Seven ways to play

Classes

Every class has its own size, pace, stamina and shot, and one ability on a single button. You start as the Standard and unlock the other six by beating challenges.

Balanced all round

Standard

Where everyone starts, and the yardstick for the rest: every star on the other cards is measured against the Standard's 3s. It has no real strength or weakness, and its ability is for getting the ball past the player in front of you.

Size
3 of 5
Speed
3 of 5
Sprint
3 of 5
Stamina
3 of 5
Recovery
3 of 5
Power
3 of 5
Diagram Diagram of the Chip: the ball is lifted over an opponent, lands about three player-widths on and rolls on. Over every player Opponent You Lands, rolls on
How the Chip works. In a match, the ball lifts off the grass, its shadow comes away and a ring marks where it will land.

Ability

Chip

9 s cooldown

“Lift the ball over the next man. It can't score from the air.”

  • A softer kick than usual that flies over every player's head for half a second, then lands and rolls on.
  • It can't score from the air: still in the air at the goalmouth, it comes back off the bar.
  • Press it as the ball comes to you: it waits a moment for the ball to reach your foot.
  • If no ball comes, the cooldown is only 1 second.

Unlocked

From the start

Every new account starts as the Standard.

Quick and slippery

Dribbler

The smallest token on the pitch and the quickest off the mark. The Dribbler reaches the ball from a touch further away than anyone, but has the softest shot of the seven and a smaller sprint tank.

Size
2 of 5
Speed
4 of 5
Sprint
3 of 5
Stamina
2 of 5
Recovery
2 of 5
Power
1 of 5
Diagram Diagram of the Hook Turn: from the ball, a fan reaching 120 degrees either side of straight on shows where one touch can send it; one arrow sends it sharply up the pitch. Straight on Up to 120° either way No direction held: the ball stops dead You
How the Hook Turn works. In a match, a teal swoosh shows the touch.

Ability

Hook Turn

8 s cooldown

“Snap the ball onto a new line in one touch.”

  • One touch sends the ball the way you are steering, up to 120 degrees off the line from you to the ball, at one and a half times your walking speed.
  • Hold no direction and it kills the ball dead instead.
  • Press it as the ball comes to you: it waits a moment for the ball to reach you.
  • If no ball comes, the cooldown is only 1 second.

Unlocked by

Cone Slalom

Dribble through five gates of cones and score in 65 seconds or less.

Big, heavy, hits hard

Gorilla

The biggest token in the game, twice a Standard's weight, with the hardest shot of all seven. It has a good sprint tank, but the tank refills slowly, and nobody sprints slower.

Size
5 of 5
Speed
3 of 5
Sprint
2 of 5
Stamina
4 of 5
Recovery
1 of 5
Power
5 of 5
In game A blue Gorilla rooted by the touchline inside the filling amber ring of the Ground Pound, an opponent just inside the ring's edge and two more players further up the pitch.
The Ground Pound ring filling round a Gorilla, with an opponent at its edge.

Ability

Ground Pound

12 s cooldown

“Slam the ground: the ball in the ring flies away from you.”

  • You stop and plant yourself while an amber ring fills round you and an arrow shows where the ball will go, about 0.4 seconds in all. No kicking meanwhile.
  • Then the ball, if it is in the ring, is knocked straight away from you: up to twice as hard as a Standard's normal kick close in, softer towards the ring's edge.
  • It moves only the ball, never a player.
  • You walk at half pace for a moment after.

Unlocked by

Goal Cannon

Keep goal and save 7 of the cannon's 12 shots.

One enormous burst

Meteor

About a Standard's size, with a slower sprint and a smaller tank. Its pace is all in the Comet, a straight run at two and a half times walking pace.

Size
3 of 5
Speed
3 of 5
Sprint
2 of 5
Stamina
2 of 5
Recovery
3 of 5
Power
3 of 5
In game A red Meteor in midfield with flames at its back, and a long red arrow on the grass above it showing where its Comet will run.
Ignition: the arrow on the grass shows everyone where the Comet is going.

Ability

Comet

12 s cooldown

“Ignite, then one blazing straight run.”

  • A fifth of a second of ignition: flames, and an arrow on the grass the length of the run.
  • Then one run at two and a half times walking pace, for up to 0.9 seconds. You can bend it only a little.
  • It brakes before it hits a player, and once you have the ball you go no faster than your sprint. A kick ends it.
  • A short burnout after, below walking pace.

Unlocked by

Sharpshooter

Score 5 past the moving keeper from behind the line in a minute.

Slow to start, never stops

Lakaka

Three and a half times a Standard's weight and the slowest off the mark, and it glides: changing direction takes it about four times as long as anyone else. Once it is going it has the highest top speed of the seven and the biggest tank. It is also the slowest to refill.

Size
4 of 5
Speed
1 of 5
Sprint
3 of 5
Stamina
5 of 5
Recovery
1 of 5
Power
4 of 5
Diagram Diagram of the Ice Trail: the Lakaka runs on and leaves a band of frost behind it; an opponent caught on the frost slows to a crawl and can hardly turn. Frost behind you for 1.5 s Opponent on it: slow, can't turn You
How the Ice Trail works. In a match, the frost shows on the grass behind the Lakaka and melts away.

Ability

Ice Trail

13 s cooldown

“Leave frost behind you: opponents on it slow down and can't turn.”

  • For 1.5 seconds you leave a trail of frost behind you, about one and a half players wide.
  • Each patch starts working half a second after it is laid and melts 8 seconds later.
  • An opponent on the ice slows to a crawl and can hardly start, stop or turn. Your teammates are not affected.
  • There is never ice in a goal area.

Unlocked by

Pass Master

Pass 5 into the moving rings from behind the line in a minute.

Immovable, turns on a coin

Disruptor

Bigger than a Standard, twice the weight, and the quickest of all seven to stop and turn round. Its other numbers are a Standard's, give or take a slower sprint, and its ability makes it so nobody can move it.

Size
4 of 5
Speed
3 of 5
Sprint
2 of 5
Stamina
3 of 5
Recovery
3 of 5
Power
3 of 5
Diagram Diagram of the Juggernaut: after a stomp, the Disruptor walks straight on and two opponents in his way are shoved aside. Stomp Nobody moves you Shoved aside Up to 2.5 s
How the Juggernaut works. In a match, a stomp of dust starts it.

Ability

Juggernaut

7.2–12 s cooldown

“Nobody can move you: bulldoze through anyone in your way. Tap again to stop.”

  • After a short stomp, for up to 2.5 seconds you weigh twelve times as much: nobody can push you, and you shove whoever is in your way.
  • You keep walking and steering, a little faster than walking pace. Sprinting does nothing meanwhile.
  • Tap again after half a second to stop early. The sooner you stop, the shorter the cooldown: 7.2 seconds at the least, 12 at the most.
  • Started in your own goal area, it lasts 1 second at most.

Unlocked by

Bot Duel

Beat a rookie bot in a two-minute 1v1, abilities on.

Gone in a flash

Phantom

Small, a touch quicker than a Standard at walking pace, and with one of the harder shots. But it has the smallest sprint tank in the game, and it refills more slowly than a Standard's.

Size
2 of 5
Speed
3 of 5
Sprint
3 of 5
Stamina
2 of 5
Recovery
2 of 5
Power
4 of 5
Diagram Diagram of the Flash Step: the Phantom blinks a short step diagonally away from the opponent marking him, leaving faint after-images. A short blink, any way you steer Opponent Where you were
How the Flash Step works. In a match, a lilac shimmer comes first.

Ability

Flash Step

13 s cooldown

“Blink a short step in any direction.”

  • A flicker of lilac shimmer, then a blink: a short step, about one and a half players across, the way you are steering.
  • The step is over in a sixth of a second, at more than three and a half times walking pace.
  • If the ball or a player is in the way, it brakes to walking pace before it reaches them.
  • A short recovery after, a little under walking pace.

Unlocked by

Cross & Finish

Score 3 from your teammate's 10 crosses, past a defender and the keeper.

How to read a class

Six stats and one ability

Every class has the six stats its card shows in the game, and one ability. The classes are close on purpose, the quickest walker is only about a tenth faster than the slowest, so most of the difference between them is in the ability.

The stars

The class cards in town and in the locker rate each stat out of 5. A 3 is always the Standard's.

Size
How big your token is.
Speed
How much ground you cover in your first second from a standstill.
Sprint
Your top speed when you sprint.
Stamina
How long your sprint lasts.
Recovery
How fast your sprint refills.
Power
How hard your power shot is.

The ability

  • Every class uses the same button: E or F, or the middle mouse button.
  • Each ability has its own warning on the pitch, so everyone sees it coming.
  • A small tube at the bottom right of your token fills in your class colour as it cools down, and the ability is ready when the tube is full.
  • Abilities are off during the countdown and for 3 seconds after every kick-off.
  • They're on in every match, bot game and town pitch. The five drill challenges are played without them.

Compare

All seven side by side

The abilities and how to get each class, the stars from the cards, and the numbers behind them.

Each class's ability, its cooldown and what unlocks the class
ClassAbilityCooldownUnlocked by
StandardChipLifts the ball over the next player9 sEvery account starts with it
DribblerHook TurnSends the ball onto a new line in one touch8 sCone Slalom
GorillaGround PoundKnocks the ball in the ring away from you12 sGoal Cannon
MeteorCometOne straight run at 2.5 times walking pace12 sSharpshooter
LakakaIce TrailFrost that slows opponents to a crawl13 sPass Master
DisruptorJuggernautNobody can push you; you shove them7.2–12 sBot Duel
PhantomFlash StepA short blink the way you steer13 sCross & Finish
The six stats of each class, out of 5, as the class cards show them; 3 is the Standard's
ClassSizeSpeedSprintStaminaRecoveryPower
Standard333333
Dribbler243221
Gorilla532415
Meteor332233
Lakaka413514
Disruptor432333
Phantom233224

Out of 5, as the class cards show them. 3 is the Standard's.

Swipe the table sideways to see every column.

The numbers behind the stars, in the game's own units
ClassAcrossWeightWalk px/sSprint px/sSprint lastsRefills inPower shot px/s
Standard54 px×1139.7213.61.86 s17.2 s644
Dribbler48 px×1150.5213.11.61 s18.7 s571
Gorilla69 px×2137.5196.92.29 s22.8 s748
Meteor52 px×1139.7197.91.59 s17.6 s649
Lakaka63 px×3.5151.1218.93.10 s28.4 s677
Disruptor60 px×2140.2205.31.92 s17.8 s644
Phantom50 px×1145.2212.11.33 s19.5 s676

In the game's own units: sizes in pixels, speeds and shots in pixels a second, on a 1v1 pitch 1232 pixels long. Weight is against a Standard's. These are tuned on the server and can change between updates; the stars are what the game shows you.

Challenges

Unlocking the classes

New accounts start as the Standard. Each of the other six is unlocked for good by its own challenge: earn one star on level 1 and the class is yours.

  • They're on the play menu's Challenges card, and you can play them in any order.
  • The locker's Class tab padlocks the classes you haven't unlocked, names the challenge and has a button that takes you there.
  • The five drills are played without abilities, so they're fair for every class. The Bot Duel is a real 1v1 match with abilities on.
  • After level 1 there are four more levels, each harder than the last, with gold for every star.
In game The locker's Class tab: the Standard's card marked Your Class, with its six stats and the Chip, and the other six cards padlocked with their stats dimmed.
The locker's Class tab on a new account.

One star on level 1

  1. Unlocks the Dribbler

    Cone Slalom

    Dribble the ball through the gates of cones, in order, then into the goal. Against the clock.

    First star65 seconds or less

  2. Unlocks the Gorilla

    Goal Cannon

    Keep goal against the cannon: twelve shots, each one faster and wider than the last.

    First star7 saves

  3. Unlocks the Meteor

    Sharpshooter

    Score past the moving keeper from behind the line, as many as you can in a minute.

    First star5 goals

  4. Unlocks the Lakaka

    Pass Master

    Pass the ball into the moving rings from behind the line, as many as you can in a minute.

    First star5 rings

  5. Unlocks the Disruptor

    Bot Duel

    Beat a bot one on one in a two-minute match. Each level's bot is stronger.

    First starA win

  6. Unlocks the Phantom

    Cross & Finish

    Your teammate crosses from the wing: get on the end of it and score past a defender and the keeper.

    First star3 goals from 10 crosses

You can change class whenever you are not in a match or a challenge: on the play menu, open the Locker and its Class tab, or in town, walk into the changing room, stand at a class card and hold.

Free to play

See you on the pitch

Karoball is free. Download it for Windows, make an account in the game and you're in a match in a minute.

Version 0.1.42, updated 1 Nov 2026 · 245 members on Discord