Overgrow gear and spikes
Every number on this page is read from the game itself, so it is always the current one.
In an Overgrow fight both sides get the same kit in the same tier: a helmet, a sword, a spear, a hammer and three spikes. The leader of the match picks the tier - Diamond, Ruby or Moonstone. Here is what each piece does, tier by tier, and what it means in a fight.
PLAY FREEThe kit, tier by tier
Every fighter starts with 200 health. A swing does its weapon's damage minus the defense of the helmet it lands on.
| Tier | Sword | Spear | Helmet defense | Spike bite (per second) | Spike health | Hammer vs spikes |
|---|---|---|---|---|---|---|
| Diamond | 24 | 17 | 5 | 40 | 800 | 40 a hit |
| Ruby | 26 | 19 | 6 | 50 | 1000 | 50 a hit |
| Moonstone | 28 | 21 | 7 | 60 | 1200 | 60 a hit |
What the numbers mean in a fight
Against an opponent wearing the same tier's helmet - which, in the arena, they always are once it is on:
| Tier | Sword hit | Sword hits to finish | Spear hit | Spear hits to finish | Seconds in a spike to finish |
|---|---|---|---|---|---|
| Diamond | 19 | 11 | 12 | 17 | 5 |
| Ruby | 20 | 10 | 13 | 16 | 4 |
| Moonstone | 21 | 10 | 14 | 15 | 4 |
Without a helmet every swing lands in full - which is why putting the helmet on the moment the countdown ends matters so much. A spike's bite is not reduced by the helmet.
Each piece of the kit
Helmet
Takes its defense off every swing that hits you. Once it is on it stays on for 5 seconds.
Sword
The hardest hit in the kit, with a short reach of about 101 pixels from your body. Best up close.
Spear
A lighter hit that reaches much further - about 162 pixels - so you can hit an opponent who cannot yet reach you with a sword.
Weapons and speed
Empty hands run fastest. Holding a sword or spear slows you by about 25%, and a weapon you draw stays in your hand for 10 seconds before another can come out - so the first weapon you draw is a real choice.
Hammer
In the arena only a hammer damages spikes. Every swing at an enemy spike also costs you a little health - whatever you hit it with:
| Tier | Hammer hits to break a spike | Health each hit costs you |
|---|---|---|
| Diamond | 20 | 4 |
| Ruby | 20 | 5 |
| Moonstone | 20 | 6 |
Break a spike and it goes into your bag - your own back, or one taken from your enemy.
Spikes
Each fighter has three. A spike bites an enemy standing in its reach once for every full second they spend there, and the time adds up if they step in and out. Your own spikes and your teammates' never hurt you. Press G to snap spikes to a grid.
Sudden death
A fight still going after 2 minutes enters sudden death: no more healing, and every fighter loses 5 health a second until it ends.
Using the numbers
- A spear hit lands for less, but it lands first: poke from out of sword reach, then switch when you are ready to commit.
- Count your opponent's hits taken - the table above tells you how close they are.
- Breaking a spike with the hammer takes many hits and health. Often it is quicker to walk round it.
- Practise each tier against the bot ladder, and read how to play for the full rules.