Madame Amalia is determined to develop every inch of Evertown into a booming metropolis, including Spikersfield College. The estate owner Armand refuses, but Madame Amalia hatches an evil plan to get her way.
The heir to Armand's estate will be decided by a volleyball tournament. Spikersfield College just might have a chance, but first they need a coach. Luther recruits an old friend, while Amalia hatches her own scheme.
Coach Lucky and his staff of assistants have recruited players, but the athletes need to learn to train as a team. Madame Amalia has paid for the best players, best coaches, best equipment, and she expects the best.
Lucky sets up his toughest training day yet: teaching the girls how to play and train as a team. Orienteering and a rafting trip challenge the girls to work together, and Patty finds another mysterious jewel.
Luther and his mysterious partner continue their plan by teaching another Virtue. But back on the court, the Spike Team needs a setter. With the pressure rising, Lucky helps the girls keep calm.
Lucky is reminded of his past, and the girls play another practice game against the Roses. But with Madame's influence, this scrimmage is not friendly. Luther and his partner have a new Jewel for the girls to discover.
The players and coaches of Spike Team are in a lot of trouble: the girls are losing confidence, Madame Amalia will stop at nothing to make sure the Roses win, and someone is trying to frame Julio for a crime.
The girls face their fears when the hit the court for the first match of the Alea Cup. But Madame Amalia is up to no good. The pressure is high and the competition is fierce, but all that's left to do is spike it!
Spike Team comes to Vito's aid after a terrible disaster. Back at the college, Grace is worried about the fate of the school. Luther and his partner continue their plan to help the girls reach their potential.
Victoria learns a difficult lesson about loyalty when she must choose between her father's wishes or Spike Team. Madame Amalia learns about the legend of the Olympic Torch, and hatches a plan to sabotage it.
The girls need to pick a team captain, and Lucky uses a parkour challenge to teach them that they can overcome any challenge. Meanwhile, Madame Amalia conspires to sabotage Spike Team by stealing the Torch.
Madame Amalia sends her henchmen on a spooky mission to steal the Torch, but someone has plans to stop them. Even though Grace is starts to believe the Legends, Lucky is worried that she doesn't believe in him.
The girls of Spike Team begin to doubt Ann Mary's commitment, but Luther and Armand have faith in her potential. Madame Amalia has a scheme to trick Grace into forfeiting the tournament, and the college.
Amalia believes that she has successfully fooled Grace into signing over the college, but Grace has a plan of her own. The girls of Spike Team learn to work hard and play hard when Lucky takes them to a rock concert.
Madame Amalia may have finally found a way to sabotage Spikersfield, but the city of Everton bands together to help them. Amalia's latest scheme to sow negativity backfires, and Ann Mary steps up to help her team.
When Madame Amalia meddles and plots, Jo faces a difficult decision between her future and her friends during the third game. Ann Mary's newfound dedication and caring for the team reveals another Jewel.
After refusing to fall into Madame Amalia's plan, Jo faces her wrath at work until a new career opportunity arises. But she's not safe from Amalia yet, and she discovers that her whole family is now a target.
Jo and her family find a new place to live. Armand and Luther decide who will earn the next Olympic Jewel. While the Spike Team rallies for a comeback, Amalia plans to sabotage the girls by targeting the Spikers.
A party at Spikersfield promises to smooth over controversies of cheating. Meanwhile, Madame Amalia sends her hechmen to sabotage the celebration, but Armand and Luther have tricks of their own.
A party at Spikersfield promises to smooth over controversies of cheating. Meanwhile, Madame Amalia sends her hechmen to sabotage the celebration, but Armand and Luther have tricks of their own.
Jo loses hope and lashes out against her friends after the shocking conclusion of the last game. Grace also feels disappointed, but Armand and Luther help her change the Spikes' fate with an appeal.
The Spikes are back in the tournament, but they still have challenges to overcome. Madame Amalia has bribed the coaches of the other teams, and now Spike Team might be forced to forfeit. But Jo has a plan.
The Spikes must apply every lesson that they've learned in order to get into the tournament finals. Jo finally has her Jewel and the courage to talk to Carlos, while Lucky is determined to defeat Madame Amalia.
The girls have all learned to embody the spirit of the six goddesses, but are they ready to win in the final round? Armand and Luther have hopes to help Lucky, but Amalia has her own scheme for the Spike Team coach.
The fate of the college is at stake in the final round. In order to save Spikersfield, the girls need Lucky's help and all the skills that they've learned. Even the Roses are tired of Amalia's corruption.