The 6 Kickdom items: durability, rarities and repair
HOOK, BOMB, SHIELD, BAT, DISORIENTATION, SWAP. The six item families, durability rarity by rarity, the equipping rule, and how one ad repairs an item.
The 6 items
HOOK
BOMB
SHIELD
BAT
DISORIENTATION
SWAP- 1 item max per player, 5 per squad
- 1 match played, 1 durability point down
- An item can be repaired, a player cannot

An item goes on a player, for one match. It is optional. You can bring up to five per lineup, never more than one per player. Here is what the game actually documents about them, and what it does not.
The 6 families
| Family (internal name) | In-game name | Share of laboratory output |
|---|---|---|
| shield | SHIELD | 20% |
| baseball_bat | BAT | 20% |
| bomb | BOMB | 15% |
| swap | SWAP | 15% |
| disorientation | DISORIENTATION | 15% |
| ball_hook | HOOK | 15% |
Straight talk before anything else. The exact in match effect of each family is not part of the published production values. So we are not going to describe it here, and you should be wary of any page that does. What is documented and checkable: the family list, how often each one is produced, durability, and price. The rest you learn on the pitch.
What the table does tell you: SHIELD and BAT show up more often than the other four families, 20% against 15%. Over a long run of research, your stock leans that way on its own.
The 5 item rarities
In order: common → uncommon → rare → epic → legendary.
There is no mythic item. Items stop at legendary. A mythic rarity sits unused in the settings and is not active in the game. Players do go all the way to mythic: see the players guide.
Durability and repair
Like a player, an item gets used up. Every item in your lineup loses 1 match at the end of each match played.
The big difference with players: an item can be repaired. One ad does it.
| Rarity | Durability | Matches restored per ad |
|---|---|---|
| Common | 5 | 2 |
| Uncommon | 15 | 7 |
| Rare | 23 | 11 |
| Epic | 40 | 20 |
| Legendary | 100 | 50 |
Item rarity is durability first
That is the angle worth keeping. Put the two extremes side by side:
- A common item lasts 5 matches and gets 2 back per ad.
- A legendary item lasts 100 matches and gets 50 back per ad.
A common is throwaway. You equip it, it is gone almost immediately, and repairing it does not get you far. A legendary is kit you keep: 100 matches of runway, and one ad returns half of that. Epic behaves the same way on a smaller scale, 20 matches restored out of 40.
Yes, each family has its own effect in a match, and your style will decide your favourites. But when you compare two items, start with the durability column. That is the one that changes your week.
The equipping rule
Three rules, no more:
- Up to 5 items per lineup. Not six.
- 1 item per player, maximum. No stacking two items on the same player.
- Items are optional. A lineup of 5 players with zero items is perfectly valid.
The 5 players are mandatory to start a match. Items are a decision: you bring them when you accept spending them.
Where items come from
The laboratory. Item research costs 50 gold, then 100, 150, 200 and 250 as you chain searches. Cheaper than player research, which starts at 100 gold. The family produced follows the distribution in the table above. Details in the laboratory guide.
Chests. All 10 chests contain items, from the Standard chest to the Mythic one.
Super deals. The shop features 3 super deals a day by default, drawn from a pool and paid in gems.
| Super deal | Price |
|---|---|
| Item uncommon | 15 gems |
| Item rare | 35 gems |
| Item epic | 45 gems |
| Item legendary | 80 gems |
No common item on that list. The game does not put something that lasts 5 matches on sale. Daily offers, paid in gold, also rotate items, and one offer can be rerolled once a day by watching an ad. The full shop breakdown is in the economy guide.
Ads. A rare item sits among the free tiers unlocked by watching an ad.
Recycling an item
A worn out or spare item recycles into magic balls.
| Rarity | Magic balls |
|---|---|
| Common | 2 |
| Uncommon | 5 |
| Rare | 12 |
| Epic | 25 |
| Legendary | 50 |
At equal rarity a player returns more: 100 magic balls for a legendary against 50 for an item. Recycling is still the main source of magic balls in the game.
And one thing that does not exist: item fusion. You never fuse two items. Fusion only ever involves players and runes.
Three habits worth having
- Repair before you recycle. One ad gives a legendary 50 matches back. Fifty.
- Equip for the opponent. An item left in stock takes no wear: save your rare items for the matches that matter.
- Do not let commons sit. 2 magic balls is not much, but an item gathering dust in your stock is worth exactly nothing.
Production values, adjustable by the team.