Spikes from the back row get +0.5 power instead of the usual back-row penalty (+0.2 with Cannon or Heavy Hitter).
Spikes at power 12 to 15 fly 10% faster, you can green 0.4 s sooner after a set, and you can hit a set from 0.2 s after it instead of 0.325 s.
Your set hitbox is 1.25 bigger on every side on every set and back set, setter mode or not.
For 15 s your whole team, you included, gets +0.2 spike jump and twice as fast stamina regen. Teammates with 'lib' or 'ds' in their name also get +0.5 receive width and depth and 8% longer dives.
Press attack while charging a block to cancel the charge and stay on the ground.
While on, spikes you hit without picking a spin get topspin and dip down faster. On by default; your ability key switches it.
For 30 s, your next block of an opponent's ball strips that hitter: 50 s without traits or spec if it lands on their side, 25 s if their team plays it, nothing if your team touches it next. A spec they had popped goes back on its full cooldown.
For 45 s you see every enemy's power level above their head.
Your hitters get green spikes off your sets from slightly lower contacts. As your Technical it also drops the no-hit window after your set to 0.175 s.
For 8 s your movement speed is locked at 40. Sprint is off while it runs.
Lets you swipe: attack while leaning left or right at power 9 or lower, near the net and facing it, and you swipe the ball to that side instead of spiking.
Lets you aim sets from the ground. The no-hit window after your set drops to 0.2 s and your hitters can green 0.35 s sooner after it.
Spikes land lower on your block and are harder to tool, so more of them get knocked back instead of wiping or tooling off it.
While on, your receives go up higher: rise 30 instead of 25, and 38 off hard spikes and serves. On by default; your ability key switches it.
The green part of your block charge starts at 75% instead of 90%, and releasing early never misses. Holding past full still misses.
Stamina keeps regenerating while you move, at the slower tired rate, instead of only when you stand still. Not while tired.
For 30 s you see the ball's predicted flight path.
Sets from the ground go 4 higher, the no-hit window after your set drops to 0.125 s, and your hitters can green 0.3 s sooner after it.
While on, your front sets start with the back-set motion so blockers cannot read them. The set perks stay on either way: no-hit window after your set 0.2 s and hitters green 0.35 s sooner.
Spins you pick curve harder sideways (2.6 instead of 1.6) and drop a little more.
Receive hitbox is 1.5 wider and 1.3 deeper.
While on, your spike windup is a fixed 0.2 s but spike jumps are about 17% weaker. Off by default; your ability key switches it.
While on, your block is 1.75 wider, stays up 1.3 s instead of 1 s and uses the V pose, but you cannot angle it left or right. Off by default; your ability key switches it.
Balls wiped or tooled off the opposing block keep a bit more of your spike speed.
Your spikes hit 0.1 higher on the opposing block, so more of them wipe off it.
Swaps your hitting hand between right and left. Must be on the ground.
A broken receive never forces you into a sideways dive.
Whenever an opponent goes up to block, their block flashes coloured contact bands for 1 s.
The no-hit window after your set drops to 0.175 s. As your Technical it also drops the window after your dump to 0.075 s.
When a spike tools your receive, the ball gets pushed sideways less: at most 8.25 or 10 instead of 13.5, depending on which side of the court you're on.
Spike windup is 0.025 s shorter and a block charge takes 0.45 s instead of 0.55 s.
Lets you feint: a back-tilted attack at power 3 or lower is pushed down on contact and again a few times in flight, so it drops short.
Your glide speed cap goes from 15 to 19.5 on spike and block jumps. As your Technical it also makes the glide 10% stronger.
Plays your spike windup on the ground as a fake. Must be on the ground.
Spikes count as too low only below 0.17 instead of 0.25, you can green 0.35 s sooner after a set, and you can hit a set from 0.25 s after it.
Pulling out of a block (jump again mid-block) is open to every player now, so this trait adds nothing on top of that.
Spikes ride 0.1 higher on your block, and balls wiped off it keep 22% less speed.
Your spikes count as 0.1 further out on the opposing block, so you tool it more often.
Angled blocks (left or right) reach 0.4 further out and tilt 10 degrees more.
Your float serves wobble more, cutters break harder late and droppers sink faster.
Block-jump glide speed cap goes from 15 to 24.
Dive hitbox is 1 bigger in width, height and depth.
Receive lockout drops from 1 s to 0.55 s, and you can walk again 0.15 s after a dive's slide instead of 0.4 s.