
LegendaryDamage Dealer
Spike build
A very fragile controller whose cactus shots split into spikes and whose Super creates a slowing field on the objective.
Reviewed 19 Jul 2026
Loadouts
3Area 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
Gear
Damagehis individual spikes are small and stack up Gear
Sticky 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
Gear
Healthhe has one of the smallest health pools in the game Gear
Shieldbuys 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
Gear
Sticky Spikesanyone stepping onto the mine is slowed inside the Super Gear
Shieldhe will be focused the moment his Super lands HyperchargeBlooming Seasondenies the mine outright for the length of a countdown
How to play it
Play behind the frontline and shoot over it — his cactus only splits on impact, so he wants distance and a target that cannot close.
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
Reviewed recommendations, not win rates: Brawl Stars never reports which loadout a player had equipped in a match, so nobody can measure one.