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One of the weapons in Brawlhalla, a fairly long ranged weapon, with good versatility.

The following Legends use the Spear:

Weapon Attacks

For Legend Signatures, see the individual Legend pages above

Grounded Attacks

Light ground attacks

Input Description Damage Stun Frame Advantage Force Animation Frame Data (min) Notes
Stun (total) Stun (after hit) Variable Fixed Startup Frames Active Frames Recovery Frames
Neutral Three quick jabs with the extended spear in front. Hitting with one jab generally guarantees hitting with subsequent jabs. Carries the Legend a very short distance forward. 5, 10 or 15 18, 23 or 36 16 1 0 or 5 56 or 67 4 5(4)5(4)2 16 Starts very quickly. Does not hit enemies too close to you, but good for punishing careless positioning.
← / → Two aggressive, forward swipes with the spear at half-haft. Each swipe carries the Legend forward. Hitting with the first guarantees hitting with the second. 10 or 18 21 or 37 19 6 0 or 10 47 or 50 9 4(12)2 14 The bread-and-butter grounded attack. Somewhat long and predictable, but hits nicely and with a wide hitbox.
A sweeping upwards kick at head height propelled by pogoing on the spear-point. Hitting lifts targets upwards and is followed by a second kick and a swipe with the spear. Up to 14 Up to 53 23 13 0, 0, 0, 0 or 5 110, 105, 49, 55 or 50 10 6 22 Good for evading attacks that go along the ground. Good follow-up to sLight.

As of Patch 2.59, this attack no longer hits grounded enemies right ahead of you.

Air Attacks

Light air attacks

Input Description Damage Stun Frame Advantage Force Animation Frame Data (min) Notes
Stun (total) Stun (after hit) Variable Fixed Startup Frames Active Frames Recovery Frames


A 360 spin with the shaft of the spear that hits everything near and around the Legend. Hits with several small strikes. Anywhere from 3 to 16 Up to 32 22 1 0 or 10 44~34 or 100 14 10 20 The bread-and-butter aerial Spear attack for dealing damage. Doesn’t give enough knockback to KO.
← / → A single quarter-swipe forward with the extended spear, from above the head to in front. 18 23 20 2 40 45 12 3 24 Long range and good force, versatile, enough to KO an opponent.
A single two-handed stab downwards at extended range. Hitting with this “pogos” the Legend a short distance upwards. Little force. 15 14 12 -7 28 49 9 5 23 When used properly, allows you to “Goomba-stomp” the enemy several times without landing if they don’t dodge/move away.

Heavy air attacks

Input Description Damage Stun Frame Advantage Force Animation Frame Data (min) Notes
Stun (total) Stun (after hit) Variable Fixed Startup Frames Active Frames Recovery Frames



← / →

An upwards helicopter twirl over the Legend's head that carries the Legend up a moderate distance. Has short vertical range but wide horizontal range. 16 18 15 -9 44 or 38 61 15 22 17 A reliable finisher against an enemy deep in the red. Time carefully.
A downwards helicopter twirl that carries the Legend straight down. Lasts until the move is halted or it reaches the ground. Steady, with short vertical range but very wide horizontal range. 18 18 16 -21 42 53 16 20 (can be held until player or ground is hit) 21 Has long cooldown at the end, allowing opponents to hit you as you land. You are still vulnerable in the middle against long attacks.


All combos are subject to change as the game gets tweaked from patch to patch.
Name Inputs What it's useful for Damage Stun Other notes Example video(s)
Low damage combo SLight > DLight Doing damage 25 1 Dodge Frame Great for quick damage
Aerial Combo SLight > DLight > GravCanc(GC) > DLight > NAir Racking up Damage and Knock Outs 55.29 15 Dodge Frames The last move is optional, only execute it when enemy is in yellow-orange.
Medium damage combo SLight > DLight > Jump > SAir Doing damage 43 3 Dodge Frames The last move is tricky/impossible, opponent is higher than the range, UNLESS YOU JUMP BEFORE THE SAIR.
GC combo SLight > DLight > GC > DLight > SAir Doing Damage 55 6 Dodge Frames
50 damage combo (Ground)

→ + Light attack, (pause), → + Light attack, jump


→ + Light attack

Doing damage 54

(5 hits)

Rather than jumping, you can use:

  • (Ground) ↓ + Light attack
  • (Ground) Neutral signature attack


For Legend-specific strategies, go to the Legend's individual page above
  • A balanced weapon with good speed, reach and versatility. A few Spear attacks require careful spacing, as they have 'deadzones' between the player and hitbox, meaning attacks can miss opponents too close to or stacked on top of the player. As a result, much of the spear's strength relies on using the correct move for the correct situation. However, this lends the Spear much of its versatility - it has the reach to best short-range weapons such as the Sword, but also the speed to best slow weapons such as the Hammer. Generally speaking, despite it's few particularities, the spear is one of the easiest weapons to pick up and use, and one of the weapons recommended for beginners to the game to learn its mechanics.
  • The spear's aerial abilities are unorthodox and unique, shining most when moves are used situationally, as outlined above. Perhaps most unique is it's Ground Pound and, although less so, its Recovery. Both these attacks have oddly wide hitboxes for such attacks, and as such are best used when slightly to the side of the opponent. The Spear's Ground Pound however, is currently the only Ground Pound that sends opponents completely horizontally, giving it an unusual knockout capacity even when used on stage. The unusually far reaching Down Air is also unorthodox in Spear air play. It can be used to poke opponents for damage with relative impunity (sometimes referred to as a 'pogo'), or used to spike opponents quickly downwards when Edge Guarding. As mentioned above, the Ground Pound has no downward force, so the Down Air can substitute it for this purpose if timed well.
  • A common Spear combo that can be true at all Dexterity values and damage levels is a Down Light followed by a jump and Side Air - this combo is good for damage and knocks the opponent to the side, sometimes setting up a good Edge Guard situation. This combo can be added to in a variety of ways. For example, one can start with a Side Light to flow into the Down Light and Side Air for extra damage - this part of the combo is not true, however. To add further damage, one can start with a Neutral Light, Chase Dodge towards the opponent, then use the Side Light and execute the rest of the combo - again, more dodge frames are introduced by the additional attack. Finally, one particularly complex version uses the previous combo, but follows the first Down Light with a Gravity Cancel and a second Down Light to then hit with the Side Air - this is, of the combos variations mentioned, by far the hardest to execute and easiest to dodge out of, but is rewarded with high damage.
  • When using the above combos, and variations upon them, many players simply use moves they think will most likely hit the opponent (i.e. Play as usual), and then execute any version of the combo depending on which stage of it they find themselves to be in. A combo never has to be started at its first given attack, but can be finished intuitively whenever the player finds themselves having used a move within the combo.
  • Because the Spear is such a versatile weapon, fighting against a skilled Spear user can be difficult. Often, the best approach is to predict patterns in the opponents attack or dodges and punish them, or to bait out certain attacks and punish appropriately. This works best if you maintain an unpredictability in your own style. Also, as mentioned previously, the Spear is a balanced weapon, rather than a specialist. Just as a Spear is further reaching than a Sword but faster than a Hammer, this also means that it is slower than a Sword and shorter ranged than a Hammer - play to your own weapon's strengths.



Red-Hot Ranseur Arctic Edge Spear Dreamshard Darkheart Spine Trident Enlightened Song Dusk
[1] [2] [3] [4] [5] [6] [7]
Volcano-forged to a razor edge, it simultaneously pierces, slices, and sears. Hewn from the heart of a glacier, it makes any warrior cold-blooded. Sweet dreams forever. Seething malice from a long forgotten place. For when you need to give someone three reasons. Only the most powerful can sing this tune. Pierce the veil and take down your foes
Costs 40

Mammoth coins

Each costs 60 Mammoth coins

Special Skins

Skyforged Spear Asgardian Elite Spear Odin's Spear Goldforged Spear
[8] [9] [10] [11]
We need no medals or laurels. Reward us with steel. - - All your victories have lead to this point.
Costs 5000 Glory Available only from
the Collector's Pack
Can be obtained by following Brawlhallaon Facebook. Costs 7500 Glory

(You need to have the Skyforged Spear)