Spike
Base statistics
Spike at power level
Attack and Super
Stick Around!
Abilities
Spike heals for most of the damage his Super deals, so a Super landed on a group restores the better part of a health bar.
The needles from his grenade travel in a curve rather than straight outward, widening the area a single cactus covers.
Fires a row of needles in the aimed direction, giving Spike a directed burst instead of the scatter his cactus normally makes.
Throws down a cactus that blocks shots and heals every nearby ally when it is destroyed. Planting a new one pops the old.
Enlarges the slowing patch his Super leaves, which makes it much harder to walk clear before the spikes finish ticking.
Recommended builds
reviewed 19 Jul 2026The default: control modes where his Super sits on the objective.
When you are the only source of healing and need to hold ground alone.
Gem Grab, where his Super on the mine simply ends the contest for it.
Spike by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Spike was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
Performance by mode
3 modesBest and worst maps
1 mapsMatchups and teammates
Playing Spike
reviewed 19 Jul 2026A very fragile controller whose cactus shots split into spikes and whose Super creates a slowing field on the objective.
Early game
Poke at max range to charge the Super; with three thousand health he cannot afford a single exchange before it is online.
Positioning
Play behind the frontline and shoot over it — his cactus only splits on impact, so he wants distance and a target that cannot close.
Using your Super
Drop the field on the objective rather than on a person, because its value is denying ground for its full duration, not the initial damage.
Common mistakes
- Standing at the front where any assassin removes him in one engage
- Placing the Super on a fleeing enemy instead of on the ground they have to come back to
- Firing at single moving targets where the split spikes mostly miss
- Control modes where his Super sits on a fixed point and denies it
- Against grouped teams, since the split spikes hit everyone in the blast
- Chokes, where enemies cannot spread out to avoid the spike spread


















