Venom pinball rules and strategy
The Strategy
Venom begins with a Host choice, and each Host has blue, yellow, and white two-shot mini-modes; the first shot is untimed and the second is timed. Choose Eddie Brock for two ready Mayhem locks. Shoot the flashing green locks and accept Mayhem after two balls for an earlier multiball, or complete mini-modes and defer the start toward six balls. If a boss battle lights, play it before resuming locks. During Mayhem, alternate the left ramp and scoop, then collect the lit major shots and scoop Super Jackpot. Center-ramp shots and the lit bell-tower target raise playfield scoring.
Fill the grid
Choose Eddie Brock. He starts with two Mayhem locks ready and boosts Mayhem scoring. Each Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup. fills one column of grid lights.
- Shoot a colored arrow, then quickly shoot the blinking arrow of the same color to fill a light.
- Complete yellow, blue, and white to fill the column and light Complete all three mini-modes for the current host. Then shoot the lit host-change shot and select the next host. at the left ramp.
Start Mayhem
Complete mini-modes to light Mayhem locks, then shoot the flashing green locks. After two locks, accept the Mayhem prompt to reduce single-ball risk, or hold the action button to defer it toward six balls. If a boss battle is lit, play it before continuing the locks.
- Completing a host's three mini-modes at level 10 or higher can light a boss battle. While it is lit, normal locks and Carnage starts are blocked; play each available battle, win or lose, to resume them.
- During Mayhem, alternate the left ramp and scoop. After the stored balls release, shoot the lit major shots, then the scoop for the Super Jackpot.
Raise Playfield X
Shoot the center ramp, then hit the lit bell-tower target to raise Center-ramp progress lights the bell tower. The lit bell hit raises the playfield multiplier, up to 7x before other perks.. Use it during Mayhem.
Need to know
- Spot mini-modes
- The left-loop skill shot and right-loop bonus shot can each spot one Each host has a blue, yellow, and white two-shot task. The first shot is not timed. The second shot is timed..
- Choose Flash Thompson
- Choose Flash before plunging when his Each host has a blue, yellow, and white two-shot task. The first shot is not timed. The second shot is timed. shots feel safer.
- Six-ball bonuses
- The third ball in the right canister adds +1x playfield scoring. The third in the left adds 2x experience.
Venom's Host mini-modes light Mayhem locks and build lasting grid perks. Choose Eddie Brock, take the left-loop Spot a Mini-Mode skill shot, complete his three mini-modes, then shoot the lit left ramp to change to Flash Thompson and complete his set. Collect flashing green locks, holding the action button at each start prompt to defer Mayhem toward six balls. If a host set lights a boss battle at level 10 or higher, play it before resuming locks or starting Carnage. During Mayhem's ball save, hit the Carnage captive ball until Carnage reaches Ravencroft, then shoot the lit center ramp for Carnage Multiball. Use Spider-Sense to advance jackpots; repeat the center ramp and hit the lit bell-tower target to multiply the stack.
Venom is a host-and-grid game.Mini-modes fill the current host's grid and light Mayhem locks.Start Mayhem after two locks for safer play, or wait for up to six balls.The expert route changes from Eddie to Flash, adds Carnage during ball save, and raises Center-ramp progress lights the bell tower. The lit bell hit raises the playfield multiplier, up to 7x before other perks..
- Choose Eddie Brock and select the Spot a Each host has a blue, yellow, and white two-shot task. The first shot is not timed. The second shot is timed. skill-shot award before plunging. Shoot the left loop to collect it.
Host and Mini-mode rules
- Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup.: Your selected character. A Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup. changes the Each host has a blue, yellow, and white two-shot task. The first shot is not timed. The second shot is timed. shots, perks, and Mayhem Multiball setup.
- Each host has a blue, yellow, and white two-shot task. The first shot is not timed. The second shot is timed.: Each Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup. has a blue, yellow, and white two-shot task. The first shot is not timed. The second shot is timed.
- Eddie starts with two Mayhem locks ready and raises Mayhem scoring.
- Complete Eddie's blue, yellow, and white mini-modes. Change the Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup. to Flash Thompson and complete Flash's blue, yellow, and white set too. Use the right-loop award to spot a Each host has a blue, yellow, and white two-shot task. The first shot is not timed. The second shot is timed. when it is available.
Change Host setup and scoring
- Complete all three mini-modes for the current host. Then shoot the lit host-change shot and select the next host.: Complete all three mini-modes for the current Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup.. Then shoot the lit host-change shot and select the next Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup..
- Flash can light a playfield multiplier at the left loop and has a high-scoring Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup. ladder.
- While locks are available, shoot each flashing green lock. After the second and later locks, hold the action button to defer Mayhem toward six balls. If completing a host's set at level 10 or higher lights a boss battle, play the lit battle before resuming locks.
Mayhem lock setup and scoring
- A lit green major shot stores one ball for Mayhem Multiball.: A lit green major shot stores one ball for Mayhem Multiball.
- Two locks can start Mayhem. Hold the action button during the prompt to defer the start. The maximum start uses six balls.
- The third ball in the right canister adds 1x playfield scoring during Mayhem. The third ball in the left canister gives 2x experience.
- A lit boss battle blocks normal A lit green major shot stores one ball for Mayhem Multiball. progress and Carnage starts. Play each available boss battle, win or lose, before returning to this stack; do not keep shooting unlit locks.
- Start six-ball Mayhem. In the opening ball save, hit the Carnage captive ball until Carnage is at Ravencroft. Shoot the center ramp to start Hit blue jackpot shots. Push the captive ball to the far side again. Then shoot the scoop for the Super Jackpot..
Mayhem Multiball, phase 1 and related rules
- Alternate the left ramp and scoop for quick jackpots. A miss or expired timer releases more balls. The phase can award up to nine jackpots.: Alternate the left ramp and scoop for quick jackpots. A miss or expired timer releases more balls. The phase can award up to nine jackpots.
- Major shots score red jackpots. Complete the set. Then shoot the scoop for the Super Jackpot and one boss credit.: Major shots score red jackpots. Complete the set. Then shoot the scoop for the Super Jackpot and one boss credit.
- The next Mayhem set needs each shot two times, then three times. Mayhem ends when one ball remains.
- Hit blue jackpot shots. Push the captive ball to the far side again. Then shoot the scoop for the Super Jackpot.: Hit blue jackpot shots. Push the captive ball to the far side again. Then shoot the scoop for the Super Jackpot.
- During the stack, hold the action button for A once-per-ball action-button award. The game cycles white major shots. Release the button to select a shot, then make that shot.. Release the button when the safest white shot is selected. Make that shot.
Spider-Sense scoring details
- A once-per-ball action-button award. The game cycles white major shots. Release the button to select a shot, then make that shot.: A once-per-ball action-button award. The game cycles white major shots. Release the button to select a shot, then make that shot.
- During Mayhem, A once-per-ball action-button award. The game cycles white major shots. Release the button to select a shot, then make that shot. completes a jackpot set or lights the Super Jackpot. During Carnage or Toxin, it lights the Super Jackpot.
- Repeat the center ramp. Then hit the bell-tower target to raise Center-ramp progress lights the bell tower. The lit bell hit raises the playfield multiplier, up to 7x before other perks.. Use the multiplier on the multiball stack and Super Jackpots.
Playfield X scoring details
- Center-ramp progress lights the bell tower. The lit bell hit raises the playfield multiplier, up to 7x before other perks.: Center-ramp progress lights the bell tower. The lit bell hit raises the playfield multiplier, up to 7x before other perks.
- After Mayhem and Carnage, defeat one Defeat enough red Infected targets. Then shoot the flashing left loop on Pro before its timer ends.. Shoot the scoop to start Toxin. Complete the six yellow jackpots and collect the scoop Super Jackpot.
Doppelganger and Toxin, phase 1 rules
- Defeat enough red Infected targets. Then shoot the flashing left loop on Pro before its timer ends.: Defeat enough red Infected targets. Then shoot the flashing left loop on Pro before its timer ends.
- A single-ball mode with six yellow jackpots. Carnage captive-ball hits give brief 2x or 3x scoring. A drain ends this phase.: A single-ball mode with six yellow jackpots. Carnage captive-ball hits give brief 2x or 3x scoring. A drain ends this phase.
- Shoot the scoop for the first 25,000,000 Super Jackpot. The game adds a second ball. Each later Super adds 25,000,000. Toxin ends when one ball remains.
- If Sleeper is available, select it during Toxin's introduction. Its action-button add-a-ball can protect the initial single-ball phase. Once Toxin becomes multiball, use it before losing the second ball; returning to one ball ends that phase.
- After Toxin, make Flash's Your selected character. A host changes the mini-mode shots, perks, and Mayhem Multiball setup. Combo: right loop, scoop, left ramp, scoop. Shoot the scoop to start The first value is 20,000,000. Each successful shot adds the value of the prior shot. Playfield X multiplies the awards.. Repeat the combo shots.
Host Hurry-Up scoring details
- The first value is 20,000,000. Each successful shot adds the value of the prior shot. Playfield X multiplies the awards.: The first value is 20,000,000. Each successful shot adds the value of the prior shot. Center-ramp progress lights the bell tower. The lit bell hit raises the playfield multiplier, up to 7x before other perks. multiplies the awards.
Top-player proof
- At the UK Open 2025, Josh Iles chose Eddie Brock, completed his Each host has a blue, yellow, and white two-shot task. The first shot is not timed. The second shot is timed. column, changed hosts for another multiplier, then brought Carnage into a long Mayhem Multiball.
Builds toward: Klyntar Multiball
- Defeat Knull. Start Rampage and Blood Lust.
- Start Toxin Team-Up and Scream video mode.
- Complete one The first value is 20,000,000. Each successful shot adds the value of the prior shot. Playfield X multiplies the awards. and start Bell Tower Frenzy. These seven objectives light Klyntar at the center ramp.
- Shoot the lit center ramp to start Klyntar Multiball.
Sources and references10 references10 source links and outbound references.
- PinballCards
- Pinball Rulesheets
- Original playfield image
- Kineticist Venom tournament strategy guide
- Venom tournament tutorial
- Current Stern game-code list
- Jack Slovacek at UK Open 2025 quarterfinal
- Electric Bat Arcade June 2026 League Finals — Venom
- Loop pass technique reference
- Left-loop recovery technique reference