{
  "generatedAt": "2026-06-11T00:00:00.000Z",
  "site": "Volleyball Legends Guide",
  "domain": "https://volleyballlegendsguide.com",
  "checkedDate": "June 11, 2026",
  "researchDate": "2026-06-11",
  "label": "Ability tiers and profiles",
  "description": "Ability tier rows, role fit, best pairings, and keep-or-reroll guidance used by ability pages.",
  "rowCount": 14,
  "sensitivity": "Patch and balance sensitive",
  "primaryRoute": "/abilities-tier-list/",
  "data": {
    "checkedDate": "June 11, 2026",
    "researchDate": "2026-06-11",
    "abilityTiers": [
      {
        "tier": "S",
        "label": "Point-changing abilities",
        "items": [
          "Magnetic Pull",
          "Extra Touch",
          "Minus Tempo",
          "Shield Breaker",
          "Divine Strength"
        ],
        "rationale": "These can extend rallies, break defensive reads, or create immediate attacking pressure."
      },
      {
        "tier": "Secret",
        "label": "Limited Secret ability history",
        "items": [
          "Lead Feet"
        ],
        "rationale": "Lead Feet is a limited Secret ability with ended source windows, so availability needs a fresh source check before any chase advice."
      },
      {
        "tier": "A",
        "label": "Strong but timing-heavy",
        "items": [
          "Curve Spike",
          "Zero Gravity Set",
          "Moonball",
          "Boom Jump"
        ],
        "rationale": "Good in ranked when the user understands spacing, set height, and block timing."
      },
      {
        "tier": "B",
        "label": "Situational utility",
        "items": [
          "Redirection Jump",
          "Super Sprint",
          "Steel Block",
          "Rolling Thunder"
        ],
        "rationale": "Useful for specific roles, but less consistent as a main win condition."
      }
    ],
    "abilities": [
      {
        "name": "Magnetic Pull",
        "tier": "S",
        "bestFor": "Blocker / Receiver",
        "useCase": "Rally saves, ball control, and awkward counterattack windows",
        "keepIf": "you stay active near the ball and can time the magnetic radius around a receive, block, or surprise net play.",
        "rerollIf": "you want a simple instant finisher and rarely read where the next touch will happen.",
        "pairedStyle": "Mikage, Encho, or Yogan",
        "risk": "It rewards smart positioning more than passive defense, and public notes say the old extra-touch behavior was fixed.",
        "route": "/magnetic-pull/"
      },
      {
        "name": "Extra Touch",
        "tier": "S",
        "bestFor": "Receiver / All-rounder",
        "useCase": "Rally extension when the team needs one more legal-looking save window",
        "keepIf": "your team loses points from messy first touches and you can turn extra time into a clean set.",
        "rerollIf": "your rallies already reach a clean spike but lack a point-ending tool.",
        "pairedStyle": "The Twins, Taichou, or Encho",
        "risk": "Extra time still becomes wasted value if the next player panics or sends a free ball.",
        "route": "/extra-touch-ability/"
      },
      {
        "name": "Minus Tempo",
        "tier": "S",
        "bestFor": "Setter / Spiker",
        "useCase": "Tempo disruption and fast attack routes that punish late blockers",
        "keepIf": "you can coordinate quick sets or attack timing instead of waiting for obvious high balls.",
        "rerollIf": "you solo queue with teammates who never read tempo changes.",
        "pairedStyle": "Kijo, Taichou, or Jinko",
        "risk": "Tempo tools are strongest when the team understands what the faster ball is for.",
        "route": "/minus-tempo-ability/"
      },
      {
        "name": "Shield Breaker",
        "tier": "S",
        "bestFor": "Spiker",
        "useCase": "Point-ending spike pressure through blocks, jumpsets, and midair reads",
        "keepIf": "your chosen role is closing rallies and you can hide activation until the spike matters.",
        "rerollIf": "you are losing points before the ball ever reaches your attack lane.",
        "pairedStyle": "Sanu, Kazana, or Hidari",
        "risk": "It is a finisher, not a fix for poor receive, serve timing, or first-touch panic.",
        "route": "/shield-breaker-ability/"
      },
      {
        "name": "Divine Strength",
        "tier": "S",
        "bestFor": "Spiker / Server",
        "useCase": "Raw pressure and cleaner attack conversion",
        "keepIf": "you already get playable sets and need more force behind spikes or serves.",
        "rerollIf": "your issue is positioning, ball control, or teammate setup rather than power.",
        "pairedStyle": "Kazana, Jinko, or Sanu",
        "risk": "Power can make mistakes more obvious if aim and tilt are inconsistent.",
        "route": "/divine-strength-ability/"
      },
      {
        "name": "Lead Feet",
        "tier": "Secret",
        "bestFor": "Spiker / Blocker",
        "useCase": "multi-use charge pressure, Instant Grounding timing, and aerial denial during limited windows",
        "keepIf": "you can time the multi-use charge as a deliberate pressure tool instead of burning all uses at the first jump.",
        "rerollIf": "the window is not currently confirmed, your role needs safer receive utility, or the account is close to randomized Secret Ability pity.",
        "pairedStyle": "Sanu, Jinko, or Kazana",
        "risk": "Limited availability changes by update, and old Lead Feet return windows do not prove current availability.",
        "route": "/lead-feet-ability/"
      },
      {
        "name": "Curve Spike",
        "tier": "A",
        "bestFor": "Spiker / Server",
        "useCase": "Curved attack lanes that make blockers and receivers adjust late",
        "keepIf": "you enjoy directional tilt and can repeat the same curve on purpose.",
        "rerollIf": "you need a reliable utility save more than another attack angle.",
        "pairedStyle": "Sanu, Jinko, or Hidari",
        "risk": "Curve value drops sharply when the player cannot control direction.",
        "route": "/curve-spike-ability/"
      },
      {
        "name": "Zero Gravity Set",
        "tier": "A",
        "bestFor": "Setter",
        "useCase": "Higher setup windows and teammate-friendly attack timing",
        "keepIf": "you like creating the point and your hitters actually use the set.",
        "rerollIf": "you play mostly alone and need self-contained scoring pressure.",
        "pairedStyle": "Feiko or Taichou",
        "risk": "A great set is still only as useful as the teammate who attacks it.",
        "route": "/zero-gravity-set-ability/"
      },
      {
        "name": "Moonball",
        "tier": "A",
        "bestFor": "Setter / All-rounder",
        "useCase": "High, slow pressure that resets spacing and buys decision time",
        "keepIf": "your team needs safer rally control and time to recover positioning.",
        "rerollIf": "opponents punish floaty balls and your team cannot convert the reset.",
        "pairedStyle": "Yogan, The Twins, or Taichou",
        "risk": "Slow utility can become a free ball against organized defenders.",
        "route": "/moonball-ability/"
      },
      {
        "name": "Boom Jump",
        "tier": "A",
        "bestFor": "Blocker / Spiker",
        "useCase": "Vertical pressure for blocks, high contact, and emergency front-row plays",
        "keepIf": "your timing is good but your contact point feels too low.",
        "rerollIf": "you need ball control or rally extension more than jump reach.",
        "pairedStyle": "The Twins, Yogan, or Mikage",
        "risk": "Jump height does not replace reading the ball early.",
        "route": "/boom-jump-ability/"
      },
      {
        "name": "Redirection Jump",
        "tier": "B",
        "bestFor": "Receiver / All-rounder",
        "useCase": "Situational recovery and angle changes after awkward touches",
        "keepIf": "you are comfortable improvising and want a tool for broken rallies.",
        "rerollIf": "you want a direct scoring ability or stable beginner utility.",
        "pairedStyle": "Yogan or The Twins",
        "risk": "The value is situational and depends on recognizing the broken play quickly.",
        "route": "/redirection-jump-ability/"
      },
      {
        "name": "Super Sprint",
        "tier": "B",
        "bestFor": "Receiver",
        "useCase": "Mobility for coverage, chase-downs, and late recoveries",
        "keepIf": "you miss balls because you arrive late rather than because your touch timing is wrong.",
        "rerollIf": "you already cover space well and need a stronger point-changing ability.",
        "pairedStyle": "Hidari or any receiver-focused role",
        "risk": "Speed can send players out of position if they chase every ball.",
        "route": "/super-sprint-ability/"
      },
      {
        "name": "Steel Block",
        "tier": "B",
        "bestFor": "Blocker",
        "useCase": "Front-line denial when the opponent relies on obvious attack lanes",
        "keepIf": "you like net reads and your team needs a steadier blocker.",
        "rerollIf": "you rarely play front row or need offense more than denial.",
        "pairedStyle": "Mikage or Encho",
        "risk": "Block-focused value falls when attackers mix timing and direction well.",
        "route": "/steel-block-ability/"
      },
      {
        "name": "Rolling Thunder",
        "tier": "B",
        "bestFor": "Receiver",
        "useCase": "Defensive recovery for players who prefer saving points over ending them",
        "keepIf": "your best contribution is keeping rallies alive from difficult balls.",
        "rerollIf": "your team already has defense but lacks a reliable closer.",
        "pairedStyle": "Mikage, Yogan, or The Twins",
        "risk": "Defensive saves need a follow-up set and spike or the rally simply resets.",
        "route": "/rolling-thunder-ability/"
      }
    ]
  }
}
