You queue into a Duel on Dunes. The enemy is 4 tiers ahead of you on the pass, already running the Spear. Round 1, they pin you against a sandstone pillar with a thrown spear, webs snap around your legs, and you eat a point-blank Shotgun blast before you can strafe. Round 2, same player. This time they don’t even throw the Spear at you — they sink all three into the pit wall, chain-jump up to the high ledge you thought was yours alone, and delete you from behind while you’re still watching the ramp.
That fight tells you everything about why the Season 3 Battle Pass matters. It’s not about the cosmetic skins or the exclusive title. It’s about the weapon on the free track that every RIVALS player can unlock — and that most will unlock wrong, throw all three spears at the first enemy they see, and wonder why the weapon “feels bad.”
This guide covers every reward in the Season 3 pass, the fastest way to level it, whether premium is worth 799 Robux, and — most importantly — how to actually use the Spear so you’re the player winning Duels with it, not the one dying to it.
Season 3 Battle Pass — The Spear Changes the Conversation
Season 3 (“The Fame Season”) runs from April 24 through June 2026, Hollywood cinema themed around Redman’s film universe. Previous season passes were cosmetic-first: skins, wraps, charms, titles. Nice to have, skip if you’re broke.
Season 3 is different because the free track contains a functional weapon — the Spear — that no other source in RIVALS offers. Not the Daily Shop. Not keys. Not a bundle. The only way to get the Spear is by earning Season Pass XP. This makes the pass relevant even for players who never spend Robux.
RIVALS now has 53 weapons total as of the August 2026 update. The Spear is one of two new weapons added in Season 3 (alongside the Grappler), and it’s the only throwable hybrid melee in the entire arsenal.
Free Track vs Premium Track — What You Actually Get
| Track | Cost | Key Rewards | Who It’s For |
|---|---|---|---|
| Free | 0 Robux | Spear (weapon), Credits (small amounts), basic wraps | Everyone — the Spear alone justifies logging in |
| Premium | 799 Robux | Grappler (weapon), Studio Light Spear skin, exclusive finishers, skins, wraps, 300 Credits back, “Hollywood Elite” title at tier 50 | Regular players (4+ hours/week) who want cosmetics and the Grappler |
The free track isn’t generous — it has far fewer reward nodes than premium. But the one reward it does have (the Spear) has more gameplay impact than everything on the premium track combined. That’s the key framing: the premium pass is cosmetic convenience. The free track is a weapon that reshapes how you play.
Spear — The Free Weapon That Changes Everything
How Spear Works
The Spear is a hybrid melee weapon with two modes:
Melee swing: Horizontal slash, average damage, average range. Think slightly worse than Katana, slightly better than fists. You won’t win a straight melee trade against a Shotgun user at close range. The melee swing exists for finishing pinned enemies and self-defense when your spears are all lodged in walls somewhere.
Throw: This is the identity mechanic. You hurl the Spear in a slight arc — not hitscan, not a grenade lob, but a predictable projectile. On hit against an enemy, three things happen simultaneously:
- Impact damage — roughly one AR headshot’s worth. Not a kill, but enough to turn a fight.
- Pin — the enemy gets nailed to the surface behind them (wall, pillar, floor, ceiling). They can still shoot and turn their camera, but they can’t move for the pin duration.
- Web trap — after the pin expires or breaks, a web AoE lingers at the impact point, slowing anyone who steps into it. This includes the pinned player AND their teammates.
On hit against a surface (wall, floor, any solid geometry), the spear lodges in place and becomes a climbable platform. The shaft has a solid collision box on top. You, your teammates — anyone — can jump onto it like a tiny ledge.
The catch: You get exactly 3 spears per life. Throw all three, and you’re melee-only until you die and respawn. You cannot pick thrown spears back up. You cannot refill them mid-life. Each stuck spear despawns after roughly 8-10 seconds. Every throw is a permanent commitment for that life.
The Pin-and-Punish Combo
Here’s the bread-and-butter Spear engagement flow:
You’re on Construction, mid-map. Enemy peeks the catwalk above you with an AR. You swap to Spear, aim slightly ahead of their strafe, throw. The spear catches them mid-step, pins them against the scaffolding. Webs deploy. They can’t move. You quick-swap to your secondary (Shotgun or AR), step forward, and put two shots into a stationary head hitbox. Fight over.
The pin lasts maybe 2 seconds. That’s your window. If your secondary isn’t drawn, loaded, and aimed before you throw, you waste the pin. The sequence is: draw secondary → line up shot → quick-swap to Spear → throw → quick-swap back → fire. Practice this in a private match until the swap timing is muscle memory. A pinned enemy you don’t shoot is 30 damage and nothing else.
The 3-Spear Climb — Vertical Mobility From Nothing
This is the Spear’s highest-skill, highest-reward use case, and it’s what separates Spear mains from people who just threw it at the first enemy and called it a day.
The scenario: You’re on Dunes, bottom of the pit below the main platform. The only ramp up is being watched by a Sniper. You can’t walk up without dying. You have three spears and a wall.
The execution:
- Spear 1 — shin height. Crouch, aim slightly downward, throw into the wall at roughly knee-to-shin level. This is your first step. Too high and you can’t jump onto it. Too low and it clips into the ground.
- Jump onto spear 1. Stabilize — the collision box is small. Don’t slide off.
- Spear 2 — waist-to-chest height. From spear 1, aim slightly upward, throw. The gap between spear 1 and spear 2 should be one jump’s reach.
- Jump onto spear 2.
- Spear 3 — head height or above. From spear 2, jump and throw the third spear at roughly head height relative to your current position. This top step should put the ledge within one final jump.
- Chain: spear 1 → spear 2 → spear 3 → ledge. Don’t pause. The despawn timer is ticking on every spear. Hesitate for 2 seconds and spear 1 vanishes while you’re balancing on spear 2, stuck mid-wall.
The 3-spear climb creates flank routes on maps like Construction (pit wall to catwalk), Dunes (pit to side ledge), and Arena (ground to raised platform). These are positions the enemy never checks because they don’t expect anyone to come from below.
For a full breakdown of Spear mechanics — weapon pairings, map-by-map climb spots, and the Spear vs Grappler decision — see our Spear weapon guide.
Spear Unlock Flow — Step by Step
You won’t stumble into unlocking the Spear. The game doesn’t prompt you. Here’s the exact flow:
- Open the Season Pass menu from the RIVALS lobby — top banner or side menu icon.
- Play Duels. Every Duel (win or lose) grants Season Pass XP. Wins give more, but losses still move the bar.
- Track the free track tier. The free rewards are visually separated from premium. Scroll until you see the Spear icon. Note how many levels away it is.
- Claim the Spear. When you hit the tier, press “Claim” in the Pass menu. This adds it to your inventory.
- Equip from the Armory. Go to the Armory (weapon loadout screen). Find the Spear — it shows a “Get” button with “Free.” Click it. Now it’s in your active loadout.
If you skip step 5, you own the Spear but it’s not equipped. We have seen this — players who “unlocked” the Spear two weeks ago and never actually pressed Get in the Armory. Don’t be that player.
How to Level the Pass Fast
Duels Are the Fastest XP Engine
The Season Pass progresses through XP earned by playing matches. Every mode gives XP. But not at the same rate.
| Mode | XP per Match | Avg Match Length | XP per Hour | Notes |
|---|---|---|---|---|
| 1v1 Duels | 800-1,500 | 2-4 min | 14,000-22,000 | Fastest overall; you control pace |
| TDM | 1,200-2,000 | 5-8 min | 9,000-15,000 | Consistent but slower per minute |
| Domination | 1,500-2,500 | 7-10 min | 9,000-15,000 | Objective bonuses help |
| FFA | 800-1,200 | 3-5 min | 9,000-14,000 | Least efficient; avoid for pass grinding |
Duels win on XP per minute because matches are short and you spend zero time waiting for teammates, matchmaking, or respawn timers. A 2-minute Duel loss still gives you base XP and moves your pass progress. Three Duels in the time of one Domination match nets more total XP even if you lose two of them.
The scenario: You’re 2 tiers away from the Spear. It’s a weekday, you have 45 minutes. Queue Duels. Not TDM, not FFA. Finish 8-10 Duels in that window. Even at a 50% win rate, you’ll clear both tiers and claim the Spear. Queue TDM instead, and you play 4 matches, earn half the XP, and still don’t have the Spear.
Daily + Weekly Challenge Stacking
Challenges are the XP multipliers. They don’t replace match grinding — they stack on top of it.
Daily challenges (3 per day): 1,500-3,000 XP each. These are usually simple — “get 10 kills with AR,” “win 2 Duels,” “deal 500 damage with Shotgun.” You complete them naturally while playing Duels. Total: 4,500-9,000 bonus XP per day.
Weekly challenges (3 per week): 8,000-12,000 XP each. These are broader — “win 15 Duels,” “get 50 headshot kills,” “play 20 matches.” Total: 24,000-36,000 bonus XP per week.
The stacking strategy: Log in, open your challenge list, note which 2-3 challenges overlap. If the daily is “get 10 AR kills” and the weekly is “50 headshot kills,” play Duels with an AR and aim for the head. One match progresses both challenges simultaneously. After all dailies are done, keep grinding Duels. The base match XP alone is worth more than waiting for tomorrow’s challenges to refresh.
With 50 tiers at roughly 10,000 XP each (500,000 total), a player completing all dailies + weeklies and playing Duels 30-45 minutes daily will max the pass in 2-3 weeks. The season runs 8 weeks. You have headroom.
The Counter-Intuitive Truth: Don’t Rush the Pass
Here’s the advice that sounds wrong but is right: the fastest way to level the pass is to stop thinking about leveling the pass.
Players who fixate on “I need 3 more tiers tonight” tilt when they lose Duels, play worse, lose more, earn less XP, and take longer. Players who focus on “I’m going to get better at Duels today” win more, earn more XP per hour, and level the pass faster as a side effect.
The Season 3 pass is designed to be completed through normal play over 8 weeks. You don’t need to grind 4 hours a day. If you’re doing your dailies and playing Duels to improve — not just to fill a progress bar — the tiers unlock themselves. The Spear will be in your Armory before you know it, and you’ll have the Duel skills to actually use it effectively when it arrives.
This is also why buying tier skips (150 Robux each, 7,500 for all 50) is almost never worth it. Skipping tiers buys you the reward sooner, but if your Duel fundamentals are weak, you’ll unlock the Spear and immediately throw all three spears into empty walls. The natural leveling path — playing Duels, improving aim and movement, unlocking the Spear organically — means you’re ready to use the weapon the moment you get it.
Premium Track — Is 799 Robux Worth It?
What Premium Actually Unlocks
The premium track adds rewards at roughly twice the density of the free track. Here’s the breakdown:
| Tier Range | Premium Reward Highlights |
|---|---|
| 1-10 | Grappler weapon (utility mobility), Season 3 weapon charm, 100 Credits |
| 11-25 | Studio Light Spear skin, Giant Pencil Spear skin, Lasso Grappler skin, wraps |
| 26-40 | Epic weapon skins (Action Hero AR, Stunt Double Shotgun), kill banners, emotes |
| 41-49 | Legendary skins (Director’s Cut Deagle, Glorious series), exclusive VFX, player cards |
| 50 | “Hollywood Elite” exclusive title, animated player card, final cosmetic set |
The Grappler at tier 1 is the premium track’s functional weapon — a grappling hook that pulls you toward surfaces (or pulls enemies toward you). Unlike the Spear, the base Grappler requires the premium pass. If you want a horizontal mobility tool, you’re paying 799 Robux for it.
Total value estimate: If you bought equivalent skins, wraps, and effects from the shop individually, the premium pass rewards would cost roughly 2,500-3,000 Credits. The 300 Credits you earn back from pass tiers offsets about 40% of the Robux cost. Math-wise, it’s above breakeven if you value cosmetics.
The Decision: Premium or Free Track?
Buy premium if:
- You play RIVALS 4+ hours per week and will realistically hit tier 35+
- You want the Grappler for its gameplay value (horizontal mobility opens new playstyles)
- You care about weapon skins, finishers, and exclusive cosmetics
- 799 Robux is within your gaming budget and you’ll feel good about the purchase
Stay free track if:
- You play once or twice a week casually
- You only want the Spear (it’s free)
- You don’t care about cosmetics — the Spear’s gameplay value is on the free track
- 799 Robux is a stretch — the Spear alone gives you Season 3’s most impactful new mechanic for zero cost
The hard case: You play enough to hit tier 50, you want the Grappler, but you’re on the fence about spending. Here’s the tiebreaker: the Grappler is fun and useful, but it occupies a utility slot that could go to Jump Pad, War Horn, or other tools. The Spear is the higher-skill, higher-ceiling mobility weapon. If you’re still learning Spear mechanics, master those first. The Grappler will still be available if you decide to buy the premium pass later in the season — your free track progress applies to premium retroactively.
Common Pass Mistakes (And How to Recover)
Mistake 1: Not Knowing the Spear Is Free
What happens: You see players running the Spear in Duels, assume it’s a premium pass weapon or a Robux purchase, and never open the Season Pass menu to check. You play for three weeks without the best free weapon in the game because nobody told you where it lives.
Recovery: Open the Season Pass menu right now. Look at the free track. Find the Spear icon. If you’ve been playing Duels, you may already have enough XP to claim it. If not, you now know exactly how many tiers away it is.
Mistake 2: Grinding Casual/FFA Instead of Duels
What happens: You play TDM and FFA because they feel lower-pressure. Your XP per hour is roughly 60-70% of what Duels would give. You play 10 hours across two weeks and barely hit the mid-tiers. You see other players with the Spear and wonder how they got there so fast — they played Duels.
Recovery: Switch to Duels. Yes, 1v1s are more intense. Yes, losing feels worse than losing a TDM where you can blame teammates. But Duels also train your aim, movement, and game sense faster than any other mode. Every Duel you lose teaches you something a TDM win wouldn’t. And the XP rate is unmatched.
Mistake 3: Unlocking the Spear and Never Using Its Mobility
What happens: You claim the Spear, equip it, and treat it like a slightly-worse AR — you throw all three spears at enemies, miss one, pin one, and then run around melee-only until you die. You never attempt a 3-spear climb. You never use the web trap for area denial. The Spear feels underwhelming, so you swap back to Katana and forget about it.
Recovery: Go into a private match on Construction. Pick any tall wall. Practice the 3-spear climb — shin, waist, head — until you can execute it without falling. Then do it on Dunes, then Arena. The climb is the Spear’s highest-value mechanic, and it only becomes reliable with reps. Once you’ve landed it in a real Duel — flanking an enemy who never saw you coming — you’ll understand why the Spear isn’t a damage weapon. It’s a positioning weapon.
Mistake 4: Buying Premium Pass When You Play 2 Hours a Week
What happens: Season 3 launches, the Hollywood theme looks cool, you drop 799 Robux on the premium pass. Two weeks later, life gets busy. You play 2 hours total across the next month. You’re at tier 12. The season ends in 3 weeks and you won’t reach tier 25, let alone 50. The Grappler sitting at tier 1 is the only premium reward you’ll actually use — and you paid 799 Robux for it.
Recovery: If you already bought it, focus exclusively on hitting the tiers with the rewards you care about. The Grappler at tier 1 is yours. The Studio Light Spear skin around tier 20 is achievable if you stack weekend challenges. Don’t stress about tier 50 — the title is cosmetic. If you haven’t bought premium yet and your playtime is inconsistent, stay free. The Spear is the prize, and it costs nothing.
Decision Framework — Pass Progress vs Skill Progress
This is the tension every Season 3 player faces: time spent grinding pass XP is time NOT spent deliberately practicing mechanics. The player who grinds 500 Duels with the sole goal of “hit tier 50” arrives at tier 50 with a maxed pass and the same Duel rank they had 500 games ago. The player who treats every Duel as a skill session — reviewing what killed them, adjusting crosshair placement, practicing peek timing — arrives at tier 50 later but two ranks higher.
The framework:
| Your Goal | Optimal Approach | Expected Outcome |
|---|---|---|
| “I want the Spear ASAP” | Grind Duels, do all dailies, focus purely on XP efficiency | Spear in 5-7 days, skill roughly unchanged |
| “I want the Spear AND to climb ranked” | Play Duels with deliberate practice focus, dailies as byproduct | Spear in 7-10 days, noticeable aim/movement improvement |
| “I want Grappler + cosmetics” | Buy premium, grind Duels, skill focus secondary | All premium rewards, skill rises naturally with volume |
| “I just want to have fun casually” | Play whatever mode you enjoy, don’t optimize | Spear eventually, zero stress, pass may not max |
There’s no wrong answer. But know which column you’re in. The frustration comes from being in column 1 (want Spear fast) but playing like column 4 (casual TDM), then wondering why other players have Spear and you don’t.
For players in column 2 — the largest group — here’s the daily loop: log in, note your challenges, play Duels with ONE specific mechanic in mind (“today I’m practicing crosshair placement at head height”), let the pass XP accumulate. After every death, ask yourself: “Did I lose because of aim, or because of positioning?” Write down the answer. In a week, you’ll have both the Spear and a list of your most frequent positioning errors. That list is worth more than any cosmetic on the pass.
For more on Duel strategy and improving your 1v1 win rate, check our 1v1 Duel strategies guide.
Spear + Pass Synergy — The Full Season 3 Loadout
If you’re committing to the Season 3 pass — free or premium — here’s the optimal loadout progression:
Phase 1 (Pre-Spear): Run your best Duel loadout. AR + Shotgun or AR + Sniper, depending on the map. Focus on winning Duels for maximum XP. Don’t experiment with weird weapons; this is the efficiency phase.
Phase 2 (Spear unlocked, still learning): Spear + AR. The AR is forgiving — you pin with Spear, spray the head with AR while they’re stuck. You don’t need to be close. Run this on Construction and Arena where the climb trick gives you flank routes.
Phase 3 (Spear mastered): Spear + Shotgun on close maps (Construction, Arena, Studio). Spear + Sniper on open maps (Dunes, Museum). The Spear-Sniper combo is the highest-skill pairing: pin a moving target, they freeze, headshot. If you land it, the fight ends before they react.
If you bought premium and have Grappler: Don’t run Spear + Grappler together. Both are mobility tools. Running two mobility weapons means you lose every straight gunfight against double-damage loadouts. Pick one — Spear for vertical climb and CC, Grappler for horizontal repositioning — and pair it with a damage dealer.
For the complete weapon ranking across all 53 weapons including Spear and Grappler placements, see our weapon tier list.
FAQ
Is the Spear actually free in the RIVALS Season 3 Battle Pass?
Yes. The Spear sits on the free track of the Season 3 Battle Pass — zero Robux required. You earn Season Pass XP by completing Duels, level up the free track until you reach the Spear tier, claim it, then go to the Armory and press “Get.” It cannot be obtained from the Daily Shop, keys, or any other source. If you see someone with the Spear, they unlocked it through the pass.
How long does it take to reach the Spear tier on the free track?
Playing 30-45 minutes of Duels daily (finishing your 3 daily challenges + 3-4 Duels) earns roughly 18,000-25,000 XP per day. The Spear sits at a mid-free-track tier — most players reach it within 5-7 days of consistent Duels play. If you only play on weekends, expect 2-3 weeks. Wins give more XP than losses, but even losing Duels progresses the bar.
Is the RIVALS Season 3 premium pass worth 799 Robux?
It depends on how much you play. If you’re logging 4+ hours per week and care about cosmetics, yes — the Grappler weapon, Studio Light Spear skin, exclusive finishers, and 300 Credits back roughly break even against individual shop prices. If you only want the Spear for its gameplay value, the free track gives you that. If you play once a week casually, skip premium — you won’t hit the later tiers before the season ends.
