Test

Spike is a Brawler with low health but a devastatingly high damage output. His attack is a cactus that explodes on impact and shoots spikes in all directions. His Super lobs a thorny projectile that creates a slowing and damaging patch of spikes on the ground. His first Gadget, Popping Pincushion, rapidly fires waves of spikes in all directions around him. His second Gadget, Life Plant, spawns a cactus to provide cover for him and his teammates, and heals them in a radius once the cactus is destroyed. His first Star Power, Fertilize, allows Spike to heal himself over time when he’s inside his Super’s area of effect. His second Star Power, Curveball, causes the spikes shot out from his attack to curve in a circular motion.
==Brawler Stats==
==Trait==
Whenever Jacky takes damage from an enemy Brawler and the enemy Brawler’s spawnables, she charges her Super. The Super charge rate depends on the damage the enemy deals. It takes 2.4x Jacky's max health of damage to charge her Super completely, and all damage is calculated after shielding and other effects.
==Attacks==
===Needle Grenade===
Spike shoots a damaging cactus that, upon impact with a target or wall, or reaching its maximum range, explodes and sends out 6 spikes radially. The pattern is fixed, with 60 degrees between each spike, and it doesn’t rotate with the projectile's angle. The cactus itself deals as much damage as one spike, and the attack deals devastating damage at point-blank range where more spikes can hit the enemy.
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==Supers==
===Stick Around!===
Spike lobs a thorny grenade over obstacles that, upon landing, creates a circular patch of spikes on the ground that lasts for 4.5 seconds. Enemies within its area of effect take damage over time and are slowed.
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==Special: Special==
Nginx.
==Innovative: aaaaaa==
iiiii.
==Teamwork: aaaaaa==
elprimo is still not fucked.
==Gadgets==
===Popping Pincushion===
Classification: //
Spike shoots 10 needles in all directions per wave, and each needle deals 520 damage to enemies. These spikes aren’t affected by his Curveball Star Power and travel 6.67 tiles before disappearing. The spikes do 15600 damage altogether. 
===Life Plant===
Classification: //
Spike spawns a large cactus that has 1750 health. If the cactus is destroyed, the plant bursts and heals all allies in a 3.33 tile radius for 1000 health. If Spike places down another cactus, the initial one will be destroyed and will heal allies.
==Star Powers==
===Fertilize===
This Star Power allows Spike to heal 800 health per second by standing in his Super’s area of effect for a total of 3200 health. This Star Power only affects the Spike that planted it.
===Curveball===
The spikes shot from his main attack now move in a curving clockwise motion instead of straight out, allowing Spike's attack to cover a larger area and ultimately hit more targets with his attack. This Star Power also effectively increases the range of the spikes.
==Upgrade Priority==
Order	Aspect
1 	
2 	
3 	
==Tips==
*Spike has low health and a slow reload speed. Because of this, it's best to practice shooting around obstacles, predicting his shot pattern, and predicting the enemy’s movement to prevent opportunities for the enemies to damage you. However, his devastatingly high damage output compensates for his low health and allows him to defeat enemies easily.
*Spike’s attack can deal devastating damage. One way to deal that maximum damage is at point-blank range of the enemy where his attack and Popping Pincushion Gadget work best at that range. This makes him an excellent counter against close-ranged Brawlers like El Primo and Mortis who need to get close to Spike to damage him.
*Spike is capable of dealing extremely high damage to grouped-up enemies due to the multiple spikes shot out from his attack on impact. His Super’s area damage can also spell trouble for grouped-up enemies since they can’t easily escape from Spike’s attack or Popping Pincushion Gadget due to the slow.
*The 6 spikes that fly out from his attack always spread out in the same pattern (60-degree angles) no matter your position or rotation. You can use this to know where the spikes will land, making it easier to hit enemies around corners and obstacles or to check bushes. Because of this, having the cactus explode near a target is vital because this increases the chances of multiple spikes hitting the same target.
*When defending a critical objective or controlling an area, Spike’s Super and his Fertilize Star Power are useful for area denial, slowing and damaging enemies while healing himself. If the enemy team is fleeing with Gems in Gem Grab or attempting to score a goal in Brawl Ball, you can hamper them from doing so with your Super.
*Spike's Fertilize Star Power and Life Plant Gadget are useful for healing if your team lacks healers. If you find yourself charging your Super too often, don’t hesitate to use it on yourself to heal you fully while you keep attacking enemies. If you or teammates are low on health and your Super isn’t charged up, you can spawn your Life Plant Gadget down, hide behind it, and heal up. The extra healing his Life Plant provides when it’s destroyed makes it even better for supporting Spike and teammates. These mechanics are also useful in Showdown when facing high-damaging enemies or in self-defense, especially in Showdown when being ambushed or pinched.
*If Spike is positioned correctly or is at point-blank range of the safe in Heist, he can deal devastatingly high damage to it with his Popping Pincushion Gadget along with his high-damaging attack and his Super’s high damage, which justifies using him in Heist. Popping Pincushion can also serve as a fourth attack or during defense since Spike reloads slowly.
==Voice Lines==
Spawning	In the Lead	Receiving Damage	Defeating An Enemy	Defeated	Attacking	Activating A Super
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
 	 	 	 	 	 	
==History==
*27/06/17:
**Spike's health was decreased to 600 (from 700). 
*04/09/17:
**Spike's Super's slow duration now decreases once out of it’s area of effect. 
*05/10/17:
**Spike's Super projectile speed was increased. 
*07/12/17:
**The health and damage statistics of all Brawlers were multiplied by 4. 
**Spike's Fertilize Star Power was added. 
*18/12/17:
**Spike's Fertilize Star Power healing was increased to 600 (from 500) per second. 
*16/01/18:
**Spike's reload time was decreased to 2 seconds (from 2.2 seconds). 
*21/03/18:
**Every Brawler's movement speed was increased by 70 points, increasing Spike's base movement speed to 720 (from 650). 
**All Brawlers' projectile speeds were increased by 9%. 
**Spike's main attack projectile size was increased. 
*05/12/18:
**The range of the spikes in Spike's attack was decreased to 4.33 tiles (from 5). 
**The spines now split in a set pattern (instead of randomly split). 
*29/01/19:
**Spike and Pinky Spike were remodeled and Pinky Spike was renamed to Sakura Spike. 
**Spike and Sakura Spike's projectiles were retextured:
***Sakura Spike shoots flower-like projectiles instead of the normal Spike's needle grenades. Sakura Spike's Super was retextured and now has flowers. 
***Spike's spikes were also retextured. 
*15/04/19:
**Quickfire now takes into account the added range from the projectile splitting. 
**Spike's main attack effects were polished. 
*10/07/19:
**Spike's Curveball Star Power was added. 
*12/07/19:
**The Robo Spike skin was added. 
*29/08/19:
**Spike's Fertilize Star Power healing was increased to 600 (from 500) per second. 
*23/10/19:
**Spike's Fertilize Star Power healing was increased to 800 (from 600) per second. 
*07/11/19:
**Spike's Curveball angle was decreased to 50 (from 100) and the distance was decreased to 100 (from 200). 
*19/02/20:
**Spike's main attack damage was increased to 520 (from 480) per spike. 
*17/03/20:
**Spike's Popping Pincushion Gadget was added. 
*07/04/20:
**Spike's Curveball angle was increased to 75 (from 50). 
*13/05/20:
**Spike's Popping Pincushion Gadget is no longer affected by Curveball. 
*02/07/20:
**Spike's Popping Pincushion was retextured. 
*10/09/20:
**Spike's main attack damage was increased to 560 (from 520) per spike. 
**His Super recharge rate increased slightly. 
*18/09/20:
**The Mask Spike skin was added. 
*15/12/20:
**Spike's reload time was increased to 2.1 seconds (from 2 seconds). 
*19/02/21:
**The Dark Lord Spike skin was added. It was featured as a Lunar Brawl 2021 skin. 
*07/04/21:
**Spike's reload time was decreased to 2 seconds (from 2.1 seconds). 
**Spike's True Silver and True Gold skins were added. 
*08/07/21:
**Spike's Life Plant Gadget was added. 
* 27/10/21:
** Spike's class was changed to Damage Dealer (from Sharpshooter). 
* 23/12/21:
**The Logmas Spike skin was added. It was featured as a Brawlidays 2021 skin. 
*27/04/22:
**Spike's Life Plant Gadget health was decreased to 1750 (from 3500). 
*13/05/22:
**The Pyro Spike skin was added. It was featured as a Stunt Show skin. 
==Skins==
==Gallery==
Spike does max damage to safe.PNG|Spike dealing max damage to the safe (one explosion and six spikes)
==Reviews==
Now, lets see what other has to say about this brawler...
== Aspects Ratings (Mobilegamerhub)==
===Brawler===
*Ease of Use: ★★★★★★☆☆☆☆
*Range: ★★★★★★★★★★
*Accuracy: ★★★★★★★★★☆
*Power: ★★★★☆☆☆☆☆☆
*Mobility: ★★★☆☆☆☆☆☆☆
*Stamina: ★★★★☆☆☆☆☆☆
*Utility: ★★★★★★★★★★
*Crowd Control: ★★★★★★★☆☆☆
===Game Modes===
*Bounty: Excellent
*Smash & Grab/Gem Grab: Outstanding
*(solo) Showdown: Fair
*Heist: Fair
*Brawl Ball: Good
* Boss Fight/Big Game: Decent
* Robo Rumble: Outstanding
*(duo) Showdown: Decent
*Boss Fight (2018): Good
*Siege: Good
*Lone Star: 
*Takedown: 
*Hot Zone: 
==Upgrades==
*Nasty explosion: As soon as the lightning hits the 6th target which is the last target, it will generate an electric explosion of 3 tiles radius which does the same damage as 6th target and its respective effects on opponents, note that the explosion does not deal damage to the last opponent again and the explosion will last for 0.35 seconds of area denial (pretty short). Costs 1 Golden Elixir, it only cost one because its only likely to happen in robot rumble modes since there are easily more than six of them as mentioned the explosion is pretty powerful to compensate for the unlikeliness.
*Tendency spark: On its way to its target if an opponent is within 2 tiles distance from the the main lightning path it will make an additional path of mini spark at the opponent who is nearby the main path for the plain 40 damage (can multi mini spark with the same projectile but not on the same guy was hit again). Think of it like lightning tends to hit taller object to its slightly more attracted to it. Costs 2 Golden Elixir, the reason it cost two because you are more likely to hit any opponents who is near the lightning path if not in the main path.
*Better conductivity: The lightning will continue to bounce to the next nearest target if it misses its target and max range and even hitting a wall but not for more than once consecutive of the same of these stated above, that shit will reset once it hits a target and continue to bounce and it repeats until 6th hit or 2 consecutive hit non targets. Costs 2 Golden Elixir.
==Trivia==
*The spear damage is determined that it can two hit Ticks. (280x4=1120, tick is 2240). And for the seeking super super damage is determined that it can two hit 1000 hitpoints base brawlers.
*Here is the four things that she is afraid of that she has revealed in an interview after she participated in one of Gale's Colosseum events:
**"Ni99er"
**Upgrade Duration
**No Skins (used to)
**Vegetarian Diet because she likes meat
*She is left handed.
*Legends says that her shield is able to travel the earth once around.
*Yes, unlike in clash of clans her shield will only hit two opponents so that her super is more balanced in brawling, 4 is too fucking much for such few opponents in the map.
*Rosa has challenged the royal champion to wresting with each other and guess who wins?
*How did her shield managed to instantly get back to her after throwing it?
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