What a spin costs
A regular spin costs 10,000 cash. Cash comes mostly from surviving longer, so a spin is roughly one good match. Codes hand out Lucky Spins, which are a separate count from the cash spin, and outlets describe the item pool as running from Common up to Mythical.
That is the whole of the published economy: two ways to spin, one price, and a rarity ladder. Nothing here is a drop rate.
Items you carry into a match
You take five items into a match, chosen from what you own. Five slots against a pool that includes mobility gear, healing and distractions means the loadout is a real decision rather than a collection score.
The limit also means a new pull is not automatically an upgrade: a sixth good item competes with the five you already trust. Treat every spin as a question about which slot it would replace.
The recorded items
Nineteen names are recorded in the word database used by this site. Their effects are not:
jetpack, ice wand, sword, inflatable decoy, gravity coil, trowel, medkit, speed coil, umbrella, swim ring, fire extinguisher, trampoline, pillow, meat bone, red balloon, boombox, smoke bomb, coin magnet, grapple hook.
Outlets also name a few example pulls when describing the pool: Golden Pencils, Erasers, Rocket Launchers, Force Fields and Grapple Hooks. Only the medkit has a recorded behaviour that this site can state — it arrives by airdrop rather than being handed to you.
What is not recorded
No drop rates, no rarity percentages and no per-item prices are published in the sources used here, so none appear on this page. Item effects beyond the medkit's airdrop are also unrecorded: a name like "smoke bomb" or "coin magnet" tells you what the item is called, not what the game does with it.
If you need a specific item's behaviour before spending, the only reliable check is the item itself in game. This page will stay a list of names until a source describes the effect.