LegendaryDamage DealerNormalNot ranked yet

Spike

Win rate42.3%adjusted
Pick rate0.98%of all slots
Matches979
Best modeHot Zone46.5%

Base statistics

Spike at power level

Health4,500
Attack damage810
Attack range7.67 tilesLong
Reload2sSlow
Movement720Normal
Super damage600
Super range7.67 tilesLong
Projectiles6

Attack and Super

Attack

Needle Grenade

Damage per spike540
Range7.67 tiles
Projectiles6
Super charge12.975%per hit
Reload2s
7.67 tiles of reach
Super

Stick Around!

Damage per second400
Range7.67 tiles
Super charge12.5%per hit
7.67 tiles of reach

Abilities

Star Power
Fertilize

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.

Star Power
Curveball

The needles from his grenade travel in a curve rather than straight outward, widening the area a single cactus covers.

Gadget
Popping Pincushion
17s cooldown

Fires a row of needles in the aimed direction, giving Spike a directed burst instead of the scatter his cactus normally makes.

Gadget
Life Plant
20s cooldown

Throws down a cactus that blocks shots and heals every nearby ally when it is destroyed. Planting a new one pops the old.

Hypercharge
Blooming Season
+30% stats while active

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 2026
Area denialRecommended build

The default: control modes where his Super sits on the objective.

Star PowerCurveballwidens his spike spread into genuine area coverage
GadgetPopping Pincushionhis answer to anyone who reached melee range
GearDamagehis individual spikes are small and stack up
GearSticky Spikesthe slow makes his own Super almost impossible to walk out of
HyperchargeBlooming Seasona Super that covers an entire objective at once
Sustain SpikeRecommended build

When you are the only source of healing and need to hold ground alone.

Star PowerFertilizelets him stand inside his own Super and stay topped up
GadgetLife Planta wall and a heal in one, exactly what a squishy needs
GearHealthhe has one of the smallest health pools in the game
GearShieldbuys him one extra shot he would otherwise die to
Mine lockdownRecommended build

Gem Grab, where his Super on the mine simply ends the contest for it.

Star PowerCurveballcovers the whole mine clearing rather than one lane of it
GadgetLife Plantblocks the approach to the mine and heals the carrier
GearSticky Spikesanyone stepping onto the mine is slowed inside the Super
GearShieldhe will be focused the moment his Super lands
HyperchargeBlooming Seasondenies the mine outright for the length of a countdown

Spike by trophy range

Trophy range
42.3%979 matches · 730 players

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 modes
Hot Zone46.5%100 matches
Brawl Ball43.0%400 matches
Knockout41.4%122 matches

Best and worst maps

1 maps

Matchups and teammates

Playing Spike

reviewed 19 Jul 2026

A 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

By mode

Gem Grab

His Super on the mine ends the contest for a whole countdown.

Hot Zone

The slowing field makes a circle almost impossible to contest.

Spike skins

12All skins

Balance history

Main Attack damage490540
Super charge rate10690
Star Power - Fertilize: Healing50%75%
“Life Plant” Gadget cooldown18s20s
Main attack - Damage540490
Cooldown for both Gadgets15 seconds14 s
health24002600
Gadget - Popping pincushion - Damage11201080
Basic attack - Damage560540
Gear - Sticky Spikes - Slow%5030