FANTASY BLITZ · LEAGUE GUIDE

POWER-UPS

Power-ups are a second axis on top of normal fantasy scoring. Your inventory carries over week to week. Deploy before matchup lock. Power-ups are not played during live games. You set them up once before lock; the engine applies effects when scores finalize.

Build your first loadout in minutes

Sign up, join a league, and deploy power-ups from your inventory before matchup lock.

INVENTORY CAP
5
default — unused cards carry over
LOADOUT SLOTS
4
scoring slots per week
TIMING
PRE-LOCK
deploy before kickoff
IN CATALOG
59
41 deployable now · 1 utility

POWER-UP CATEGORIES

Cards are grouped by registry category (7 types in the live catalog). Each card deploys before matchup lock unless noted as utility.

🚀

BOOST(12)

Buff one of your starters before lock. Effects apply to final scores when the week finalizes.

💥

ATTACK(11)

Debuff an opponent starter before lock. Drag down their ceiling when scores finalize.

🛡

DEFENSE(4)

Protect your starters from incoming attacks. Blocks and wastes show on the matchup timeline.

TEAM(11)

Team-wide modifiers on your roster or your opponent's lineup — smaller per-player swings, broader impact.

MATCHUP(1)

Matchup-level rules that change how the week plays out (for example lineup freeze).

🔁

UTILITY(1)

Utility cards consume a charge and open a roster action (such as a post-lock waiver swap) instead of scoring.

POWER-UP(1)

Specialized effects that do not fit a single scoring lane — see each card.

Want these powers in your own matchup?

Create your account, collect inventory grants, and deploy before lock each week.

POWER-UP CATALOG

41 fully-wired cards you can deploy now — part of the 59-card Power-Up catalog you can browse and rank in-app. Standings-weighted grants may favor lower-ranked teams — your commissioner sets assignment mode (random or auction).

BOOST
Cape Feather
Arcade air combo. Effect: +25% big-play bonus on receptions or rushes over your bonus threshold.
CAPE FEATHER
🎯
CHARGE SHOT
If your Starter scores a touchdown this week, add +4 bonus points.
+4 IF TD
💥
FINAL IMPACT ORB
If this Starter finishes as your top scorer, add +7 points.
+7 IF TOP
🔥
FLAME COMBO
Add +1 point for every touchdown your Starter scores this week.
+1 · PER TD
🦅
MACH BOOST
+30% to one WR or RB Starter's points this week.
+30% · WR/RB
🪞
MIRROR COPY
Starter copies 25% of your highest-scoring Starter's points.
25% MIRROR
🚀
OVERDRIVE
+50% to one of your Starters' points this week.
+50% PTS
🪂
RESCUE PAD
If a Starter scores below projection, add +6 rescue points.
+6 RESCUE
STAR POWER
+5 flat points to one of your Starters this week.
+5 PTS
TURBO BOOST
+20% to one of your Starters' points this week.
+20% PTS
Victory Spark
Arcade relic spark. Effect: Flat +5 points to one starter.
+5 PTS
VOLT SURGE
+3 points per TD by your Starter — up to +9 max.
+3 · PER TD · MAX 9
ATTACK
🌑
BLACKOUT
Cap one opponent Starter's Power-Up bonus scoring at zero.
ZERO BONUS
FREEZE RAY
Opponent Starter cannot receive any buff this week.
NO BUFFS
🔨
HAMMER AMBUSH
−2 points per turnover by opponent Starter — up to −8.
−2 · PER TO · MAX 8
👻
PHANTOM DRAIN
Steal 20% of an opponent Starter's points and hand them to your top scorer.
STEAL 20%
📉
PRESSURE SNAP
−4 points if the opponent Starter scores under projection.
−4 UNDER PROJ
💀
Reset Protocol
Arcade reset protocol. Effect: Reset one opponent player's added bonus power-up points to zero.
RESET PROTOCOL
💥
SABOTAGE
Drain 15% of one opponent Starter's points this week.
−15% PTS
💀
Screen Glitch
Arcade screen glitch. Effect: Remove all bonus scoring from one player. Base points only.
SCREEN GLITCH
💀
Shadow Glitch
Arcade shadow glitch. Effect: Target player keeps normal score, but all touchdown bonuses are cut in half.
SHADOW GLITCH
🔨
THE ENFORCER
−6 flat points to one opponent Starter this week.
−6 PTS
TOXIC CLOUD
−5 flat points to an opponent TE, FLEX, or D/ST.
−5 PTS
DEFENSE
AEGIS BLESSING
Auto-block one incoming team-wide Attack this week.
BLOCK 1 TEAM HIT
🛡
Invincibility Core
Arcade invincibility mode. Effect: Ignore one negative power-up played against this player.
BLOCK
🛡
SHIELD
Absorbs the next Attack played against your team this week.
ABSORB 1
💂
THE BODYGUARD
Block one targeted Attack against a Starter on your Roster.
BLOCK 1 ATTACK
TEAM
📣
Chaos Orb
Arcade chaos orb. Effect: Randomly nerf 2 opposing starters by -4 each.
CHAOS ORB
📣
COMEBACK RALLY
If you trail in projections at lock, gain +8 comeback points.
+8 IF TRAILING
📣
Energy Drain
Arcade energy drain. Effect: Opponent loses 10% of all bonus power-up scoring.
ENERGY DRAIN
FAST BREAK
+4% to your team's total score this week.
+4% · TEAM
📣
Heat-Seeker
Arcade heat-seeker strike. Reduce opponent's top non-QB starter by 10%.
-10%
🎯
LOCK-ON MISSILE
Auto-strike: −10% points from the opponent's top-projected non-QB Starter.
−10% PTS
🛢
OIL SLICK
−3% to the opponent team's total score this week.
−3% TEAM
📣
Pixel Rally Rush
Arcade rally mode. Effect: First 4 valid starters gain +3 points each.
PIXEL RALLY RUSH
📣
Rocket Panic
Arcade rocket panic. Effect: Opponent's top 3 scorers each lose 2 points.
ROCKET PANIC
📣
Shadow Zone Curse
Arcade shadow zone. Effect: Opponent cannot play any additional buff after this resolves.
LOCK
📐
VECTOR FORMATION
Your top 3 scorers each gain +2 points.
+2 · TOP 3
MATCHUP
Freeze
Lock lineup movement after first kickoff.
LOCK
UTILITY
🔁
BLITZ SWAP
Utility: one post-lock waiver pickup — the free agent fills your dropped player's slot.
1 PICKUP · POST-LOCK
POWER-UP
Guardian Saddle
Arcade armor mode. Effect: Player can absorb 50% of a debuff and still score normally.
GUARDIAN SADDLE

Utility: BLITZ SWAP — consume a charge and open roster actions rather than scoring.

Want to deploy in a league? Join free →

HOW IT WORKS

Your inventory carries over week to week. Deploy from owned Power-Ups before loadout lock. Effects resolve when the week finalizes, not during live games.

1
WEEKLY

Receive weekly grants

Weekly grants add new Power-Ups to your inventory.

2
INVENTORY

Own your inventory

Your inventory carries over week to week. Unused Power-Ups stay in your inventory unless a league rule expires them.

3
PRE-LOCK

Deploy to Active Loadout

Deploy before matchup lock. Your Active Loadout is week-specific. Pick targets: your starter for boosts and shields, an opponent starter for attacks.

4
LOCK

Matchup locks

After the first kickoff, your Active Loadout cannot change. Utility cards that open waivers still follow each card's lock rules.

5
FINALIZE

Resolve at finalization

Power-ups are not played during live games. You set them up once before lock; the engine applies effects when scores finalize. Outcomes appear as fired, blocked, or wasted on the matchup timeline.

6
NEXT WEEK

Carry forward

Use them now or save them for later. Inventory persists unless your league's carryover or expiration policy removes cards.

ACTIVE LOADOUT

Your Active Loadout is week-specific. After lock, the matchup timeline shows how each deployed card resolved — sample cards below use registry names and timeline copy.

ACTIVE LOADOUT · EXAMPLE
⏳ LOCKED
1
🚀
OVERDRIVE
→ Your RB1 starter
+50% PTS
FIRED ✓
2
STAR POWER
→ Your RB1 starter
+5 PTS
BLOCKED
3
TURBO BOOST
→ Your RB1 starter
+20% PTS
QUEUED
4
🔁
BLITZ SWAP
→ Opens waiver action after deploy
1 PICKUP · POST-LOCK
WASTED

Heads up: if a player you targeted with a boost or shield did not play, the power-up is wasted — it does not transfer. Check inactive reports before lock.

Get tactical with your own lineup

Sign up now to deploy from inventory before matchup lock each week.

STRATEGY TIPS

📦

SAVE OR SPEND

Use them now or save them for later.

DEPLOY BEFORE LOCK

Deploy before matchup lock.

🎯

STACK BOOSTS ON CEILINGS

Percentage boosts matter most on your highest-scoring starter. Target the player with the biggest projected week.

🛡

SHIELD YOUR ANCHOR

If you have a clear top scorer, rivals may attack them. A shield can turn their attack into a blocked or wasted slot.

📣

TEAM MODIFIERS = STEADY VALUE

Team-wide buffs spread value across your lineup — strong when you do not have one obvious single-target stud.

🔁

UTILITY ≠ SCORING

Utility cards like roster swaps spend inventory to open waivers; they do not add matchup points on their own.

FAQ

Your inventory carries over week to week. Unused Power-Ups stay in your inventory unless a league rule expires them. Your league may cap inventory or expire old cards — check commissioner settings.
Power-ups are not played during live games. You set them up once before lock; the engine applies effects when scores finalize.
The power-up is wasted — it does not transfer to another player and you do not get the charge back. The matchup timeline marks the slot as wasted.
Depends on your league visibility setting. You may see only the type ("Attack queued") or full detail including targets.
Your Active Loadout is week-specific. You deploy owned cards from inventory into that loadout before matchup lock; it is separate from cards you keep in inventory.
Utility cards consume a charge and redirect you to a roster action (for example a waiver swap) instead of changing matchup points. They still deploy before lock unless the card says otherwise.
Yes. Power-ups are a second axis on top of normal fantasy scoring — well-timed boosts, attacks, and shields can swing a close week after finalization.

Ready to deploy? Open Gameplan from the Power-Ups hub and set your Active Loadout before matchup lock.

Open your Gameplan

Ready to play Fantasy Blitz?

Create your free account and start using power-ups in your league.

FANTASY BLITZ · POWER-UP GUIDE · START FREE