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Tier List Volleyball Legends

Volleyball Legends Abilities Tier List (January 2026)

Best Volleyball Legends abilities ranked for Season X. Curve Spike and Feint dominate S-tier. Full breakdown of 20+ abilities with use cases and combos.

6 min read
Volleyball Legends Abilities Tier List (January 2026)

Best Volleyball Legends abilities: Curve Spike is S-tier because it bends your attacks mid-air, making them nearly impossible to receive. Feint is close behind for the mind games it creates. If you're rolling abilities, stop when you hit either of these.

I've tested every ability in ranked. Some look flashy but do nothing. Others win games single-handedly. The difference between S-tier and C-tier abilities is multiple rank divisions.

Quick Reference

Tier Abilities
S Curve Spike, Feint
A Quick Attack, Zero Gravity Set, Power Spike
B Jump Float Serve, Ceiling Serve, Block Out
C Libero Receive, Rolling Thunder, Sky Ball
D Basic Spike, Standard Set

S-tier abilities change how opponents play against you. D-tier abilities are placeholders.

S-Tier Abilities

Curve Spike

The best offensive ability. Your spikes curve mid-flight, changing direction after you hit.

Effect: Ball trajectory bends based on your aim input after spiking

Cooldown: 15 seconds

Why S-tier: Defenders position based on where you aim. Curve Spike lets you aim one direction, then bend the ball another way. Even players who read your spike get fooled. At high ranks, this ability farms free points.

How to use: Aim toward a defender, spike, then input the opposite direction. The ball curves away from where they're diving.

Best with: Timeskip Hinoto, Sanu, Bokuto (any high-spike style)

Feint

The best mind game. Fake a spike, drop the ball short.

Effect: Instead of spiking, softly tips the ball just over the net

Cooldown: 12 seconds

Why S-tier: Blockers jump to block your spike. Receivers position deep. Feint drops the ball in no-man's land where nobody can reach it. Once opponents respect your Feint, your real spikes become harder to read too.

How to use: Jump like you're spiking hard, activate Feint at the peak. The ball drops short while defenders are committed to the back court.

Best with: Any spiker style. Works on every style because it's about deception, not stats.

A-Tier Abilities

Quick Attack

Faster spike timing catches blockers off-guard.

Effect: Reduces spike wind-up time significantly

Cooldown: 18 seconds

Why A-tier: Blockers time their jumps based on normal spike timing. Quick Attack hits before they're ready. Great for punishing slow reactions.

How to use: Call for a quick set, activate as you jump. Hit before blockers leave the ground.

Best with: Timeskip Hinoto, Yabu (fast styles that can reach quick sets)

Zero Gravity Set

Great sets that hang in the air longer.

Effect: Your sets float higher and slower, giving spikers more time

Cooldown: 20 seconds

Why A-tier: Turns bad spikers into threats. The extra hang time lets teammates position well. In 3v3/4v4, this ability carries teams.

How to use: Activate before setting. Your spiker gets an easy ball to crush.

Best with: Timeskip Kyamo, Taichou, Kageyama (setter styles)

Power Spike

Raw damage increase on your next spike.

Effect: Spike hits harder and faster

Cooldown: 20 seconds

Why A-tier: Sometimes you just need to overpower the defense. Power Spike breaks through blocks and blows past receivers. Less tricky than Curve Spike but more consistent.

How to use: Activate, get a set, aim for gaps. The extra power makes even blocked balls hard to control.

Best with: Bokuto, Ushijima (power spikers)

B-Tier Abilities

Jump Float Serve

Unpredictable serve that wobbles in the air.

Effect: Serve moves erratically, hard to receive cleanly

Cooldown: Once per serve

Why B-tier: Good servers can ace with this. But serves are only one phase of the game. Once the rally starts, this ability does nothing.

How to use: Aim for corners. The wobble makes receivers misjudge positioning.

Ceiling Serve

High-arc serve that drops sharply.

Effect: Serve goes high, then drops fast

Cooldown: Once per serve

Why B-tier: Messes with depth perception. Receivers often misjudge the landing spot. Same limitation as Jump Float though.

How to use: Aim deep. The sharp drop catches people off-guard.

Block Out

Intentionally spike into blockers' hands to score.

Effect: Ball deflects off blocks and out of bounds

Cooldown: 15 seconds

Why B-tier: Situational but clutch. When you're getting stuffed, Block Out turns their defense into your point. Requires good reads on blocker positioning.

How to use: Aim for the edge of blockers' hands. The deflection sends the ball out.

C-Tier Abilities

Libero Receive

Better defensive receives.

Effect: Increased receive accuracy and range

Cooldown: 10 seconds

Why C-tier: Defense doesn't win games in VBL. You need to score. This ability keeps rallies alive but doesn't create points.

How to use: Activate when a hard spike is coming. You'll dig balls you'd normally miss.

Rolling Thunder

Dramatic diving receive.

Effect: Extended dive range with flashy animation

Cooldown: 12 seconds

Why C-tier: Looks cool, rarely necessary. Normal dives cover most situations. The animation lock can actually hurt you.

How to use: Last-ditch saves only. Don't use it when a normal dive works.

Sky Ball

High set.

Effect: Set goes high, giving lots of time

Cooldown: 15 seconds

Why C-tier: Too much time is bad. Defenders reset, blockers position, your spiker loses the advantage. Zero Gravity Set is better in every way.

How to use: Only when your spiker is way out of position and needs time to get there.

D-Tier Abilities

Basic Spike

Default spike with no special effect.

Effect: None

Why D-tier: It's literally nothing. Any other ability is better.

Standard Set

Default set with no special effect.

Effect: None

Why D-tier: Same as Basic Spike. Placeholder until you roll something real.

If you're stuck with D-tier abilities, use Volleyball Legends codes to get spins. Even C-tier abilities are upgrades.

Best Ability for Your Role

Spikers: Curve Spike > Feint > Quick Attack > Power Spike

Setters: Zero Gravity Set > (that's it, setters only need one ability)

Flex players: Feint (works regardless of role)

Defensive specialists: Libero Receive (if you insist on playing defense)

Ability + Style Combos

Some combos are broken:

  • Sanu + Curve Spike = Double curve (Tilt + ability). Unreceivable.
  • Timeskip Hinoto + Feint = Fast approach into soft tip. Deadly.
  • Timeskip Kyamo + Zero Gravity Set = Great sets every time.
  • Bokuto + Power Spike = Maximum damage. Blocks don't matter.

Match your ability to your style's strengths. Don't run Zero Gravity Set on Bokuto.

How to Get Abilities

  1. Lucky Ability Spins - From codes or currency
  2. Premium Spins - Robux for better odds
  3. Events - Some events give guaranteed abilities
  4. Trading - Trade duplicates

Legendary abilities (Curve Spike, Feint) have low drop rates. Keep spinning.

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