spot triggers a critical hit and an explosion for about 27 damage.

A charged hit to a gun user's right arm briefly inverts their gun. On horseback, Spin charges passively at high speed; throws travel faster and farther. A Straight throw at the ground while mounted creates an orbiting steel ball. Hitting a cactus makes it explode.

Damage

The table shows direct-hit damage for each pitch at full charge, plus the basic uncharged throw. Torso and limb hits deal the same damage. The last column is the point-blank hitbox.

Pitch Body Head / critical Point-blank
No charge 13 19 5
Straight 18 27 7
Curving 20 30 8
Ricocheting 16 24 6
Drilling 26 39 10
Spiraling 9 per hit 14 per hit 3.3
Scan 4.7 7 1.8
  • Drop both balls (T): 26 uncharged; 36 at full charge.
  • Tonic Guard (F): 15 damage, or 17 with Boy With Fists.
  • Spin Punch (C): 15 / 18 / 21 damage across its combo; 17 / 20 / 24 with Boy With Fists.
  • Cactus explosion: 24 damage, or 27 with Demolitions Expert.

Mud Witch removes Spin in exchange for a Dogbane Herb. Learning it again costs 25,000 Moola.