The Spike features a circular tank body as a base, with twelve black spikes rotating around it like a sawblade.
The Spike, as an upgrade to Smasher, is a melee class. Its Body Damage is increased, and it also gains a new ability exclusive to the Spike. It's activated by colliding with another Spike. Doing so will cause both Spikes to bounce from each other, and can be helpful or detrimental depending on the situation.
- Strong Against: Snipers, rammers, low-skilled drone tanks, Slow firing tanks.
- Weak Against: Highly skilled drone tanks, Pounder-Type Classes, Anything when low on health.
As the Spike
- The Spike can easily defeat other melee Classes, but ramming something leaves the player relatively vulnerable to attack by any tank with high DPS or RoF.
- Maxing out all stats except for Health Regen is a possibly effective strategy, as this will allow the player to defeat almost any other melee Class, and also take bullet spammer Classes like the Triple Twin and Penta Shot by surprise. However, even with 12 Movement Speed, this tank is not suitable for chasing tanks with moderate to high DPS because the player may be damaged, or even killed before reaching their target.
- It is advisable for the player to be wary of other Spikes with this build, as colliding when both are at full health will kill both Spikes at the same time. Other spikes may also attack when the player is at low health. When facing an extremely high DPS tank like the Triplet, players should choose flight (run away).
- Other Spikes still can attack the player, even though the player is a Spike.
- Keep an eye on the maximum health and body damage. It is highly recommended to upgrade those stats, if possible, since they are both essential for taking out Polygons and enemy tanks more easily.
Against the Spike
- Drone tanks like the Director-branched tanks are a great way to defeat this tank, since the Spike cannot fend off by shooting bullets to defeat the Drones. Instead, they would have to be attacked by Drones, especially if the speed was insufficient for them.
- If a player is a Class with high DPS, they shouldn’t have a problem fending off the Spike. All the player has to do is keep it in the line of fire, and their bullet knockback will probably push the Spike back enough. The player should still be careful, however, as skilled Spikes can attempt to catch them off guard.
- The player should aim to flee at all costs if they are another melee class. There’s not much they can do unless the Spike is at low health, and even then it’s a risky prospect to take it on. If the player’s opponent is another Spike, a possible idea would be to tap them slightly and see which tank has more Health and Body Damage, if both of them are at full health. If the opposing Spike has equal or more Health or Body Damage, then the player should not ram it until it loses some health.
- The tank’s second design was created by Fillygroove, otherwise known as Tacocat247 on Fandom.
- The design’s hull rotation was based off of an UFO.
- The tank at first used the Diep tank design, then used the second Spike design, then went back to using the first—the design is being kept in mind for a future Smasher.
- The hull of the spike is made out of Four Three-Sided traps (or three four-sided traps) that are colored black. They are separated by different angles, but spin in the same way.
- The old version of the Spike is still in the games code, labeled as
- A glitch in Siege mode allows a Spike to bounce off of another, thus Spikes can be launched into cracks in between the walls.