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.
