How to Plant and Defuse the Spike in Valorant

Learn where to plant, how long the Spike takes to explode, and how to use the halfway checkpoint when defusing.

Art: Riot Games

To plant the Spike, carry it into a marked site and hold the plant input until the four-second animation completes. To defuse, get next to the planted Spike and hold the defuse input for seven seconds. You can stop after reaching the halfway checkpoint at 3.5 seconds and finish the remaining half later. The planted Spike explodes after 45 seconds, so the time it takes to reach it matters as much as the defuse itself.

1. Bring the Spike onto a site

On attack, look for the Spike in the spawn area and walk over it to pick it up. If another teammate has it, check where they are going before you commit to a different site. A team can clear an area and still lose its chance to plant if the Spike was dropped far away.

If the carrier is eliminated, identify where the Spike fell before rushing to retrieve it. Let a teammate cover the angle or use an ability to cut off the defender's view. If you take the Spike yourself, move it toward the site your team can actually hold. Call out the plan so the players already in position know when to cover you.

2. Pick a plant spot and finish the animation

  1. Enter the marked plant area with the Spike in your inventory.
  2. Choose a spot where your team can protect you for four seconds.
  3. Hold the plant input until the plant finishes. On PC, the default Spike slot is 4.
  4. Move to cover after the plant and tell your teammates which angle can see it.

A plant behind a box can protect you during the animation, but the same box may later shield the defender from your team's shots. If the site is clear, consider planting where a teammate can watch the Spike from their current position. If defenders are still nearby, getting the plant down from cover is often the practical choice. Make the decision based on who can cover you and how much time is left.

Beginner walkthrough demonstrating how to plant and protect the Spike

3. Defuse and use the halfway checkpoint

When defending, approach the planted Spike until the interaction prompt appears. Hold the defuse input. On default PC controls, this is also 4. Watch the progress bar and keep holding to finish if your teammates have the nearby angles covered.

If you reach halfway and have to stop, the checkpoint preserves that first half. You or another defender can return and finish the remaining 3.5 seconds. If you let go before reaching the mark, the next attempt starts from the beginning. Make sure you have actually crossed the checkpoint before switching to your weapon to fight.

If another defender is already defusing, take an angle where you can see an attacker approaching. Two players crowded around the Spike can give the opponent an easy target. If the first defuser is eliminated, check whether the halfway point was reached before deciding if you can finish the round.

4. Play around the sound and the timer

Starting a defuse makes an audible cue. On defense, a brief tap can draw out an attacker who was waiting behind cover. On attack, that same sound may be a bait. Check how long ago the Spike was planted, whether a defender could have reached halfway earlier, and whether you have a teammate watching a different angle before you swing.

If time is tight and the site is clear, go directly to the Spike. Reloading or checking every corner can use the seconds you need for the full seven-second defuse. Conversely, if you know there is an attacker holding the angle, ask a teammate to cover or use utility before committing. The checkpoint gives you options only after you've held long enough to reach it.

5. Fix common input and positioning mistakes

If the plant input does nothing, verify that you have the Spike and that you are standing within the marked site. Move farther inside the outline and check the prompt. If the defuse input does nothing, move closer to the planted Spike and use the displayed interaction binding. Custom bindings and controller layouts can differ from default keyboard controls.

In your next few rounds, practice calling out whether a defuse reached halfway and where the Spike was planted. Those two pieces of information let teammates decide whether they have time to fight first or need to finish the objective immediately.

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This article was written by AI (Claude) and checked against the sources above. Games are updated regularly, so details may change.