ProjectileRocket Launcher
Homing missile — locks onto a target, fires, stuns.
Long-range disruption: track movers and ruin lined-up putts from afar.
The Rocket Launcher fires a homing missile that locks onto a target, then detonates to stun them — ideal for pressure across open fairways.
Tip: Homing makes long-range interrupts forgiving — one of the most impactful picks in a scrap. If an opponent is mid-swing, timing the hit on release often wins the exchange.
DisruptionAir Horn
Timed distraction — huge overshoot if you catch the swing.
Fire right before their shot to blow their aim and waste tempo.
The Air Horn distracts a player when used right before they take a shot, making them overshoot drastically — a denial tool on putts and full-power drives alike.
Tip: Best when you can see the wind-up; random honks burn the window. Works well during putt standoffs or when someone is channeling another item.
TrapLandmine
Up to three buried stuns — own the choke points.
Stun anyone who steps on them; hug another player’s ball or busy lanes.
Landmines let you place up to three explosives that stun players when walked over. Strong placement: another player’s ball or high-traffic paths.
Tip: Layer with information: mine ramp lips, cart lines, or respawn beads opponents rely on. Watch friendly fire on your own approach.
VehicleGolf Cart
Fast rotation — ram to stun, room for eight.
Shuttle the squad, contest briefcases, shove rivals off lines.
The Golf Cart is a traversal pickup: you move faster and can run into players to stun them. It holds up to eight players and can honk.
Tip: Carts are huge for speed and map control. Call boarding in voice chat so teammates don’t eat accidental rams.
Area strikeOrbital Laser
Rare orbit strike — massive explosion on a marked spot.
Split teams and deny greens; plan your own exit path.
The Orbital Laser is a very rare item that calls down a massive laser explosion on a marked spot — huge zoning and finish potential.
Tip: Treat it as a round-swing tool: secure the paint, then don’t walk through your own beam on the next stroke. It’s extremely powerful but very rare — have a plan the moment it appears.
Spring Boots let you jump far forward, which is strong for quickly traversing the course or skipping awkward terrain.
Tip: Chain movement mindfully — Coffee can line up nicely for back-to-back repositioning.
The Dueling Pistol is a single-shot sidearm that stuns another player — perfect for quick interrupts when someone is locked into an animation.
Tip: Excels at fast stuns with low setup. Achievements reference pistol duels — expect mirror fights and don’t panic-trade shots.
Coffee grants about a 10-second speed boost — use it to rotate faster between purple briefcases, contest the green, or disengage from incoming homing shots.
Tip: Don’t sprint in a straight line under rocket vision; break line of sight before you burn the timer.
BurstElephant Gun
Two heavy shots — brutal knockback, you eat recoil.
Launch foes toward hazards; mind your own footing.
The Elephant Gun is a two-shot rifle that applies severe knockback — on your target and yourself. It’s a commitment weapon near edges, water, or O.B.
Tip: Fire only when the knockback vector helps you more than it hurts; practice angles so recoil doesn’t dunk you.
The Electromagnet gives roughly 5–7 seconds of shielding that blocks projectiles and item attacks — a defensive buffer for fairway crosses and chaotic greens.
Tip: Activate before the rocket is in the air; reactive shields are thinner once homing is already tracking.