Spike Rush

Spike Rush is a Bo7 game mode in VALORANT.
==Summary==
Spike Rush is a faster-paced game mode. Pre-round time is reduced to 20 seconds (usually 30) and game time is reduced to 80 seconds (usually 100). While the attackers have less time to plant, they also have the advantage of each player having a spike. The game ends when one team reaches 4 round wins, teams switch sides after 3 rounds.
==Mechanics==
All players are given the same loadout and all abilities are automatically available, except Ultimates. The Weapons and Shields given each round can be seen below.
Instead of Ultimate Orbs, Spike Rush Orbs are spawned at various locations on the map to provide buffs and inflict debuffs. Five of the effects are randomly chosen (with Ultimate Ability orb always being chosen) before the game starts in Agent Select screen. Orbs are hidden from the map until a few seconds before the barrier drops. Their specific effects are detailed on the Orbs section.
The number of ultimate points gained from both kills and deaths is increased from ♦ 1 to ♦♦ 2 each, allowing players to more easily earn enough to use their Ultimate in the short, 3-round halves. In the Endgame round, all players automatically start with some of their ult points, so that they are ♦♦♦ 3 short of being able to use their ult.
== Weapons ==
Players on both teams are all given the same weapon each round. Weapons are randomly chosen from a certain set depending on the round number, with higher-value weapons being used as the half progresses. The amount of Shields given also increases with every round.
Round 	Weapons 	Shields
1 	Any Sidearm:Classic • Shorty • Frenzy • Ghost • Sheriff 	None (0)
2 	Any Primary weapon costing 2050 or less:Stinger • Spectre • Bucky • Judge • Bulldog • Marshal • Ares	Light (25)
3Endgame	Any Primary weapon costing 2250 or more:Guardian • Phantom • Vandal • Outlaw • Operator • Odin 	Heavy (50)
The Golden Gun is available in Spike Rush from a Golden Gun Orb (see below) or by killing an enemy holding the Golden Gun. The Golden Gun replaces any Sidearm the player currently has, if any.
The Weapon Upgrade Orb (see below) gives the player a weapon that would normally only be available on the next round. On round 3 or in Endgame, the Weapon Upgrade Orb gives an Operator or Odin, unless the current weapon is an Operator, in which case a random Sidearm will be chosen. The new weapon replaces the weapon the player has in that category (Primary or Sidearm), if any.
==Powerup Orbs==
Instead of Ultimate Orbs, Powerup Orbs appear at fixed locations every round on each map. The amount spawned each round is random, being anywhere between 1-5 orbs in a round. Capturing any powerup orb grants the agent one point towards being able to use their Ultimate.
Icon	Power Up 	Description 	Effects
 	Combat Stim 	Deploys a beacon that grants increased combat power to nearby players. 	Grants Combat Stim at the capture point, granting increase in fire rate, equip speed, reload speed, recovery speed, movement speed, and jump height.
 	Crippling Decay 	After a brief delay, all enemies take 50 temporary damage for 8 seconds. 	After 3 seconds delay, all enemies take fixed 50 health decay for 8 seconds.Either Crippling Decay or Paranoia orb will be selected before the game starts and the orb only spawns once per round.
 	Damage Amp 	Increases player's damage by 30% for the round. 	Grants Damage Amp buff to player till round ends, which increases all damage dealt from the player by 30%.
 	Golden Gun 	One-shot, one-kill weapon that's fully accurate on the move. Getting a kill grants bonus ammo. 	Equips the player with a Golden Gun. If the bearer of the Golden Gun is eliminated, the Golden Gun is immediately equipped to the player that killed the bearer, unless the bearer dropped the Golden Gun beforehand. One ammo is granted per successful kill.
 	Health Regen 	For the next 20 seconds, all allies have out-of-combat health regeneration. 	All allies and player heal for 10 health per second for 20 seconds whilst out of combat.
 	Paranoia 	Enemies become paranoid: they have tunnel vision and hear decoy audio. Lasts 8 seconds. 	After 3 seconds delay, all enemies have reduced vision, hear decoy audio and minimap obscured for 8 seconds.Either Paranoia or Crippling Decay orb will be selected before the game starts and the orb only spawns once per round.Despite the description in-game stating 10 seconds, it actually lasts 8 seconds.
 	Tracer Rounds 	All allied gunshots gain increased penetration and briefly reveal enemies through walls. 	Grants Tracer Rounds buff to all allies and player till round ends, which increases gun's wall penetration by 2x and reveals enemies hit for 0.75 seconds.
 	Twin Hunters 	Summons two hunting wolves that chase down the two nearest enemies, slowing and nearsighting them when caught.	The wolves last for 15 seconds, have 100 HP and can be destroyed. Slow and Nearsight for 4 seconds when enemy caught. If there is only one enemy on field, only one wolf is summoned.
 	Ultimate Ability	Fully charges player's ultimate. 	Grants full ultimate charge to the player.
 	Weapon Upgrade 	Grants player a more powerful weapon. 	Equips the player with a more powerful weapon than the one they currently hold. If the weapon of choice this round is an Operator, this orb will instead give an additional sidearm (excluding Golden Gun) for the player to equip.
==Update History==
==Trivia/Tips==
*If you are low and health and you don't want to risk enemies taking your Golden Gun, you could dispose it somewhere out of map bounds or give it to a nearby teammate.
Category:Game Modes