Spike Stats & Guide
Spike wins 40% of its Ranked matches at the top level (858 matches in the last 21 days). This page shows exactly where Spike wins and loses: per mode, per map, and how that is moving.

- Tier
- D tier
- Win rate
- 40% · 858 matches
- Class
- marksman
- Blind-pick safety
- 6/10
Current meta status
Spike is currently D tier at rank #104 with a meta score of 5.1 and a 40.1% win rate over 858 weighted Ranked battles (high confidence). See the full tier list for the surrounding context.
How Spike performs in Ranked right now
Over the last 21 days, Spike loses far more often than it wins in Ranked: a 40% win rate across 858 matches of top players (reliable).
Spike is holding steady: 41% over the last 7 days (249 matches) against 40% in the 14 days before (609 matches).
Counted from Ranked matches of top players over the last 21 days, last updated 2026-09-27. Matches played before the latest balance change count for less.
Spike win rate per mode
Players take Spike into Brawl Ball most often: 34% of its matches are played there, where it wins 39% (291 matches, reliable). Spike wins slightly more often than it loses in Bounty: 51% over 118 matches (fairly reliable), 11 points above its overall win rate. Spike loses far more often than it wins in Gem Grab: 33% over 124 matches (fairly reliable), 7 points below its overall win rate.
Best maps for Spike
Spike's strongest measured map is Open Business (Hot Zone): 68% over 37 matches (early signal). Its weakest is Backyard Bowl (Brawl Ball): 20% over 46 matches (early signal). 12 maps have at least 30 Spike matches; maps with fewer are left out.
Maps to avoid with Spike
On these maps Spike loses more often than it wins. The match count tells you how much weight to give each one.
How to read these numbers
A win rate only means something when enough matches sit behind it. Next to every number we say how sure we are:
- reliable — 200 matches or more: a solid basis for a verdict.
- fairly reliable — 80 to 199 matches: enough to spot a real pattern.
- early signal — 30 to 79 matches: a hint, not a verdict.
- too few matches — fewer than 30 matches, so we do not show a win rate yet.
A 60% win rate over 40 matches can easily be luck; a 54% win rate over 800 matches is a real edge. Maps and modes with fewer than 30 matches are listed without a win rate on purpose.
Blind-pick safety
Blind-pick safety is coaching metadata, not a meta ranking: it says how risky Spike is to lock in before you can see the enemy draft. Spike scores 6/10.
Best build
Gadget: Popping Pincushion — Spikes in every direction: self-defense against a dive.
Star Power: Curveball — Your spikes spread wider, so you almost always hit something.
Gears: Damage + Gadget Charge — Spike needs burst to finish off squishies.
Play behind your front line and lob your cactus onto the objective.
More builds: Best Brawl Stars builds
Strengths
As a marksman, Spike is favoured into tank, fighter, support.
- With your cactus super that slows him in the zone you focus Gene: Gene has low HP and a slow attack.
- With your cactus super that slows him in the zone you focus Poco: Poco can barely defend himself.
- With your cactus super that slows him in the zone you focus Pam: Pam lacks mobility and her damage falls off at range.
- With your cactus super that slows him in the zone you focus Tara: Tara misses damage once you stay out of her three-shot spread.
Weaknesses
Spike struggles against assassin, thrower, artillery and on maps that do not support the marksman role.
Counters to watch
Strong against
Mode fit for Spike in our coaching model
Maps where our coaches rate Spike highly
Map fit from the coaching model, next to the measured best maps above. When the two disagree, trust the one with more matches behind it.
Draft advice
Spike is a reasonable middle pick — check which counters are still open before locking it.
Works well alongside Gene, Tara.
Learn the pick-order logic in the drafting guide.
When not to pick
Skip Spike when the map layout works against the marksman role, when an unfavourable matchup is still open on the enemy side, or when your team already has the same role covered.