Spike

**Spike** is a soldier who keeps her enemies at a distance with her long reach.

> "We've all made mistakes... Just gotta keep fighting."
>
>

## Profile

### Lore

Delmar is from Kutentore, a nation of nomads who wander the plains and choose their leaders in great councils. Delmar’s parents were sheriffs, and they taught their daughter the ways of their trade. They were often busy, for the lands of Kutentore were poor and it was common for those without prospects to join the war or turn to banditry. The governing council relied heavily on the trade of battlefield relics, and the various tribes gave preferential treatment to those who fought on the battlefield. Anyone who was unwilling or unable to fight was shunned.

Delmar first met Hosai as a young girl, when she accompanied her parents on a hunt. Hosai was a boy from another family in the tribe, and was notorious for coming back from hunts empty-handed. When Delmar took pity on him and tried to share her catch, he upset her by turning her down. For the rest of their childhoods, the two of them hated to be in the others’ company. Delmar became an expert hunter, celebrated by her family, while Hosai lurked on the periphery of their tribe. It was only when a chance storm forced them to take shelter that things changed, for Hosai took out wooden carvings while they waited for the weather to pass and Delmar discovered his incredible artistic talent.

Upon reaching the age of adulthood, Delmar and Hosai surprised their tribe by deciding to live together. While Delmar’s family accepted her choice, much of the tribe looked down upon her partner, though Delmar herself was widely respected for her martial prowess and prudent judgment. When Delmar’s duties as sheriff took her away from the tribe, Hosai was mocked behind his back. Desperate to prove himself, Hosai decided to join the war of the Immortals. But as soon as Delmar learned of his plan, she forbade him from going. She was terrified that he would die, but to Hosai, her words were confirmation that she agreed with their tribe, and their relationship began to sour.

Delmar tried her best to mend things between them. She took him to the cave where they had once sheltered from a storm, and talked about the constellations that had inspired Hosai to carve his figures. But Hosai had long since lost his drive to create art, and remained sullen no matter how Delmar tried to engage him. He began to spend his time gambling and soon built up a debt that, regardless of Delmar’s wishes, would force him to the battlefield. Using her influence with the tribe, Delmar made Hosai’s creditors accept her conscription in his place, which caused Hosai’s standing with the tribe to plummet even further. On the day she left for the war, Hosai refused to look at her.

Delmar has no idea if their relationship can ever be salvaged. But fighting as a soldier keeps her occupied and she refuses to dwell on things that cannot change. Someday Delmar will return from the battlefield, and she and Hosai will face whatever future remains to them. Until then, Delmar takes each day as it comes.

## Basic Attacks

but it has a longreach. The further away the foe, the more damage dealt.
Deals more damage when *interrupting an attack*.
Hold [LMB] to use Impale.

 Must be used while sprinting. Quickly advance a short distance while attacking.
There is a long delay if the attack fails, so use it when pursuing fleeing enemies.

Blocked attacks deal *armor-piercing damage*.
Combo into basic attacks or skills while blocking.

## Skills

 [MLB] Charge to deal more damage. Can be charged up to *Lv. 3*, and defeating an enemy resets the cooldown.
From charge Lv. 2 up, the ability attacks and moves you forward quickly.
You can ambush fallen enemies or time the ability to outmaneuver them. Use the ability while moving backwards to unleash the attack while remaining in place.
Charging decreases your movement speed, but allows [Shift] dashing. Cancel with [MRB].

 Hold [MLB] to charge and release at the right moment to combo into Unblockable Impale. Deals more *headshot* damage than a fully charged attack and *ignores blocks*.
Can combo into Thrust or [Q] Spear Combo if the attack is successful.

Aim carefully after landing the first blow to land all three attacks.
Can combo from a successful [MLB] *Thrust*.

 Parry enemy attacks and move backward.
It's useful when facing multiple enemies or to create distance.
Can also be used instead of a block when there is a risk of exhaustion.
Can combo into [MLB] Thrust Parry or [E] Guard Break Parry after a successful parry.

 Counter with Thrust Parry after a successful [E] Spear Parry.
Thrust Parry functions as a fully charged Impale.
Thrust Parry can be redirected after blocking with [E] Spear Parry,
making it useful when fighting multiple enemies.

 Dash forward and deal damage in an area.
Staggers blocking enemies for a long duration and leaves them vulnerable to attack.
Deals no head damage. It also damages unguarded enemies and can disrupt enemy attacks.
Use against enemies anticipating *Thrust Parry* after a successful [E] Spear Parry.

 Quickly dash left or right. Become *unstoppable* while dashing, take 30% less damage, and change all damage taken to Trauma. Combo basic attacks or skills while dashing.
Can be used to create distance or to quickly move behind an enemy.