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This article is about the weapon featured in Halo games. For the weapon "Spiker" as it appears in the universe, see Type-25 Spiker.
Spiker
HaloReach-SpikeRifle-Side.png
Gameplay role

Faction:

Weapon tier (?):

Standard weapon

Weapon type (?):

Automatic weapon

Firing mode:

Automatic

Effective range:

Short

Counterparts:

Covenant:

Human:

Forerunner:

Weapon stats

Damage:

Medium

Damage type (?):

Kinetic

Projectile speed:

Medium

Rate of fire:

High

Accuracy:

Low

Magazine size:

40 rounds[1][2]

Reserve ammo capacity:

160 rounds[1][2]

Variants and attachments

Scope options:

None

Attachments:

None

 

The Spiker is a standard, automatic Jiralhanae weapon featured in several Halo games, most notably in Halo 3, Halo 3: ODST and Halo: Reach. It is used to deal large amounts of damage from a short distance with its high rate of fire. As a strictly short-ranged weapon, it offers no means of scope zooming. It carries 40 rounds per magazine, up to 160 rounds in total.

Universe and lore

Main article: Type-25 Spiker

The Spiker appears in the lore as the Type-25 Carbine (T-25 C),[2] Spike Rifle[3] or hatchet gun,.[2] It was manufactured by Jiralhanae clans[4] and the Sacred Promissory[5] and is exclusively used by Jiralhanae, both in the Covenant and later in the Banished. Its design has remained largely unchanged over the years. It utilized ammunition made from superheated tungsten alloy projectiles,[1][note 1] which can pierce or pin enemies. Being a short-ranged weapon, the Type-25 Carbine also has two blades made of tungsten alloy, with the Banished Spiker having six blades around its barrel, along with a gravitic-catapult system.[6]

The following is a list of all Spikers in Halo lore that have appeared in the games:

Overview

The Spiker is a standard automatic weapon. Its appearance is radically different from that of non-Jiralhanae Covenant weapons and remains mostly unchanged throughout the games it appears. The weapon is designed to be used in short range, in combination with melee attacks. It has a lower fire rate than other automatic weapons. In terms of power and utility, it's similar to the Okarda'phaa-pattern plasma rifle. In Halo 3 the weapon can be dual-wielded.

Counterparts

The spiker has counterparts from Covenant, Human and Forerunner arsenals.

Its Covenant counterparts are the Plasma Rifle, the Brute Plasma Rifle and the Storm Rifle, which are also automatic weapons that fire plasma projectiles, offer no scoping, and are best utilized in short range. Another Covenant counterpart is the Needler, which fires projectiles similar to those of the Spiker and is a strictly short-ranged weapon. Unlike the Spiker, the Needler has the ability to supercombine its projectiles to create an explosion and thus its usage in gameplay tends to be different.

The human counterpart of the Spiker and perhaps its nearest equivalent is the human Submachine Gun. Like the Spiker, the player can dual-wield the SMG and use it in a similar manner in Halo 3. The SMG has a faster rate of fire, faster projectile speed and larger magazines, but its role is identical to that of the spiker. Another human counterpart is the Assault Rifle. While the Assault Rifle performs better at longer ranges and isn't a one-handed weapon, it's still an automatic rifle meant to be used at close quarters. In general, the Spiker does more damage per round than its human counterparts, but has notably lower rate of fire and its projectiles are not hitscan. In Halo 3, the Spiker does about 60% more damage than the Submachine Gun and 20% more damage than the Assault Rifle; on Heroic difficulty, it takes 20 Spiker rounds, 24 assault rifle rounds, or 32 SMG rounds to kill a human Marine. The Spiker also has comparably faster reload time.

The Forerunner counterpart of the Spiker is the Suppressor, which has a much faster rate of fire and bigger magazines, but similar utilization and capabilities. Since the Spiker does not appear with the Suppressor in any game, these two weapons are not directly comparable.

Gameplay

(Despite popular belief, the Spiker's bayonets do, in fact, provide a small increase in melee damage in Halo 3. The Spiker's melee damage is 72 points. if the player melees while dual wielding with a spiker the damage increase will remain for that hit. All non-Brute weapon melee attacks in Halo 3 with the exception to the Sword, Hammer, and assassinations inflict seventy points damage out of a player's 115 total health. It is 70 to the shield, and then the remaining 45 to the player's own health.[7])

First-person shooters

Main article: First-person shooter


H3 ODST Reach
Weapon type Standard Standard Standard
Damage type Kinetic Kinetic Kinetic
Firing mode Auto Auto Auto
Precision weapon
Shots per trigger pull 2 2 2
Magazine/clip size 40 40 40
Reserve ammo (reserve mags) 160 - 80
Reload speed - - -
Equip speed - - -
Recovery time - - -
Shots to kill 13 18 -
Shots to break shields - - -

Real-time strategy games

Main article: Real-time strategy
  This article is a stub. You can help Halopedia by expanding it.

Evolution

Changes from Halo 3 to Halo 3: ODST

  • The Rookie cannot dual-wield the Spiker.
  • The projectiles travel faster.
  • Melee damage is higher.

Changes from Halo 3: ODST to Halo: Reach

  • Projectile damage has been decreased.
  • Brutes can dual-wield the Spiker.
  • Minor cosmetic changes that don't drastically change the appearance of the weapon.

Changes from Halo: Reach to Halo Wars 2

  • Significant changes in appearance.
  • The Spiker is only used by NPCs.

Gallery

Main article: Spiker image gallery

Concept art

Renders

HUD icons

Screenshots

Trivia

  • In Halo 3 campaign, if a Phantom is shot down and a Unggoy Heavy survives, it will often have a Spiker as its weapon, in which case it will not shoot at you. This is the only time in which an Unggoy can hold a Spiker.

List of appearances

Notes

  1. ^ On the Halo Waypoint article for the Spiker, the blades are noted as being created from the same metal as that of the weapon's ammunition, making both made of tungsten alloy.


Sources