Ranking All Slap Battles Masteries – Full Tier List & Quest Guide — This in-depth breakdown explains how glove masteries work in Slap Battles and then goes through every mastery one by one, rating them from S tier to trash based on quest difficulty, upgrade power, and visual flair. From zero to hero, it shows what each mastery actually changes (like Killstreak’s soul bank, Glovel’s golden burrow jump, Obby’s huge part limits, and Ultra Instinct’s dodge boost), highlights the most efficient masteries to grind first, and flags low-value grinds you can safely skip so you don’t waste hours on weak upgrades.
Also Read: New MORTIS Glove & DAVE Glove – Full Evil Barzil Guide in Slap Battles Roblox
Ranking All Slap Battles Masteries
Mastery system
Masteries in Slap Battles are upgraded variants of specific gloves that unlock after completing glove‑specific quest chains, usually involving hundreds of uses of the glove’s ability or special kill conditions. Once a mastery is unlocked, the glove gains new passives, stronger or additional abilities (often on the R key), and sometimes visual overhauls, while you can freely toggle the mastery on or off in the glove’s UI.
This ranking weighs three factors for each glove: the difficulty and boredom factor of its quests, the actual power and usefulness of its upgrades, and how visually satisfying the mastered version looks in play. The tier labels used are S tier, Very Good, Good, Okay, and Trash, with S tier reserved for genuinely meta‑defining or extremely fun masteries.
S‑tier masteries
These masteries are top‑priority grinds because they dramatically improve the glove’s usefulness or create entirely new playstyles.
Killstreak Mastery – Soul banking monster
Killstreak Mastery gives the glove a red fire aura and spinning red orb, immediately signaling higher stakes. Upgrade 1 grants a free kill every time you enter the arena, effectively starting every life at phase 1, which is a huge quality‑of‑life buff. Upgrade 2 lets you steal half the kills from another Killstreak user, making mirror matchups incredibly snowbally and often deciding control of the server.
Upgrade 3 adds the Soul Bank R ability: you can bank up to 10 kills, store them safely, and later reopen the bank to reclaim those kills, letting you “save progress” across risky fights. The quests are difficult but engaging—large kill counts and soul‑steal requirements—but the payoff is so strong it’s rated Very Good and effectively plays like S tier for mains.
Glovel Mastery – One‑shot burrow assassin
Glovel’s mastered model turns golden and allows you to move much faster underground than the base glove, transforming it from a meme into a lethal ambusher. The R ability launches you high into the air with controllable forward momentum, enabling absurd aerial crit slaps that can nearly one‑shot unsuspecting players. This launch also doubles as a highly reliable method of reaching floating islands, making travel and map control far easier. The quests are described as “extremely difficult,” but the end result is flagged as 100% worth it, placing it firmly in S tier for players who enjoy high‑skill ambush play.
Obby Mastery – Creative builder’s dream
Obby Mastery continually cycles the glove texture through rainbow colors and drastically increases your building capacity. You can place parts in midair, allowing faster vertical climbs and more efficient use of parts when constructing towers or traps. All part limits are raised by about 50%: kill bricks from 5→8, spinning kill bricks 2→3, platforms 10→15, trusses 4→6, and planks 6→9, enabling huge obby structures. The three quests (1k slaps, 500 kill‑brick kills, and 2k parts placed) are very boring and grindy, but the creative freedom and trolling potential justify a high tier placement.
Tycoon Mastery – Fully armed base
Tycoon’s mastered glove gains a golden texture with a mini dropper, and the in‑game base is upgraded into a three‑floor fortress. Floor 1 adds an owner door and co‑op toggle so others can help buy upgrades, dramatically speeding up tycoon progression. Floor 2 introduces morphs into iconic characters like Guide, Grug, Tensel, and Bob, adding flavor and intimidation value. Floor 3 unlocks Bomb Defense (clickable bombs that knock back attackers), Anti‑Aircraft (a tracking missile targeting fliers), and Bomb Defense Automation (auto‑triggered bombs), turning your base into a serious denial zone. Maxing the tycoon takes a long time, but the defensive power and spectacle push this mastery into S tier for base‑building enjoyers.
Voodoo Mastery – Area denial curse engine
Voodoo’s mastered design “is just fire”, and its ability places a cursed totem that pulses every 4 seconds. Each pulse inflicts slowness, lower jump height, and a purple blinding effect, stacking in intensity the longer players remain in range. If a voodoo doll is active, that linked player is tethered to the totem’s effects from anywhere on the map, creating a unique single‑target torment playstyle. The downside is that anyone can destroy the totem with a slap, and one quest requires creating 20 voodoo dolls in one life, which is extremely difficult under focus fire. Even with this fragility, the design and potential impact keep it in S tier among the list’s ratings.
Stick Mastery – Joke S tier
Stick Mastery humorously gets rated S tier despite being mechanically minimal: you receive a purple stick and targets get 0.1s of ragdoll after being poked. The quest is intentionally trivial, so its S tier label is more of a meme than a strict meta judgment, but it underscores how goofy and fun the glove is.
Bonk Mastery – Giant hammer slam
Bonk’s inverted color texture leads into a very satisfying mastered ability that slams a huge hammer on the ground, knocking back all players in range. If you manage to squash a player with the hammer, the glove unlocks its full knockback potential, making normal slaps dramatically stronger. A passive also lets you stomp on a player’s head to launch yourself upward while squashing them flat, and both abilities synergize for stylish vertical plays.The quests are “very fun,” reinforcing its S tier ranking for both power and entertainment.
Chain Mastery – Directional chain lightning
Chain’s mastered glove gains a purple lightning effect, and its passive now sends all chained players in the direction you are facing, giving precise control over where enemies are flung. The range of the chain lightning is increased by 5 studs, making multi‑tags more frequent in crowded games. Its active ability overcharges you and calls down purple lightning that knocks back all nearby players in your facing direction, turning chain setups into powerful clears. The quests are “fun and a little hard,” but the control and crowd impact earn Chain a solid S tier spot.
Very Good masteries
These are strong and generally worth doing, though slightly less transformative than S tier or with more annoying quests.
Bomb Mastery
Bomb’s mastered explosion animation looks flashier, and its first upgrade spawns a fast red bomb with greater range that can chase players better than the base bomb. The second upgrade lets the bomb return to the user, enabling trick shots and bait plays where opponents misread trajectories. Quests are easy, making this a straightforward, high‑value Very Good mastery.
Bus Mastery
The glove itself looks plain, but the mastered ability summons a red bus from a random direction, targeting the nearest player with huge knockback and difficult‑to‑predict angles. Unlike the base version, you can call this bus anywhere on the map, massively increasing its utility. The new R ability lets you ride a bus for 4 seconds; running over players flattens and slows them but leaves you vulnerable to slaps, encouraging risky plays. Fun, easy quests plus strong kill potential justify the Very Good tier.
Fort Mastery
Fort’s texture becomes dark bricks, and the mastered wall spawns instantly, is bigger, and takes two hits to destroy, making it much more reliable as a defensive barrier. A second ability spawns a staircase that aids reaching floating islands and ambushing players from above. Build height limit is increased, and while quests are easy but a bit repetitive, the practical utility pushes Fort into Good/Very Good territory.
Run Mastery
Run’s glove gains a red smoke effect, and its only upgrade is a Terry transformation: you become Terry for 3 seconds, invincible and instantly killing nearby players. The first quest is tough, but the rest are easy, and the sheer kill pressure during the transform makes it one of the strongest offensive masteries, rated Very Good.
Ultra Instinct Mastery
Ultra Instinct gets a cyan lightning + blue smoke effect, and its dodge chance rises from 50%→65%, making standard slaps significantly harder to land. While many glove abilities can still bypass it, this dodge buff even counters top annoyances like Slicer. The mastered ability teleports you to a random location on the main island, perfect for last‑second saves from the void or chaotic fights. The last quest required is luck‑heavy and can take many tries, but if you already own the glove, the mastery is absolutely worth it.
Cloud Mastery
Cloud gains a smoke effect and can now hold two passengers instead of one, making it a better taxi to Barzil portals and floating islands. The mastered cloud is also faster, and a new R ability ejects everyone on board—including you—great for trolling riders or shaking leeches. Quests are described as “fun and boring,” but overall the value is Very Good, especially as utility.
Moai (Moai) Mastery
Moai’s mastered statue wears swag glasses, and its soundwave now causes knockback even while you are ragdolled, making it much better at gatekeeping narrow approaches. A second upgrade allows slapping the statue itself forward, pairing perfectly with the soundwave to create chained control sequences. The quests are hard, but the payoff is considered “totally worth it,” earning an S/Very Good placement.
Defense Mastery
Defense’s transparent glove with looping square effect matches its barrier: a cube with your avatar’s face that shrinks if you leave it. The mastery adds an R teleport that snaps you back into the cube instantly, improving your ability to kite and reset. You can also toggle Total Exclusion (kick everyone, including you), Total Inclusion (allow all players), and Personal (only you) for fine‑grained access control, and double‑jump to let allies in. All four quests are different and “fun,” making this a standout defensive mastery.
Flash Mastery
Flash becomes a dark‑colored glove with yellow lightning, and the biggest fix is quality‑of‑life: teleporting becomes instant, and the previous 1s dark screen is removed. After teleporting, you can press R to return to your original position, enabling clever bait plays and extended combos. The quests are straightforward—two involve teleporting, one is about ambushing—leading to a Very Good rating.
Hive Mastery
Hive’s honey now glows; puddle size is increased by 50%, making them much easier for enemies to step into. Walking through your own puddles grants a 50% speed boost, while slapped enemies drip mini‑puddles as they move, extending your control. The R ability throws a hive that explodes into many puddles and a swarm of bees on landing, especially devastating in groups. Quests (including swarming five players at once) can be tricky but feel satisfying, giving Hive a solid Good/Very Good rank.
Shard Mastery
Normal shards slow on hit, but with mastery, you can slap your outgoing shards to convert them into red shards. Red shards travel faster and explode on impact with AoE knockback, turning Shard into a mini‑sniper/grenadier hybrid. Red shards have less range and don’t slow, but the mixed toolkit is very fun and annoying to fight, meriting Very Good.
Phase Mastery
Phase gains a purple pulse effect, and the mastered ability is faster, lasts longer, and lets you slap immediately when it ends. Holding jump while active allows you to fly, turning Phase into a mobility monster for reaching islands or repositioning mid‑fight. The R ability lets you cancel Phase at will, opening up advanced ambush and combo options instead of being forced to ride out the full duration. The quests are boring grinds, but the functional buff is strong enough for Very Good.
Cherry Mastery
Cherry swaps red gloves for a glowing yellow look and lets you select a clone, then place it anywhere within a blue placement range. You can arrange clones into a movable shield to block attacks and sightlines. The mastered R ability lets you swap positions with a selected clone, creating powerful mind‑games and escape tools. The quests are well‑balanced and fun, justifying its Very Good rating.
Car Keys Mastery
Car Keys gains a dark splash effect and a passive +25% XP gain, speeding up its own progression. Every car stat can now be upgraded to level 10, but only one maxed tree at a time, each unlocking a unique R ability:
- Max Knockback: extra knockback + on‑hit explosion.
- Max Speed: hover car with guaranteed knockback on contact.
- Max Acceleration: turbo boost R that rockets you forward.
- Max Steer Angle: drifting car with instant turn on R.
- Max Reverse/Brakes: instant stop and reverse on R.
- Max Armor: 1000 HP tank car that’s hard to destroy.
- Max Utility: up to five seats and a jump R ability for the car.
The depth and variety of these builds earn Car Keys an S/Very Good label in the ranking.
Okay and trash masteries
These are either under‑tuned, extremely grindy for minimal gain, or just overshadowed by better options.
Spin Mastery – 10‑hour spin meme (Trash)
Spin makes you spin rapidly and float upward, letting you hit nearby players and potentially fly back from the void. However, the key quest requires spinning for 10 hours total, which is brutally time‑consuming for fairly middling in‑game benefit. The ranking explicitly calls it a waste of time and jokes that you should “find a job” instead, placing it firmly in Trash.
Rob Mastery – Underwhelming grab
Rob’s mastery adds white smoke, reduces transformation time from 3→2 seconds, and extends it from 10→14 seconds. A new R ability lets you grab and throw a player, which is strong near edges but unreliable—sometimes the hand fails to grab. Quests are “really tough,” and the last even requires the Clipped Wings badge, one of the game’s hardest, for relatively small upgrades, landing Rob in the Okay tier.
Engineer Mastery – Overbuilt, underperforming
Engineer’s glove design stays plain while its sentry gets three upgrades: stun immunity, a second spinning glove module, and a top cannon that fires a tracking glove at the nearest player. The tracking glove can be dodged by simple circular movement, and the extra modules often don’t justify the lengthy grind. Quests are highly time‑consuming and some upgrades feel borderline useless, so it lands in Okay.
Space Mastery – Fun but grindy
Space’s zero‑gravity slap gains a passive that launches enemies farther with adjusted gravity. The R ability creates a bubble around you that tosses any player who touches it into the air, but you remain vulnerable to slaps while it’s active. Most quests are easy except Ambush 500 players (slapping them one second after dropping from above), which is a serious grind, so it’s rated Okay/Good.
Booster Mastery – High risk thrusters
Booster’s glove texture is called “trash,” but its mastery ability, Strap In, attaches two thrusters for 7 seconds, granting a huge speed boost after jumps. This is great for ambushes and long‑distance travel, but very hard to control, and a slap mid‑boost can easily one‑shot you off the map. The passive even gives a strong thruster to the player you slapped, which skilled enemies can turn against you, and the key quest—attaching two boosters to one player—is quite hard, leaving it in Good/Okay.
If you want to climb from new mastery hunter to seasoned collector efficiently, a sensible path is: Cloud, Obby, Wormhole, Brick/Ultra Instinct, then Run, Killstreak, and Glovel, prioritizing those with high impact and bearable quests. From there, branch into Tycoon, Voodoo, Defense, and Phase if you enjoy base building, debuff control, fortification, or mobility, while leaving grindy low‑impact masteries like Spin and marginal ones like Rob and Engineer for last. By planning around quest pain vs. in‑game payoff using this ranking, you can focus your time on the masteries that genuinely change how Slap Battles feels instead of burning out on low‑value grinds.
Hi, I’m Haider Ali, author and co-founder of TigerJek.com. I’ve been deep into Roblox and mobile games for years, and I personally test every strategy, build, and method I cover. I like taking complicated mechanics and turning them into clear, simple guidance that helps players improve faster and enjoy the game more.




