Training is an offline game mode that is designed to help players practice and master a few of the most fundamental skills in the game. The training scenarios are essentially all about making contact with the ball but in different starting points and with different targets.
Practicing in training mode is a great way to get better quickly when starting out playing Rocket League, and coming back to practice the harder training levels can also help break through and maintain higher skill levels.
If you want to further enhance your training experience, check out the Custom Training mode and create your own training sequence!
You can choose which arena to do Free Play in, and it will put you in that arena with nothing but the ball. The player's battle-car is also decked out in a black-and-white version of its decal and paint finish.
Unlike the other training modes detailed below, there are no time-sensitive targets, and scoring a goal resets the player to one of the standard starting positions.
You can choose which training pack to do Custom Training in, and it will put you in that arena with nothing but the ball. It features lots of Community created training maps that can help you master various skills from defending to scoring and mastering all different mechanics. They are time based, at the end of the training player is achieving their score of how well they finished the training pack.
The ball can be statically placed in the air between the player and the goal or launched into the air by the feeder. The ball is statically placed in all rookie level scenarios and some pro level scenarios. Not only does the player have to make contact with the ball, but it needs to go into the goal within the time limit of ~10 seconds. Making more than one contact is allowed.
The ball is launched from the feeder in such a way that if untouched it will reach the goal. The player only needs to make contact with the ball so that it doesn't go into the goal. Once making contact with the ball, the ball will vaporize ~1 second later, so even if after making contact with the ball and it is still headed into the goal, as long as the ball does not clear the goal line before that ~1 second, it will count as a save.
Most scenarios begin with the player in the goal, but some also start with the player outside the goal having to rush back to goal to swoop the ball before it clears the goal line.
The ball can be statically placed on the ground between the player and the goal or launched from the feeder. Not only does the player have to make contact with the ball, but it needs to go into the goal within the time limit of ~10 seconds. Making more than one contact is allowed.
|Competitive||Standard • Doubles • Solo Duel • Solo Standard|
|Extra Modes||Rumble • Dropshot • Hoops • Snow Day|
|Recurring LTMs||Spike Rush • Beach Ball • Heatseeker • Rocket Labs • Tactical Rumble • Dropshot Rumble • Boomer Ball • Winter Breakaway • Super Cube • Speed Demon • Spring Loaded|
|Event-Exclusive LTMs||Ghost Hunt • Gridiron • Gotham City Rumble|
|Mutators||Moonball • Demolition • Time Warp • Pinball • Cubic|
|Other||Training • Tournaments|
|Currently playable game modes appear in blue (including those that can be played in private matches).|
Permanently discontinued game modes appear in gray and are no longer available to play.