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Charge1

A creature charging.

Charge2

A Knot The Grawx stunned by a player-made creature's charge.

SporeCharge Charge is one of the four Creature Stage attack methods in Spore. As the name suggests, a creature using charge rushes at another creature and headbutts it, stunning the target. The best tactic is to follow this up with a series of attacks, usually Strike and Bite. The Charge ability can be gained through several part types, the most common of which being the two topmost rows of weapon parts. These weapons resemble the horns of deer, moose, goats and so on, and can grant charges from level 1-5. It should be noted that, as with other weapon parts, the top row provides Charge 2-5, while the bottom row provides Charge 1-4 as well as Health 1-4.

Charge can also be acquired through mouths, notably the "fish" Carnivore mouths and the "porcine" Herbivore mouths. These charges range from 1-3, so weapons are still the best way to gain high-level charges. Charge can also be gained from some feet, particularly the "hooves", again a nod to real-life deer and goats. These charges range from 2-5, and so can make a worthy substitute for Charge weapon parts, if the player intends to save DNA.

Stats Edit

Regardless of charge level, a target hit by a charge will always be stunned for 3 seconds. Higher charge levels increase the amount of damage inflicted and decrease the cooldown time between charges.

Level Damage Cooldown
1 1 12s
2 1.5 11.5s
3 2 10s
4 2.5 9s
5 3 7s

In Galactic Adventures, charge has a 1/4 damage multiplier when used on vehicles and buildings.

Parts granting Charge Edit

List of parts granting charge
Name Type SporeCharge Charge DNA DNA
Spike Cell 1 10
Barracutie Mouth 2 150
Carcharebear Mouth 1 250
Ungulot Mouth 1 75
Soundersnout Mouth 2 150
Haunchface Mouth 3 250
Chompasaurus Mouth 1 75
Beefteef Mouth 1 150
Maccobjaw Mouth 2 250
Grindah Mouth 1 75
Gnasha Mouth 1 150
Tuskaloosa Mouth 2 250
Autojaunts Limb 1 70
Knee-matics Limb 1 70
Webwaddle Foot 1 25
Backscritcher Foot 2 75
Elevatorclaws Foot 3 150
Raptorclaws Foot 4 250
Clippity Foot 2 25
Cloppity Foot 3 75
Hoppity Foot 4 150
Hippoty Foot 5 250
Suctoped Foot 1 25
Sugerefoot Foot 1 75
Suctopod Foot 2 150
Suctofleur Foot 3 250
The Froggening Foot 3 150
Footoon Foot 1 25
Pawed Foot 1 75
Toepick Foot 2 150
Fingerpaw Foot 3 250
Skeletoes Foot 1 25
Talon Paw Foot 2 75
Heeltoe Foot 3 150
Starfoot Foot 4 250
Crushers Foot 1 25
Robokicks Foot 1 25
Pediculous Weapon 2 25
Fawninatrix Weapon 3 75
Ultramegadeer Weapon 4 150
Elkegent Weapon 5 250
Keratinhorn Weapon 1 25
Narwhalicorn Weapon 2 75
Cornutopia Weapon 3 150
Rammer Weapon 4 250

Notes Edit

  • Charge requires a running start, so it cannot be executed too close to the target.
  • A stunned creature can be charged again (generally by a posse member), extending the length of the stun. This can be useful in bringing down Rogues.
  • If two creatures charge each other, the creature with the highest charge ability will stun the other.
  • This ability is replaced by the Missile Flinger or Hypnomelder in Spore Galactic Adventures.
  • It's very possible for the creature to miss when it charges. It doesn't happen much, when they miss the creature will slide across the ground a few feet. They can even fall off of a cliff this way, it can be funny when it happens, especially when they fall into a body of water. The creature can only miss the target if they start charging at the wrong angle or when the target moves away from them.
Creature Stage abilities
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