Nerf Rival Apollo XV-700 (Red)
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- Choose a blaster color and go into battle as the red team or the blue team
- Experience intense head-to-head competition with the ultimate precision and power
- The blaster has a trigger lock, a tactical rail, and a ready indicator
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Experience intense head-to-head competition with the ultimate precision and power of the Nerf rival apollo xv-700 blaster. choose a blaster color and go into battle as the red team or the blue team. The apollo xv-700 blaster has a spring-action cocking mechanism and fires at a velocity up to 100 fps (30 mps). It comes with an easy-load magazine and 7 high-impact rounds. The blaster has a trigger lock, a tactical rail, and a ready indicator. Experience the intensity of Nerf rival with the apollo xv-700 blaster.
From the manufacturer
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Nerf Rival Apollo XV-700 Blaster (Red)
Experience intense head-to-head competition with the ultimate precision and power of Rival blasters from Nerf! Boys choose a side and go into battle as the Red Team or the Blue Team. Unleash high-impact rounds at a velocity of up to 100 fps (30 mps)! Experience the intensity of precision battling with the Nerf Rival Apollo VX-700.
- Experience the intensity of Nerf Rival Apollo XV-700!
- Features a spring-action cocking mechanism!
- Take aim with accuracy!
- Fire 7 high-impact rounds at a velocity of 100 fps (30 mps)!
- Features a trigger lock!
Experience the Intensity
Take aim with the Nerf Rival Apollo XV-700 and experience the intensity of precision battling. Nerf Rival blasters feature superior accuracy and unleash high-impact rounds at a velocity of 100 fps (30 mps). Whether the competition is a 1-on-1 battle or a squad-sized skirmish, Nerf Rival blasters bring exciting intensity to the action. Choose which side to battle on by gearing up with either the Red or Blue version of the Apollo XV-700 blaster (each sold separately).
Nerf and all related properties are trademarks of Hasbro.
Load and Fire
The Apollo XV-700 has a spring-action cocking mechanism. Pull the handle all the way back and all the way forward to cock the blaster; look for the orange indicator to show that the blaster is ready to fire. Line up the shot and fire! The easy-load magazine holds 7 high-impact foam rounds and can be removed from the blaster with the push of a release button. A trigger lock prevents the Nerf Rival Apollo XV-700 blaster from accidentally firing when not in use. The tactical rail can hold additional gear (not included).
Experience the excitement of precision battling with Nerf Rival Apollo XV-700 blaster. Choose a side and take aim with the superior accuracy of this Nerf Rival blaster to unleash high-impact rounds at a velocity of 100 fps (30 mps). The action is intense with the Nerf Rival Apollo XV-700!
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Most helpful customer reviews on Amazon.com
My impressions of the Apollo: This actually fires further (i.e. harder) than the battery-powered Zeus, unless the Zeus is using brand new batteries, in which case the range is much the same. Ball ammo travels further and more accurately than any previous Nerf ammo, and I find the yellow balls easier to recover in the nooks and crannies of my garden and yard. Ball ammo is definitely superior to dart or disk ammo. As another reviewer mentioned, the weight distribution and mold quality of the balls can vary, increasing inaccuracy, but nothing compared to darts even before they get bent or damaged. Balls ricochet wildly, so be aware of where you expect them to bounce to as well as your target.
The spring, like all spring-powered Nerf blasters, is VERY loud when it fires, and gives quite a shake to the user. The blaster feels a little hollow and under-weight compared to the Zeus, and this box-like design may be magnifying the sound - or maybe it's muffling it.
The 7-round magazine loads very neatly inside the grip, like a semi-automatic handgun. The grip however is very large to accommodate the magazine, feeling bulky even in my large adult male hands, though not uncomfortably so. Dropping a magazine while holding the blaster requires a second hand for me. The Zeus grip is more comfortable in my hands, but magazine switching is a lot more awkward.
You can't get 7-round magazines separately (yet?), so you have to go with 12-round magazines as spares. These fit the same anyway, and level the playing field with the Zeus that can only use 12-round magazines. In fact the Apollo is really 7+1 (or 12+1 with the bigger mnagazine), as you can load the first round and the drop the magazine to add one more shot. There is a trigger safety catch (the yellow button you can see above the trigger) that is nicely placed to unlock with a press of the right index finger.
The blaster is a nice size for me - the long back end can be tucked against the shoulder for aiming, or you can just hold the whole blaster in a one-hand grip with the back end laying along your arm.
The cocking handle is a bit awkward since it restricts the ability to aim along the top of the blaster. However I think this is a reasonable compromise allowing it to be ambidextrous and not too bulky, and a side mounted cocking handle would probably not be as easy to use. I trust Nerf to have tried different designs before settling on this system.
The tactical rail is awkwardly placed in front of the cocking handle, but I've found that mounting the sight from "Star Wars Nerf Episode VII First Order Stormtrooper Blaster" works well, since you can line up the cocking handle and the sight.
Overall I prefer the Apollo to the Zeus for several reasons. I dislike having to rely on batteries, and having to carry the extra weight around, plus the worry that in a prolonged battle your batteries will die or drop power significantly. The Zeus has a 'warm up' period before you can fire at the best range, while the Apollo can be carried cocked and loaded, ready for an instant shot. Using a 12 round magazine the Apollo is on a par with the Zeus for capacity, +1 for one up the spout which you can't do with the Zeus, and changing magazines is much easier. With the Zeus if you need to remove a magazine with balls still in the blaster, one will drop out (due to the feeding train to the flywheels), which you have to catch or pick up. The Zeus has a much heavier trigger pull, which gets tiring on the finger. The Apollo has a 'cocked' indicator similar to the Longshot, which may be useful if you can't remember if you cocked the gun yet.
Several reviewers have complained of jams; I haven't had one in hundreds of shots. If you cock the handle all the way back and forward it fires every time in my experience. Partially cocking the blaster may result in problems, just as in all the spring-powered dart blasters.
My big dislike is the 'SPROINGGGG!' when you fire. This is unavoidable in a spring-powered blaster unless you muffle it somehow, which I might attempt to do if I'm feeling brave some day.
1) Toy Quality: As Nerf guns go, the Apollo is a solid option in Rival line and at the top of the class as far as 'general' dart/foam shooters are concerned. My boys have been through many Nerf guns and to date the Rival products see to hold up to their abuse on par with the Zombie Strike line. With no battery on this model, there is no concern of the gun being left outside and breaking down prematurely. Drop down stairs, step on, slight dog-chewing action and both guns are still firing like a champ. Solid spring action means consistent firing and it seems these guns will hold up for a long period of time which is important to us.
2) Ease of Use: Our 6.5yr old has no issues with the clunky nature of engaging the action for the gun to fire. Our 3.5yr old however required some assistance initally... until he figured out he could flip the gun upside down, and push the slide rail down against the floor to engage the next round... some basic physics that gave him the leverage he was lacking. The build of the gun does allow for you to position the butt/stock of the gun against your shoulder if you're a kid and then pull the lever back so while I at first thought the design could be improved, after the first day the boys were models of operation efficiency and back to pelting each other with the foam balls. Loading the magazine is easy enough. The boys use both thumbs to push the button to eject the magazine... once out it reloads with the balls pretty easily (pending they are all under the fridge or stove).
3) Fun Factor: All in, they are in love with these guns. The face mask and body gear and extra ammo also help complete the experience. In their world they are Army Rangers, Marines, Alien Hunters, Ninja Assassins (that use guns?)... you name it. The foam balls dont necessarily hurt, but you can tell you have been hit. The best is seeing them hide around a corner, and using the wall to bounce off of to make the hit... something you cannot do with the darts as other reviewers have mentioned.
All in all we are pleased with the purchase and the boys couldnt be happier in having another way to torment one another. It provides a break from the video games and gives them even more reason to run around both inside and outside. I hope this review helps in some way!!!