> For the complete documentation index, see [llms.txt](https://docs.akiraghost.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.akiraghost.com/product-guides/akira-clicker/features/randomization/spike.md).

# Spike

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`).

{% hint style="info" %}
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.
{% endhint %}
