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Spike Rush is a Bo7 game mode in VALORANT.

Summary[]

Spike Rush is a faster-paced game mode. Pre-round time is reduced to 20 seconds (usually 30) and game time is reduced to 80 seconds (usually 100). While the attackers have less time to plant, they also have the advantage of each player having a spike. The game ends when one team reaches 4 round wins, teams switch sides after 3 rounds.

Mechanics[]

All players are given the same loadout and all abilities are automatically available, except Ultimates. The Weapons and Shields given each round can be seen below.

Instead of Ultimate Orbs, Spike Rush Orbs are spawned at various locations on the map to provide buffs and inflict debuffs. Five of the effects are randomly chosen (with Ultimate Ability orb always being chosen) before the game starts in Agent Select screen. Orbs are hidden from the map until a few seconds before the barrier drops. Their specific effects are detailed on the Orbs section.

The number of ultimate points gained from both kills and deaths is increased from ♦ 1 to ♦♦ 2 each, allowing players to more easily earn enough to use their Ultimate in the short, 3-round halves. In the Endgame round, all players automatically start with some of their ult points, so that they are ♦♦♦ 3 short of being able to use their ult.

Weapons[]

Players on both teams are all given the same weapon each round. Weapons are randomly chosen from a certain set depending on the round number, with higher-value weapons being used as the half progresses. The amount of Shields given also increases with every round.

Round Weapons Shields
1 Any Sidearm:
ClassicShortyFrenzyGhostSheriff
None (0)
2 Any Primary weapon costing Credits icon 2050 or less:
StingerSpectreBuckyJudgeBulldogMarshalAres
Light Shields Light (25)
3
Endgame
Any Primary weapon costing Credits icon 2250 or more:
GuardianPhantomVandalOutlawOperatorOdin
Heavy Shields Heavy (50)

The Golden Gun is available in Spike Rush from a Golden Gun Orb (see below) or by killing an enemy holding the Golden Gun. The Golden Gun replaces any Sidearm the player currently has, if any.

The Weapon Upgrade Orb (see below) gives the player a weapon that would normally only be available on the next round. On round 3 or in Endgame, the Weapon Upgrade Orb gives an Operator or Odin, unless the current weapon is an Operator, in which case a random Sidearm will be chosen. The new weapon replaces the weapon the player has in that category (Primary or Sidearm), if any.

Powerup Orbs[]

InGame Spike Rush Orb

A powerup orb in Pearl

Instead of Ultimate Orbs, Powerup Orbs appear at fixed locations every round on each map. The amount spawned each round is random, being anywhere between 1-5 orbs in a round. Capturing any powerup orb grants the agent one point towards being able to use their Ultimate.

Icon Power Up Description Effects
UI Icons Modes SpeedBoost NoFrame Combat Stim Deploys a beacon that grants increased combat power to nearby players. Grants Combat Stim at the capture point, granting increase in fire rate, equip speed, reload speed, recovery speed, movement speed, and jump height.
UI Icons Modes Plagues NoFrame Crippling Decay After a brief delay, all enemies take 50 temporary damage for 8 seconds. After 3 seconds delay, all enemies take fixed 50 health decay for 8 seconds.
Either Crippling Decay or Paranoia orb will be selected before the game starts and the orb only spawns once per round.
UI Icons Modes DamageAmp NoFrame Damage Amp Increases player's damage by 30% for the round. Grants Damage Amp buff to player till round ends, which increases all damage dealt from the player by 30%.
UI Icons Modes GoldenGun Golden Gun One-shot, one-kill weapon that's fully accurate on the move. Getting a kill grants bonus ammo. Equips the player with a Golden Gun. If the bearer of the Golden Gun is eliminated, the Golden Gun is immediately equipped to the player that killed the bearer, unless the bearer dropped the Golden Gun beforehand. One ammo is granted per successful kill.
UI Icons Modes HealthRegen Health Regen For the next 20 seconds, all allies have out-of-combat health regeneration. All allies and player heal for 10 health per second for 20 seconds whilst out of combat.
UI Icons Modes Deception Paranoia Enemies become paranoid: they have tunnel vision and hear decoy audio. Lasts 8 seconds. After 3 seconds delay, all enemies have reduced vision, hear decoy audio and minimap obscured for 8 seconds.
Either Paranoia or Crippling Decay orb will be selected before the game starts and the orb only spawns once per round.
Despite the description in-game stating 10 seconds, it actually lasts 8 seconds.
Tracerrounds Tracer Rounds All allied gunshots gain increased penetration and briefly reveal enemies through walls. Grants Tracer Rounds buff to all allies and player till round ends, which increases gun's wall penetration by 2x and reveals enemies hit for 0.75 seconds.
Twinhunters Twin Hunters Summons two hunting wolves that chase down the two nearest enemies, slowing and nearsighting them when caught. The wolves last for 15 seconds, have 100 HP and can be destroyed. Slow and Nearsight for 4 seconds when enemy caught. If there is only one enemy on field, only one wolf is summoned.
UI Icons Modes FullUltimate NoFrame Ultimate Ability Fully charges player's ultimate. Grants full ultimate charge to the player.
UI Icons Modes WeaponUpgrade NoFrame Weapon Upgrade Grants player a more powerful weapon. Equips the player with a more powerful weapon than the one they currently hold. If the weapon of choice this round is an Operator, this orb will instead give an additional sidearm (excluding Golden Gun) for the player to equip.

Update History[]

v5.01
  • Buff Twin Hunters will now damage destructible walls

v3.12

v2.08

  • Bugfix Buff Fixed a bug where picking up the weapon upgrade orb with the Operator equipped would cause you to lose your Operator and receive nothing to replace it
    • Now, you will keep your Operator, and will be granted a random secondary slot weapon.

v2.05

  • Bugfix Buff Astra now starts Spike Rush games with all 5 Stars star charges

v1.03

  • Added New Orb: Twin Hunters
    • Capturing the orb releases two hunting wolves to track down the two nearest enemies (from orb location, they will not change targets after spawning).
    • Wolves speed up when they spot an enemy and dash at them when close, slowing and near-sighting for 4 seconds upon impact.
    • Wolves have 100 HP and can be damaged
    • Wolves will time out at 15 seconds, or when their target is killed
  • Split: Orb Location
    • Adjustment Mid defender side orb has been moved onto mid platform to make it slightly less defender favored

v1.02

  • Added New Orb Type - Tracer Orb
    • Team-wide buff that grants 2x wall penetration and reveals enemies for .75s when they are hit
    • Duration: Entire round
  • Buff Speed Boost changed to Combat Stim
    • Movement speed and durations unchanged
    • Reload time decreased by 30%
    • Weapon draw time decreased by 30%
    • Spread recovery time decreased by 30%
    • Rate of Fire increased by 30%
    • Jump force increased by 25%
  • Nerf Plague Orb now shares a pool with Paranoia Orb
    • Only one of these will be chosen per game
    • Only one Plague Orb can spawn per round
    • Health reduction decreased from 90 to 50
  • Nerf Deception Orb now shares a pool with Plague Orb
    • Only one of these will be chosen per game
    • Only one Deception Orb can spawn per round
    • Duration decreased from 10s to 8s (now matches Plague Orb)
    • Tunnel vision decreased by 20% (meaning you see more on your screen)

v1.01

  • Adjustment Each game of Spike Rush now features a set of 5 randomly selected orbs
    • The Full Ultimate orb will always be available
    • 4 of the remaining 8 orb types will be chosen at random
    • Chosen orb types will be shown in a description widget both in character select and during pre-round
  • Added New pre-round HUD element that shows the weapon & potential orb types for the current round.
  • Buff Players now get 1 ultimate point for collecting any orb.

Added New Orb Types

  • Health Orb - Grants teamwide health regen (instant)
    • 20 second duration
    • 12 HP per second (3HP per tick)
    • SFX/VFX only play while actually healing
  • Deception Orb - Applies “Paranoia” to the enemy team 3 seconds after capture
    • 10 second debuff
    • Vision is greatly reduced (and a small Field of Vision shift)
    • Fake footsteps and gunfire play for affected players
    • Minimap is disabled
  • Golden Gun - Grants capturing player a Golden Gun
    • One-shot, one-kill
    • Perfectly accurate at all times
    • Agent moves at knife speed
    • Only has a single bullet in chamber and 2 backup rounds
    • Kills grant an additional round

v1.0

Added First appearance


Trivia/Tips[]

  • If you are low and health and you don't want to risk enemies taking your Golden Gun, you could dispose it somewhere out of map bounds or give it to a nearby teammate.


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