You load into a RIVALS duel on Dunes. The enemy is already mid-map, strafing with an AR. You swap to the Spear. Instead of running straight at them, you bank a throw off the left pillar — it pins them against the sandstone, webs snap around their legs, and they can’t strafe out of your follow-up shotgun blast. That fight lasted four seconds.

Two rounds later, same map, you’re low ground. The enemy has the high ledge above the tunnel. You throw one spear into the wall at knee height, a second at chest height, a third above your head. Three quick jumps — you’re on the ledge, behind them, and they never saw the flank coming.

That’s the Spear. Season 3’s free weapon isn’t the highest-damage thing in RIVALS. It’s not the flashiest. But it does two things no other weapon in the game does at the same time: it controls enemy movement AND creates your own. Most players pick it up, throw all three spears at the first enemy they see, miss two, and wonder why the weapon feels bad. This guide is about not being that player.


What Is the Spear in RIVALS Season 3?

The Spear is a free Season 3 weapon on the Season Pass’s free track. No Robux. No bundle. No praying to the Daily Shop RNG. Everyone who plays Season 3 can unlock it just by grinding Duels.

It’s a hybrid weapon. You can swing it in melee like any close-range weapon, or you can throw it for a ranged pin. A thrown Spear that hits an enemy deals impact damage, nails them to the nearest surface, and deploys a web trap that slows their movement for several seconds. A thrown Spear that hits a wall becomes a climbable surface — you and your teammates can jump onto the shaft like a tiny platform.

The catch: you get 3 spears per life. Throw all three, and you’re down to melee-only until you die and respawn. You can’t pick them back up. Each stuck spear despawns after a fixed duration. Every throw is a commitment.

RIVALS now has 53 weapons as of the August 2026 update, and the Spear is the first free-track throwable that doubles as a mobility tool. The Grappler and Studio Light Spear skin also live in the Season 3 pass, but the base Spear is free.


How to Unlock the Spear — Step by Step

Here’s the exact unlock flow. Season 3 is live as of August 2026, and the free track doesn’t require the premium pass.

Step 1: Open the Season Pass menu. From the RIVALS main lobby, click the Season Pass icon — it’s the banner at the top of your screen or in the side menu, depending on which UI revision you’re on.

Step 2: Play Duels. Every Duel you complete (win or lose) grants Season Pass XP. Wins give more, but even losses move the bar. The fastest way to level is grinding 1v1 Duels — they’re shorter than team modes, and you control the pace.

Step 3: Track your progress. The free track items are marked separately from the premium track. Scroll through the tiers until you see the Spear icon. Note which tier it sits on and how many levels away you are.

Step 4: Claim the Spear. Once you hit the tier, click “Claim” on the Spear reward. This adds it to your inventory but doesn’t equip it yet.

Step 5: Equip from the Armory. Go to the Armory (the weapon loadout screen). Find the Spear — it’ll show a “Get” button with a “Free” label. Click it. Now it’s in your active loadout.

What doesn’t work: You can’t get the Spear from the Daily Shop. You can’t buy it with keys. You can’t trade for it. As of Season 3, the free Season Pass track is the only source. If Season 4 moves it elsewhere, this guide will update — but for now, Season Pass or nothing.

If you’re weighing whether to grind the pass or spend your time elsewhere, check our Season 3 Battle Pass breakdown for a full reward-by-reward analysis.


Spear Mechanics Deep Dive

Melee Swing

The melee swing is serviceable but unremarkable. It’s a horizontal slash with average range and average damage — think slightly worse than the Katana, slightly better than fists. You won’t win a straight melee trade against a Shotgun or Sniper at close range unless they miss.

Use the melee swing for two situations: finishing a pinned enemy who survived your throw, or defending yourself when all three spears are already in the wall somewhere.

Throw and Pin

This is the Spear’s identity. When you throw, the spear travels in a slight arc — not hitscan, not a grenade lob, but somewhere in between. Lead your target slightly at medium range. At close range, aim center mass.

On hit, three things happen at once:

  1. Impact damage — roughly equivalent to one AR headshot. Not a one-shot kill, but enough to turn a fight.
  2. Pin — the enemy gets stuck to the surface behind them (wall, floor, ceiling, pillar). They can still shoot and turn, but they can’t move for the pin duration.
  3. Web trap — after the pin breaks or expires, a web AoE lingers around the impact point, slowing anyone who steps into it. This includes the pinned player AND anyone else who walks through.

The pin + web combo is what makes Spear dangerous. A pinned enemy is a free headshot for your secondary. The web means even if they survive the initial burst, they can’t strafe out.

The 3-Spear Limit

You have exactly three spears per life. No refills, no cooldown resets, no pickups. Throw one, you have two left. Throw three, you’re melee-only.

This is the resource that separates good Spear players from bad ones. Every throw needs a reason. “I think I can hit them” isn’t a reason — “hitting them here lets me push site while they’re pinned” is.

Spear as a Platform

A spear lodged in a wall has a small collision box on top of its shaft. You can stand on it. You can jump off it. You can chain jumps across multiple spears.

This is not a bug. The devs built it intentionally — the spear shaft geometry is solid, and the Season 3 trailer even shows a player doing a 3-spear climb. Think of it as a manual Jump Pad that you place yourself.

The platform lasts until the spear despawns. You have roughly 8-10 seconds per spear, so speed matters. Don’t throw all three and then sit there planning your route — by the time you decide, the first one’s already fading.


The 3-Spear Climb Trick

When You Need It

Picture this: you’re on Construction, bottom floor, and the enemy is on the second-level catwalk raining AR fire down. There’s a staircase on the far side of the map, but running there means crossing open ground. You’d die before you reach the stairs.

Or: Dunes, you’re in the pit below the main platform. The only way up is a single ramp that the enemy is already watching with a Sniper. You need verticality, and you need it now.

These are the moments the 3-Spear climb exists for.

How to Execute It

  1. Pick your wall. It needs to be tall enough and close enough that three spears can ladder you to the top. Don’t try this on a 10-foot wall — three spears won’t reach. Target mid-height ledges (roughly double your character’s height).

  2. Throw the first spear at shin height. Crouch, aim slightly downward, throw. This is your first step. If it’s too high, you can’t jump onto it cleanly. If it’s too low, it clips into the ground and becomes unusable. Aim for roughly knee-to-shin level on your character model.

  3. Throw the second spear at waist-to-chest height. Jump onto the first spear, stabilize (don’t slide off — the collision box is small), then aim slightly upward and throw the second. The gap between spear 1 and spear 2 should be one full jump’s worth of height — not so far you can’t reach it, not so close you waste a spear.

  4. Throw the third spear above head height. From spear 2, jump and throw the third spear at roughly head height or slightly above your current position. This is your top step — it should put the ledge within a single jump’s reach.

  5. Jump chain: spear 1 → spear 2 → spear 3 → ledge. Don’t pause between jumps. The despawn timer is ticking on every spear. Hesitate for two seconds and you’ll watch spear 1 vanish while you’re standing on spear 2, stuck halfway up the wall.

What Goes Wrong

The most common failure: spear 2 is too far from spear 1. You jump, miss the platform, fall back to the ground, and now you have two spears stuck uselessly in a wall and one spear left in your hand. The climb is dead. You just wasted two throws and got zero vertical value.

Another classic: you reach spear 3 but the ledge is still too high. The jump arc doesn’t quite clear it. You pressed jump too early, or you placed spear 3 too low. Now you’re standing on the top spear with nowhere to go, despawn timer running out, and the enemy is probably watching you flail.

A less obvious one: you pull off the climb perfectly but forgot to check what’s on the ledge. You pop up directly in front of an enemy holding a Shotgun. You die before your feet touch the ground. Always peek or listen before committing the full climb — the sound of spears hitting the wall is audible to nearby players.


Offense vs. Mobility: A Decision Framework

The Spear forces a constant tradeoff. Every spear you throw at an enemy is a spear you can’t use to climb. Every spear you sink into a wall for mobility is a spear you can’t throw at the enemy. You have three. That’s it.

Here’s a simple framework for deciding, in the moment, what to do with your next throw:

SituationBest UseWhy
Enemy is isolated, you have high ground or coverThrow at enemy → pin → secondary weapon finishYou control the engagement; pin secures the kill
Enemy holds high ground, you’re below with no route3-spear climb to flankDirect push dies; mobility creates new angle
You’re outnumbered (1v2+)Save spears for escape routes or pin-and-runYou can’t out-damage two players; buy time, reposition
Enemy is already pinned by a teammateDo NOT throw — hold for the next fightStacking pins wastes a spear; one pin is enough
You’re low HP and being chasedThrow one spear behind you as you run (floor or wall)The web trap slows pursuers; buys you distance
Final 1v1, even HP, open arenaHold spears, melee swing onlyNo walls to pin against, no ledges to climb; throwing just disarms you

The Counter-Intuitive Truth

Here’s the thing most players get wrong about the Spear: the damage is not the point.

Yes, a thrown spear deals damage. Yes, the pin sets up kills. But the highest-value use of the Spear is not fragging — it’s creating angles that don’t exist without it. The 3-spear climb lets you access positions that no other weapon enables (except the Grappler, and that costs a different loadout slot). A flank from an impossible angle wins more rounds than a pin that deals 30 damage.

If you watch high-level RIVALS players who main Spear, you’ll notice they throw at walls more often than they throw at enemies. They use spears to reshape the map — not just to hit people. The pin damage is a bonus. The mobility is the weapon.

Next time you have three spears in hand, ask yourself: “Is there a position I can’t reach right now that would win this round?” If the answer is yes, those spears are probably better spent climbing than throwing at the first enemy who peeks.

The Spear’s mobility value shifts dramatically depending on the map. For a full breakdown of which weapons excel on which maps in Season 3, see our Season 3 weapons and maps guide.


Map-by-Map Spear Usage

Not every map rewards the Spear equally. Some maps have vertical geometry that makes the climb essential. Others are so flat that throwing spears at walls is just wasting ammo.

Strong Maps for Spear

Construction — The multi-level catwalks and open central pit make this a Spear playground. Climb from bottom floor to the catwalk, flank snipers on the upper walkway, or pin enemies against the scaffolding. The verticality here is natural Spear territory.

Dunes — The main platform has a deep pit around it and elevated ledges on the sides. Spear climbs from the pit to the platform edge catch defenders off guard. The sandstone pillars give you plenty of pin surfaces.

Arena — The central structure has raised platforms on both sides. A 3-spear climb from the ground to either platform bypasses the stairs entirely. The walls are flat and predictable — easy to land consistent spear placements.

Weak Maps for Spear

Warehouse — Low ceilings, cramped corridors, and very few vertical routes above single-jump height. You can still pin enemies against the narrow walls, but the climb trick rarely pays off here. Consider swapping to a different weapon.

Backyard — Open sightlines favor ranged weapons. The few walls that exist are far apart, and the vertical options are limited to a single roof that you can reach with a standard jump. Spear pins work, but the mobility aspect goes mostly unused.

Map-Specific Climb Spots

On Construction, the best climb route is the back wall of the pit — it’s tall, flat, and leads directly to the catwalk behind where defenders usually post up. Three spears here give you a flank that nobody watches because nobody expects you to come from below.

On Dunes, target the sandstone pillars near the side ledges. Climbing the pillar itself puts you at ledge height, and a side jump from spear 3 lands you on the walkway. Defenders watching the main ramp won’t see you.


Weapon Pairings — What to Run With Spear

The Spear is a utility weapon, not a primary damage dealer. Your secondary needs to cover its weaknesses.

Best Pairings

Spear + AR (Assault Rifle). The most consistent loadout. Pin with Spear, beam the head with AR while they’re stuck. The AR’s mid-range accuracy means you don’t need to close distance after the pin — just aim and fire. This also gives you a solid weapon for maps where Spear is weak.

Spear + Shotgun. Higher risk, higher reward. The pin holds them in place long enough for you to close the gap and land a point-blank Shotgun blast. On Construction or Arena where close-range engagements are common, this deletes people. On Dunes with longer sightlines, the AR is safer.

Spear + Sniper. Tricky to execute but devastating when it works. Pin a moving target — they stop dead — line up the headshot. The Spear essentially functions as a stun for your Sniper. High skill ceiling, but if your aim is good, this is a one-two combo that ends fights before the enemy can react.

Pairings to Avoid

Spear + Grappler. Both are mobility tools. Running both means you have two weapons that don’t deal high damage, and you’ll lose straight gunfights against players running double damage loadouts. Pick one mobility weapon and pair it with a damage dealer.

Spear + RPG. The RPG’s splash damage can free a pinned enemy (knockback breaks the pin). You’ll pin them, fire the rocket, and watch them fly out of the blast radius because the pin broke on the first damage tick. Anti-synergy.


Common Mistakes and How to Fix Them

Mistake 1: Dumping All Three Spears Immediately

You spawn, see an enemy, throw all three spears in a panic. One misses, one hits but doesn’t pin (bad angle), one hits and pins. Now you have zero spears, one pinned enemy you can’t capitalize on because you’re out of position, and you’re a melee-only target for the next 40 seconds.

Fix: Treat each spear as a resource. The default should be holding at least one spear in reserve. Two if you’re not actively engaging. You never know when you’ll need an escape climb or a clutch pin.

Mistake 2: Throwing at Enemies With No Follow-Up Plan

The pin lasts maybe two seconds. If you throw, pin someone, and then just stare at them — congratulations, you dealt 30 damage and now they’re free. The pin is a setup tool, not a finisher. If your secondary isn’t ready (reloading, out of range, wrong weapon equipped), don’t throw.

Fix: Only throw the Spear when your secondary weapon is drawn, loaded, and aimed at the enemy. The sequence should be: draw secondary → line up shot → quick-swap to Spear → throw → quick-swap back to secondary → fire before the pin expires. Practice the quick-swap timing in a private server.

Mistake 3: Climbing Without Checking the Destination

You execute a perfect 3-spear climb, crest the ledge, and there’s an enemy Shotgun barrel in your face. You’re dead before you can swap weapons. The climb noise gave you away.

Fix: Before committing three spears to a climb, listen. Footsteps above you? Gunfire? If you hear activity, the climb might still be worth it — but be ready to fire the instant you clear the ledge. Better yet, climb to a spot that’s slightly off-angle from where you think the enemy is, so you have a moment to orient.

Mistake 4: Forgetting the Melee Swing Exists

You threw three spears, they’re all in walls, and now an enemy rounds the corner two feet from you. You panic and try to run. The melee swing on the Spear is still active — you can still fight.

Fix: When you’re out of throws, the Spear becomes a mediocre melee weapon. It’s not great, but it’s better than fists. Swing while backpedaling toward cover. The goal isn’t to win the melee duel — it’s to deal enough damage that your teammate can clean up, or to survive until your spears despawn (resetting your count on next death).

Mistake 5: Ignoring the Web Trap’s Area Denial

The web trap that lingers after a pin is easy to overlook because it doesn’t deal damage. But a well-placed web in a choke point — a doorway on Warehouse, the tunnel entrance on Dunes — forces enemies to either walk through the slow or find another route. Seconds matter in RIVALS.

Fix: When you’re retreating or holding a site, throw one spear into a doorway or narrow corridor. Not at an enemy — at the floor. The web deploys on impact regardless of whether it hits a player. Now anyone chasing you has to wade through a slow field. You just bought yourself a free reload and a reposition.


When NOT to Use the Spear

The Spear is strong, but it’s not always the right pick. Here’s when to leave it in the Armory:

  • The map is Warehouse or Backyard. Flat maps with low ceilings neuter the climb mechanic. You’re basically running a worse AR with three throw charges.
  • Your secondary is weak at confirming kills. If you’re running Spear with a weapon that can’t capitalize on pins (low damage, slow fire rate, long reload), you’re leaving kills on the table.
  • The enemy team is running multiple Shotguns. Shotgun users thrive in close quarters, and pinning them doesn’t stop them from one-tapping you when you close in. If you pin a Shotgun user, finish them from range.
  • You’re the team’s primary fragger. If your role is to get kills and your team depends on your damage output, the Spear’s utility-first design may not fit. Run AR + Shotgun or AR + Sniper instead.

Not sure where the Spear ranks against the other 52 weapons? Our RIVALS weapon tier list breaks down every weapon by role, map, and skill requirement.


Spear vs. Grappler — Which Free Mobility Weapon?

Season 3 gives you two free mobility options: the Spear (free track) and the Grappler (also in the pass). They serve different purposes, and picking the wrong one for your playstyle is a common mistake.

AspectSpearGrappler
Mobility typeVertical climb (placed platforms)Horizontal pull (grapple hook)
SpeedSlow — requires setup and jump chainFast — instant pull to target point
StealthNoisy — each throw makes soundQuieter — the cable sound is subtler
Combat utilityPin + web trap for CCNone — pure mobility
CeilingCreates new routes from nothingLimited by grapple points (some maps have few)
Learning curveHigh — placement precision mattersLow — point and pull
Best forMethodical players, flank-heavy playstyleAggressive players, fast rotations

The decision: If you like setting up flanks, playing methodically, and controlling space, pick Spear. If you want fast rotations, aggressive pushes, and instant repositioning, pick Grappler. Don’t run both — you’ll lose every straight gunfight.


FAQ

How do I get the Spear in RIVALS Season 3 for free?

Open the Season Pass menu in RIVALS, play Duels to earn Season Pass XP, level up the free track until you reach the Spear reward tier, claim it, then go to the Armory and press “Get” — it’ll show as Free. No Robux, no keys, no Daily Shop. The Spear is exclusively on the free Season 3 pass track.

How does the Spear’s throw-and-pin mechanic actually work?

When you hit an enemy with a thrown Spear, it deals damage on impact AND pins them against any surface behind them. It also deploys a web trap that slows their movement for a few seconds. You can’t pick thrown spears back up, and you only get 3 per life — once all three are out, you’re limited to melee swings until you die and respawn.

Can you really climb with 3 Spears in RIVALS?

Yes. Throw 3 Spears into a wall in a staggered pattern — low, mid, high — to create makeshift steps. You can jump onto each Spear shaft like a tiny platform, letting you reach high ledges, escape routes, or sniper perches that are normally inaccessible. The timing is tight and each spear despawns after a set duration, so plan your route before throwing.