Head Basketball MOD APK (Free Shopping)

4.6.3
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4.6/5 Votes: 252,971
Developer
D&D Dream
Updated
Sep 3, 2026
Size
443 MB
Version
4.6.3
Requirements
5.1
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Google Play
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Description

Head Basketball drops two oversized country athletes onto one court and gives each of them a single signature ability shot. New players who keep losing 60 second matches to counter shots will find the timing rules and the spending order that fix it. The fastest early progress comes from Points, not stats, because the roster and the Ring both cost far more than most beginners expect.

How to Play Head Basketball and Win Your First Match

Head Basketball is a one on one arcade sports game played on a single court with a 60 second clock. Players move, swing and jump, then fire an ability shot when the EP gauge fills, and the higher score wins. Every athlete carries a country flag and one signature move.

D&D Dream built this title as the follow up to Head Soccer, and a physics engine drives every bounce and every stun. The Google Play listing counts 50 characters. Korea opens the roster with a flame shot, while Great Britain fields the ghost captain named in the store text.

Matches stay short, so results lean on timing more than raw ability scores. Points come out of every win, however, and the roster eats them quickly.

The Ability Shot That Defines Every Character

Each character has one ability shot, and it fires only when the EP gauge is full. The gauge charges through movement, swings and contact, so aggressive play refills it faster than camping near the hoop. Because the animation locks both players for a moment, a missed ability shot hands the opponent free seconds.

Shots also change based on position. Firing from the air produces a shot, while firing from the ground produces a dunk with a different hitbox. For example, Dante summons a light pillar on the ground version and teleports over the hoop, which is why he punishes players who stand still.

Court Setting, Country Roster and Cartoon Tone

The court never changes shape in standard modes, so every match is a duel over the same two hoops. Cartoon proportions keep the tone light, though the swing button lets characters hit each other and stun them outright. That mix of sport and light combat is the whole personality of the game.

Country identity carries the roster. Korea, Great Britain, Japan, China, the USA and dozens more each get a themed ability shot tied to their flag. As a result, unlocking a new character feels less like a stat bump and more like switching to a different weapon.

How It Compares to Basketball Stars and Basketball Battle

Basketball Stars leans on realistic one on one duels with dribbling and steal timing, while this title replaces that with ability shots and stuns. Basketball Battle sits closer to a street basketball sim with grounded physics. Neither one carries a Death Mode, gem powers or a costume set system.

Basket Random is the other common Android comparison, but it randomizes physics for laughs rather than rewarding practice. By contrast, the 8 ability scores here reward long play on a single character. Players who want a fair sports sim should pick Basketball Battle, and players who want a fighting game wearing a basketball jersey belong here.

Android Version vs the Steam Version on PC

The Android build is free with in-app purchases, while the Steam build sells for a low one-time price near $0.99. Optional character packs on Steam run $9.99 each and unlock groups of athletes outright. That flips the economy completely, since PC buyers skip the Points grind that Android players run.

Touch controls sit at the bottom corners of the screen, with movement on the left and swing plus jump on the right. Keyboard play on PC gives crisper double taps for dash and double jump. Progress does not carry between the two, though Google Drive cloud save protects the Android account on its own.

Ability Shots, Counter Shots and the EP Gauge

The EP gauge fills during play and empties the moment a character uses an ability shot. Swinging at an opponent’s incoming ability shot triggers a counter shot instead of a block, which flips a scoring chance into a defensive stop.

Controls stay simple on purpose. Movement sits on the left, and a double tap turns a walk into a dash. Jump and swing share the right side, and a second jump tap produces a double jump.

Scoring rewards clean looks. A shot the opponent touched counts 2 points, while an untouched or perfect shot counts 3. Because the clock pauses briefly after each score, a 60 second match plays out longer than the number suggests.

Movement, Swing, Dash and the Double Jump

Double tapping the movement button produces a dash, and the dash covers court distance far faster than walking. Speed and Dash are separate ability scores, so a character can walk slowly yet close gaps instantly. New players often ignore this and get stranded on their own half.

The double jump matters even more on defense. Jumping twice puts a head in front of a shot that a single jump misses by inches. Swing while airborne, and the same input becomes a mid-air hit that stuns the opponent on landing.

Air Ability Shots vs Ground Dunks

Firing the ability shot in the air produces a ranged shot, and firing it on the ground produces a dunk. Dunks generally travel closer to the hoop, so they suit characters with poor shot arcs. Air versions cover distance and work from the far side of the court.

Choosing between them is a real decision, not a cosmetic difference. For example, an air ability shot with a slow travel time gives a defender time to jump and swing, which turns your best move into their counter. Ground dunks trade that risk for shorter range and a tighter window.

Counter Shot Timing and the 60 Second Clock

A counter shot happens when a player swings at the exact moment an opponent’s ability shot arrives. The reward is large, since the ball reverses and often scores. Several late roster unlocks even ask for a set number of counters against specific opponents.

Timing beats reaction speed here. Watch the wind up animation rather than the ball, then swing as the character commits. Miss the window and the stun lands on you instead, which usually costs 3 points in a match that only runs 60 seconds.

All Seven Game Modes from Arcade to Headcup

Seven modes sit on the select screen: Arcade, Campaign, Tournament, Survival, League, Death Mode and Headcup. Each one pays Points differently and each one gates different rewards.

Arcade runs a ladder of opponents you pick from. Campaign runs a fixed run for a single character. Tournament drops you into a bracket against seven other characters.

Survival, League and Headcup form the long game. Survival stacks consecutive wins into ranks, League splits into three difficulty tiers, and Headcup copies a world cup format with groups and knockout rounds. Multiplayer sits alongside them through online Competition and local Nearby Connection matches.

Arcade, Campaign and Tournament for New Accounts

Arcade is the safest opening mode because you choose your opponents from a list. Campaign clears carry a specific prize, since finishing a character’s campaign run unlocks that character’s mask costume. Tournament gives the strongest early Points return for the time it takes.

Running all three in rotation covers more unlock conditions at once. Many roster requirements name a mode directly, such as clearing Campaign without an ability shot. Therefore playing one mode exclusively slows the whole account down.

Survival Ranks and the Three League Tiers

Survival pits you against random opponents in a chain, and rank climbs every 5 straight wins up to GOD rank. The score target rises as the chain continues, so the Survival ability score stops being optional past the halfway point. Around stage 50, opponents start appearing with rings equipped.

League splits into Rookie, Pro and Superstar tiers. Rookie opponents run stripped stat lines, while Superstar opponents wear full upgrade sets and several carry rings. Winning Superstar League with a high point total is itself an unlock condition for one of the late characters.

Headcup Brackets and Online Competition

Headcup runs a group stage into knockout rounds, and finals can end in sudden death. Several unlock conditions attach directly to it, including winning the final by sudden death and winning the cup without conceding a single point in that final. Those requirements make Headcup the most demanding single player mode after Death Mode.

Online play runs through Competition, which connects Android and iOS players in the same pool. Nearby Connection handles local matches between two phones. Google Play Services also posts leaderboard rankings, so a strong Survival chain shows up publicly.

How to Earn Points Faster in Every Game Mode

Every mode pays Points at a different rate, and Tournament returns the most for the time a match takes on a new account. Points are the only currency here, so they cover characters, costumes, level purchases and every mode entry fee.

Spending pressure arrives early. Death Mode charges 5,000 Points per entry. A stat reset costs 10,000 Points, and late roster spots run into the millions.

Because of that spread, a beginner who spends on cosmetics first stalls hard. In my runs, the account only opens up once one character is strong enough to clear Tournament brackets without losing a round.

Which Modes Pay the Most Points Per Hour

Tournament wins pay well relative to the few minutes each bracket takes. Arcade pays less per match but carries almost no loss risk, which makes it steadier for new accounts. Survival pays more the deeper the chain runs, so a strong character turns it into the best rate in the game.

League sits in the middle and doubles as an equipment source. Death Mode is a net loss until you can clear it reliably, since every entry and every continue costs 5,000 Points. Similarly, online matches pay little compared to the time they take.

What to Spend Your First 50,000 Points On

Buy character levels for one main character before anything else. Levels convert directly into stat points, and stat points decide whether Tournament and Superstar League become reliable income. Costumes can wait, because most useful ones drop from play rather than the shop.

Hold a reserve of at least 15,000 Points once you start planning Death Mode. That covers an entry plus two continues, and running dry mid-run wastes the attempt. Fifteen clears at 5,000 Points each puts the Ring’s entry cost near 75,000 Points before a single retry, which is the number almost nobody mentions before a beginner starts saving.

How Character Levels and Stat Points Work

Each level up hands the player 5 stat points to spend across eight ability scores. Those scores are Swing, Speed, Dash, Jump, Strength, EP Regen, HP and Survival, and each one runs from a base of 10 up to a cap of 100.

Levels come from match wins in the main modes, and Points can buy experience directly. Raising scores lifts the character’s overall rating on the select screen.

One detail catches nearly everyone. Spent points do not move afterward, and only a paid reset frees them again.

Five Stat Points Per Level Across Eight Scores

Five points per level sounds generous until you total the cost of a full build. Taking all eight scores from 10 to 100 needs 720 stat points, which works out to roughly 145 level ups on a single character. That is why spreading points evenly across a new character feels so slow.

Levels also carry per character, not per account. Switching mains resets the whole climb, so a scattered account ends up with six mediocre athletes. Pick one character with an ability shot you actually land, then commit.

Which of the Eight Ability Scores Pays First

EP Regen deserves early investment because it decides how often the ability shot comes back. A character who fires twice per match instead of once effectively doubles their scoring threat. Swing follows, since counter shots and stuns both scale off it.

Speed and Dash matter next for defensive recovery. Survival only matters if you intend to push Survival ranks, and HP mostly helps against stun-heavy opponents in Death Mode. Jump and Strength round out the build later, once the core three carry matches.

The 10,000 Point Reset Nobody Warns You About

Resetting a character’s stats costs 10,000 Points and returns every spent point to the pool. Nothing on the upgrade screen makes that permanence obvious beforehand. Most beginners scatter their first 100 points, then pay the fee later to fix it.

Treat every allocation as final. Plan the build on paper before pressing the button, especially past level 20 when totals grow fast. Although 10,000 Points feels small next to a million Point character, it is two Death Mode entries you no longer have.

How to Unlock Characters and Their Ability Shots

Tap a locked character and the roster screen shows its unlock condition beside a progress bar. Every locked athlete carries two paths: a specific in-game challenge, or a straight Points price that grows steeply down the roster.

Conditions get creative rather than repetitive. Some ask for a Tournament clear without jumping, others ask for a set number of counter shots against a run of Arcade opponents. A few name Death Mode directly.

Prices climb into the millions at the far end of the list. Dante sits around 3.1 million Points, and several later characters pass 4 million.

Reading Unlock Conditions on the Roster Screen

The progress bar under each condition tracks partial completion, so a condition like beating a set number of opponents accumulates across sessions. Conditions that forbid an action, such as winning without a dash, only count on clean runs. Checking the bar before starting a mode saves wasted matches.

Many conditions overlap with normal play. Winning Headcup with a large number of different characters, for example, progresses simply by rotating your roster. Plan mode choices around two or three active conditions at once.

Points Buyouts and When They Are Worth It

Buyouts make sense only for conditions that fight your playstyle. A character locked behind a no-ability-shot Campaign clear may cost you an hour of retries. Paying instead is reasonable once your Points income is stable.

Early on, buyouts are a trap. At 2.6 million Points and up for mid-roster athletes, the price equals dozens of Tournament clears. Save the Points for levels first, then revisit the roster once Superstar League pays reliably.

Best Early Characters to Chase

Target characters whose ability shot travels fast and low, since slow arcs give opponents counter windows. Korea’s flame shot is available from the start and stays useful far longer than most beginners expect. Great Britain’s ghost captain fits players who prefer disruption over raw scoring.

Also chase characters tied to conditions you are already close to finishing. A character asking for Arcade sudden death wins fits naturally alongside normal Arcade grinding. Rotating your main occasionally for these conditions costs less than paying millions later.

How to Get the Ring and Gem Powers in Death Mode

Clearing Death Mode repeatedly awards the Ring, the only item that grants gem powers to a character. Entry costs 5,000 Points, opponents come out randomized, and a loss charges another 5,000 Points to continue.

The mode adds physical hazards to the court. The Crusher, The Drill, the Laser Drone, The Fork and the Spring Platform all interfere with shots and movement.

Dante waits at the end of each run. He carries the gem held by the opponent you took it from, so his moveset shifts between attempts.

Entry Costs and the Court Hazards

Budget the run before entering, because 5,000 Points vanish the moment the cutscene starts. Hazards block shots as often as they hurt you, so a low arc shot can bounce off The Drill and land in your opponent’s hands. The Laser Drone burns both players equally, which makes standing under it a mutual loss.

Positioning solves most of it. Stay near the centre when The Fork retracts, since it lifts stunned characters upward. Time your dash between Spring Platform pops rather than fighting them.

Beating Dante and Claiming a Gem

Dante teleports across the court and dunks with a wide blast radius, so distance offers less safety than it does against normal opponents. Save the EP gauge for a counter attempt rather than opening with your own ability shot. His ground version telegraphs with a light pillar, which is the cue to move.

Winning against a gem-carrying opponent triggers the cutscene that leads into the Dante fight. Each successful run banks one step toward the completed Ring. Roughly 15 clears are needed in total, which is why HP and Swing matter more here than anywhere else.

What the Ring Changes on the Court

The Ring adds a gem power that activates through the power button and lets a character attack directly. Opponents in higher content wear rings too, including several in Superstar League and Survival past the halfway mark. Facing a ringed opponent without one yourself is a real disadvantage.

Dante is the one character whose skill attributes shift depending on which gem the Ring carries. That interaction makes him the most flexible pick once your Ring is complete. For most players, though, the Ring’s value is simply matching what the late game opponents already have.

Costume Sets, Rarity Tiers and Set Effects

Costumes cover every body part from head to toe, and a complete set adds a bonus effect on the court. Rarity runs from normal pieces up through Rare in blue, Character pieces in yellow and Character Exclusive pieces in orange.

Drop sources differ by tier, which is what makes costumes a play system rather than a shop. Beating a Survival opponent wearing a rare piece unlocks that piece. League wins hand out random rare equipment.

Set effects vary per set, so mixing pieces from different sets sacrifices the bonus. That trade off decides whether a costume screen is cosmetic or competitive.

Where Rare Blue Costumes Actually Drop

Survival is the most direct source, since defeating an opponent wearing rare equipment unlocks that exact piece for you. League wins award rare equipment at random, which makes League worth running even when its Points rate is average. Death Mode bonus balls also drop rare pieces occasionally.

Chasing a specific piece means watching opponents rather than the scoreboard. Note which Survival opponents wear the piece you want, then keep the chain alive long enough to reach that stage again. It is slower than a shop purchase and far cheaper.

Campaign Masks and Tournament Exclusives

Clearing Campaign mode with a character unlocks that character’s mask, and characters without a mask unlock a hat instead. Those yellow tier pieces then become available to any character in your roster. Campaign therefore doubles as a costume farm.

Orange Character Exclusive pieces work differently and stay locked to their owner. Clearing Tournament with the character who owns the piece is what opens it. Because of that restriction, exclusives are the last tier most players complete.

Building a Full Set for the Set Effect

Set effects only trigger when every slot in the set is equipped. Half a set gives you the individual stat values and nothing more. Check the set name on each piece before mixing, since visually similar pieces often belong to different sets.

Decide early whether a character is a Survival specialist or a Tournament closer, then chase the set that matches. Meanwhile, keep spare pieces rather than replacing everything, because different opponents punish different weaknesses. A second complete set is worth more than a scattered wardrobe of higher stat items.

Best Head Basketball Tips and Tricks for Beginners

Most losses in a 60 second match come from a wasted ability shot rather than weak ability scores. Holding the EP gauge changes results immediately, since a counter shot both stops a score and usually creates one.

Three habits separate a stalled account from a growing one. Charge the gauge with contact instead of idle movement, chase costume pieces during modes you already play, and enter Death Mode only when your build can survive it.

Points discipline sits underneath all of it. A beginner who buys levels before cosmetics reaches Superstar League far sooner.

Saving the EP Gauge for a Counter Instead of a Dunk

Opponents fire their ability shot the moment their gauge fills, which makes their timing predictable. Holding your own gauge lets you swing into their wind up for a counter shot. The reversal often scores 3 points because the ball comes back untouched by them.

This costs you nothing when it works and one possession when it fails. Practise it in Arcade against opponents you have already beaten. Once the timing sticks, Superstar League opponents become noticeably easier despite their full upgrade sets.

Farming Costume Drops While You Climb Survival

Survival chains reward two things at once, since rank rises every 5 straight wins while opponents carry equipment you can unlock. Treat each chain as a shopping run and note which stages hold the pieces you want. Ring-wearing opponents appear from around stage 50, so a deep chain also previews what late content looks like.

Raise the Survival ability score before pushing hard. The score target climbs with each win, and an underbuilt character stalls in the middle ranks. First build the score, then run the chain, and the costume returns follow automatically.

Avoiding the Underleveled Death Mode Run

Entering Death Mode before your build is ready burns 5,000 Points per attempt with nothing to show. Hazards punish low Speed and Dash particularly hard, since escaping The Crusher or the Laser Drone needs quick repositioning. A character with weak HP loses matches to stuns rather than shots.

Set a personal gate before your first run. Clear Superstar League without losing, and keep at least 15,000 Points banked. Nevertheless, expect the first two runs to fail, because Dante’s teleport takes a few attempts to read.

Frequently Asked Questions About Head Basketball

Is Head Basketball free to play on Android?

Yes, Head Basketball installs free from Google Play and includes optional in-app purchases. Nothing essential sits behind payment, though one roster spot, Samir, opens only through a $0.99 purchase rather than a challenge condition. The Google Play rating sits around 4.5 stars, and every other character remains reachable through play.

How long does one match take?

Each round runs on a 60 second clock, but the clock pauses briefly after every score. In practice a single match takes closer to 90 seconds of real time, and a full Tournament bracket runs roughly ten minutes. That short session length makes the game suit commutes and breaks rather than long sittings.

Can you play against friends online?

Yes. Competition matches connect players across Android and iOS in the same pool, while Nearby Connection handles local play between two phones in the same room. Entering online Global War costs 250 Points per match, so a losing streak drains the currency you need elsewhere. Google Play Services also tracks leaderboard rankings.

Who Should Play Head Basketball on Android

This one suits players who want a fighting game rhythm inside a sports shell, not a realistic basketball sim. Anyone who enjoyed Head Soccer will recognise the timing instantly, and anyone chasing long roster completion has hundreds of hours here. I kept coming back because the counter shot window rewards practice in a way most mobile sports games never bother with, and my worst losses were always my own impatience with the EP gauge. Install it if short matches with deep unlock chains appeal to you. Skip it if you want grounded basketball rules, because ability shots and court hazards decide almost every match.

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What's new

fixed bugs.
+ Crash problem when reaching level 100
+ Pause problem
+ Indonesia, Indo problem