FragPunk

FragPunk – Spider Overview, Abilities, Skills and Tips5 min read

Spider

Spider is one of the most unpredictable Lancers in FragPunk. He doesn’t win fights by shooting first. He wins by controlling space, repositioning teammates, and warping enemies into deadly zones. With a kit built around map manipulation and disorienting utility, Spider changes the flow of every match. If you like mind games and strategic outplays, he’s the perfect Lancer to master.

Spider Abilities

AbilityTypeEffect
TeleporterMobilityPlace two linked pads. Allows Spider and allies to teleport between them.
Spirited AwayTrap (Offense)Teleports enemies after a delay to the original cast location.
Spider WebTrap (Control)Blinds and slows enemies who trigger the trap.

Teleporter

Spider’s signature tool is his dual-portal system in FragPunk. He places two pads anywhere on the map and can teleport between them instantly. Teammates can also use the pads, but only Spider can recall them. Proper use of this ability sets the tempo for your team’s rotations.

Drop one pad at your spawn or a safe fallback point. Place the other deep into the enemy side or on a flank route. You now have instant access to both areas. Use it to rotate, escape, or set up ambushes. If your team coordinates, you can overwhelm sites with unexpected pressure.

Placement matters. Don’t throw teleporters randomly. You need map knowledge to get value. Think of them as pathways, not panic buttons.

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Spirited Away

This ability lets Spider take the fight to his enemies, literally. You throw a teleport trap that pulls nearby enemies to the cast point after a short delay. It sounds simple, but the potential is huge.

Place it near corners, bomb sites, or traps. When enemies are pulled in, they’re disoriented and usually exposed. You can also combo it with other abilities from teammates. Pull them into AoE, or set it under a sniper’s scope for a free elimination.

Use Spirited Away to clear defenders off objectives. Or drop it mid-fight to split up grouped enemies. It’s not flashy, but it forces chaos when used right.

Spider Web

Spider Web is your simple control tool. You place a trap that, when triggered, blinds and slows the enemy. It’s fast, hard to dodge, and punishes aggressive entries. It also works well for flank defense and post-plant setups.

Place it at common corners, near teleporters, or inside smoke. It creates hesitation. When the enemy triggers it, follow up immediately. Slowed targets are easy picks. Blindness gives you the edge in tight trades.

The best value comes when you layer this with Spirited Away. Pull enemies in, and let them trigger the trap right after. That combo alone can swing fights.

How to Play Spider

Spider FragPunk

Master Portal Placement

Learn the maps. Know the routes. Good Spider players never waste their teleporters. Think about where your team might need to rotate fast. Or where you want to fake pressure. Spider thrives when he’s setting up the battlefield, not reacting to it.

Before fights start, set one portal at your fallback zone. Put the second in a flank path. Let your duelists or entry players use it to collapse on a site. After the fight, recall and reposition. That rhythm wins games.

Use Spirited Away to Disrupt Objectives

The best time to use Spirited Away is during a plant or defuse. If the enemy stacks on the converter, drop your trap nearby. Pull them into open space or away from cover. It breaks coordination and wastes time.

It’s also great for clearing tight corners. Throw it where you suspect a defender might be hiding. If they get pulled, they’re out of cover and easy to clean up.

Layer Spider Web for Defense

Spider Web isn’t just reactive. Use it preemptively. Trap common entrances, flank zones, or your own teleporters. If someone follows you through a portal, they walk right into the trap. Every second you buy is time for your team to collapse.

You can’t afford to slow down after a perfect pull or a well-timed trap. That’s why it’s smart to get a FragPunk Weapon Proficiency Boost, especially if you’re focusing on Lancers like Spider who depend on execution after setup. When your tools are designed to manipulate enemy movement, your weapons should be ready to punish instantly.

Playing Spider on Attack and Defense

On Attack

Set portals early. Get creative. You can pressure both sites or fake rotations. Use Spider Web to slow defenders on the bomb. Drop Spirited Away near corners to yank out campers.

On Defense

Place your portal deep on site and another at a safe retake position. If you get overwhelmed, teleport out. Place Spider Web at chokepoints. Use Spirited Away during a defuse to stop attackers from holding tight post-plant positions.

Good Spider players slow the game down. Great ones control every inch of it.

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Final Thoughts

Spider is not for players who rush. He rewards thinking ahead, setting traps, and changing how the enemy plays. With his teleporters, you’re always two steps ahead. With his traps, you’re controlling when and where fights happen.

Use each ability with purpose. Combine them. Be the player who never seems to be where they were two seconds ago. That’s Spider. Quietly chaotic. Always in control.

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