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Spike

Create short bursts of higher CPS to mimic a player's quick speed-ups in intense moments.

The Spike variation is the opposite of Drop: it kicks your CPS up for a short burst, like the quick accelerations that happen in an intense fight. Combined with Drop and Exhaust, it keeps your click rate dynamic instead of flat. The settings below control how high the spike goes, how it triggers, and how long it lasts.

Spike CPS

Sets how many extra clicks per second are added during a spike, from 0.1 to 7.0 CPS (default 2.0 - 3.5). Shown when Spike AdaptiveCPS is off.

Spike Mode

Chooses how a spike is triggered (default Delay). In Chance mode, each click has a per-click probability of starting a spike, set by Spike Chance from 1% to 100% (default 20 - 25%). In Delay mode, spikes trigger on a fixed interval set by Spike Delay from 1.0 to 60.0 sec (default 3.0 - 4.0). Each control appears only for its matching mode.

Spike Time

How many seconds the elevated CPS is held before your click rate returns to normal, from 1.0 to 10.0 sec (default 2.0 - 3.0).

Drop, Spike, and Exhaust never run at the same time. If a drop or exhaust phase is active, a spike won't trigger until it finishes, and vice versa.

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