

CHARGE!
Active skill - Deals 650% damage to 2 random enemies unless Spike has less than 25% HP, in which case he attacks 4 random enemies. Additionally, if an enemy is in the front-line, reduces their Armor and Control Resist by 50% for 3 rounds. If an enemy is in the back-line, reduces their Hit Chance and Crit Chance by 50% for 3 rounds.
Spike mech boss applies Petrification — as a fighter, Petrify immunity from Prehistoric Power has niche counter value against that specific boss. Stone Skin DR stacking (+10% per hit) helps survivability.
Outclassed by Komodo and dedicated mech tanks. 50% Armor Break is wasted since mech bosses don't stack Armor. Charge! debuffs (Armor/Control Resist for front, Hit/Crit for back) have minimal impact in single-boss encounters.
Solid Mantis faction tank for club smash. Petrify and Stun immunity from Prehistoric Power ensures consistent frontline presence — no CC can remove Spike from the fight.
Stone Skin into Primeval Retaliation's AoE Petrify provides powerful CC after absorbing 6 hits. Charge! applies row-dependent debuffs — 50% Armor/Control Resist reduction for front-line, 50% Hit/Crit reduction for back-line. Strength in Numbers heals 15% max HP per living ally each round.
Tanky with strong CC immunity (Petrify + Stun) and Stone Skin DR scaling, but limited offensive impact in PvP. Primeval Retaliation's AoE Petrify is powerful when it triggers after 6 stacks.
Outclassed by Raja and Karma as PvP tanks. 50% Armor Break and row-dependent debuffs from Charge! have value but Spike lacks the team utility that top-tier PvP tanks provide. Best as a niche anti-CC pick against Stun-heavy compositions.
Tank role is less valued in hard mode where cleaning and boss-killing are prioritized. Stone Skin DR stacking provides survivability but doesn't contribute to wave clearing or burst damage.
Petrify and Stun immunity from Prehistoric Power is useful for staying on the field, but hard mode rewards fighters who actively contribute to killing enemies. Outclassed by Lucius whose tether buff empowers carries, and by dedicated hard-mode damage dealers.
Strong Mantis faction tank for sewer content. Strength in Numbers heals 15% max HP per living ally each round — in a full 5-fighter sewer team, that's 75% max HP healing per round.
Stone Skin into Primeval Retaliation's AoE Petrify provides repeatable CC throughout the fight. Petrify and Stun immunity keeps Spike on the field through CC-heavy sewer stages. Pairs well with Lucius for a dual-tank Mantis sewer frontline with overlapping survivability.
Tanky frontliner with self-healing and CC immunity for campaign progression. Strength in Numbers provides strong per-round healing that scales with team size.
Limited damage output and no AoE wave-clearing capability. Stone Skin into Petrify provides some CC utility but campaign rewards speed over survivability. Outpaced by offensive campaign carries — prioritize Lily, Fenrus, and damage dealers before investing in Spike for campaign.
