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I made choices in my life that sealed my fate. I'm beyond redemption. But even the damned are capable of doing some good.
 

 

—Spawn in his ending narration for Mortal Kombat 11,

Spawn, also known as Albert Francis "Al" Simmons, is a Human-turned Hellspawn anti-hero known for his appearances in the Image Comics comic book line of the same name. A decorated soldier turned on by his own men and transformed into a vigilante Hellspawn, Spawn originated as a monthly comic book that evolved into a popular media franchise that spawned various games, crossovers, action figures, a TV series and film of the same name and becoming one of the most popular comic book characters.

Spawn made his debut as a playable guest character in Mortal Kombat 11 as the final character available through DLC as part of the Kombat Pack.

About Spawn

Born Albert Francis Simmons in Detroit, Michigan, Al was the second oldest of three children under his parents, Bernard and Esther Simmons, his father being a salesmen and his mother a devil worshipper. Through intellect and outstanding physicality, Al rose in the rankings of the United States Marine Corps, earning the ranking of Lieutenant Colonel before becoming a decorated member of the Secret Service, later the CIA in a group called the US Security Group under the supervision of Jason Wynn, becoming a lethal and deadly assassin.

After growing tiresome of Al's growing morality, Wynn orders Al's partner, Bruce Stinson, known as Chapel to kill him on his last mission, burning him alive. Al's soul is sent to Hell for his life as an assassin. Wanting to return home and see his wife Wanda, Al makes a deal with the demon Malebolgia, ruler of the 8th Circle of Hell. Malebolgia grants Al his request, however Al becomes one of the demon's newest Hellspawns, reborn as Spawn, and unbeknownst to him, has part of his memory erased by the demon. Returning to Earth now horribly disfigured and under the supervision of one of Malebolgia's main officers, Violator, Spawn is tricked into using his new powers to strengthen Hell's armies before remembering his deal and wife, before discovering his widow has remarried and is in a relationship with his former best friend Terry Fitzgerald and has a daughter named Cyan.

Upon discovering this news and the revelations of his powers, Spawn refuses to return to Hell again, fighting crimes on the streets of New York City before eventually coming into conflict with his former master Malebogia, Violator and the forces of Heaven and Hell, eventually battling the likes of both God and Satan themselves.

Appearance

Through his resurrection and deal made with Malebolgia, Al was bonded to a parasitic organism called Leetha, or just simply referred to as K7-Leetha, turning him into Spawn. His black skin with white highlights is the result of Leetha's bond with Spawn, attaching to his nervous system. Additionally, K7-Leetha also bestows a Demonic Cape on Spawn's being as well, granting him unimaginable power, however the Cape itself is not a separate entity, but an extension of Leetha itself.

Spawn's appearance takes inspiration from his origin franchise with various customizations present to alter his appearance including his Cape, gauntlet and boot.

Spawn's primary appearance is based on his more modern appearance, featuring Leetha appearing more like flesh on Spawn's body rather than a costume, his current gauntlet and boot bracer.

A secondary appearance is that of Spawn as Commando Spawn, featuring an armored costume, a bandana, bullet chains and grenades strapped to his chest and a sidearm holstered to his hip. Unlike the original outfit from the comics, Spawn's Commando outfits do have a Demonic Cape. Through the game's Kustomization, Spawn can even acquire the large bulking gauntlet and boot for the costume, similar to the one in the comics.

A third appearance is taken directly from Spawn's debut comic, Spawn Vol 1 1, featuring his classic costume of black, red and white. Through the game's Kustomization, Spawn can even remove his gauntlet and wear a boot bracer identical to the one he originally wore. Additionally, he can change the appearance of Leetha to appear identical to his debut.

Exclusive to Mortal Kombat 11 is a custom NetherRealm Studios style skin that gives him an appearance more resembling a ninja with the usual aesthetics in mind, including a cloth around his waist and the usual white in his design replaced with a reflective onyx texture. His mask is covered with an onyx covering over it and was also given a large silver gauntlet along with a custom boot that features a silver skull. Additionally, while Leetha itself remains unchanged, the collar area of Leetha is replaced with sharp metallic pieces that stick out of Spawn's shoulders rather than sticking up from his collar area.

Biography

  • Mortal Kombat 11: "Al Simmons, once the U.S. government's greatest soldier and most effective assassin, was mercilessly executed by his own men. Resurrected from the ashes of his own grave in a flawed agreement with the powers of darkness, Simmons is reborn as a creature from the depths of Hell. A Hellspawn. Now he is thrust into the world of Mortal Kombat, where he will fight for supremacy against all Kombatants."

Combat Characteristics

Powers and Abilities

In life, Spawn was an exceptionally skilled soldier, practiced in many fields of combat from CQC to weapons, particularly favoring machine guns. Despite having lost his memories, he still retains his combat skills and prowess.

Spawn's costume is in fact a symbiotic lifeform called Leetha, bestowed upon his being by his former master Malebolgia, bonding to his body that grants him a myriad of powers including enhanced strength and endurance as well as the ability to quickly regenerate from wounds, use magic or shapeshift. What the suit is ultimately capable of is limited by the imagination of its user. He primarily uses the suit to craft bladed chains that he can manipulate to ensnare and slash his enemies from a distance. His flowing cape moves as if a lifeform unto itself and can morph to block attacks or enable him to fly and glide in the air. The suit can also protect him even if he isn't aware of an immediate danger or is unconscious. These powers however consume Necroplasm, which has replaced his human blood and should he exhaust it, he will descend back into Hell.

Being a Hellspawn, Spawn is also capable of summoning Hellfire and other otherworldly abilities. Spawn's skills from his previous life coupled with his new abilities make him a deadly kombatant, one Malebolgia had completely underestimated.

Signature Moves

  • Necro Blast: Spawn sends a blast of Necroplasm at the opponent using his Hell Chains over his shoulders. If the opponent is close to Spawn when he used the attack, they will take additional damage from the chains in addition to the Necroplasm. This addition chain attack is considered a High Attack and can miss ducking opponents. Additionally, should the attack be Punished by the opponent, it can count towards the opponent's Krushing Blows that require Punishing or Kountering a High Attack. The attack can also miss ducking opponents during a combo if specific attacks are used and blocked by the opponent beforehand. (MK11)
    • Amplifying the attack has Spawn send a secondary blast at the opponent from his hands for increased damage. The second blast has an increased hitbox, which can strike ducking opponents. Spawn can delay when he amplifies the attack, allowing him to send the secondary blast either immediately after the first or delay the secondary blast to send it shortly after.
  • Unholy Veil: Spawn pulls up his Demonic Cape, engulfed in Necroplasm like a shield before charging his opponent, grabbing them by the face and slamming them onto the ground. While the Cape is drawn, it can parry a single projectile, with the exception of Low projectiles and projectile-based Fatal Blow start-ups, ignoring their damage and properties. The attack can also be delayed or canceled before Spawn charges. Canceling the attack requires and spends a bar of Defensive Meter. (MK11)
    • If the attack successfully parries a projectile, the attack turns into a Krushing Blow if Spawn successfully grabs the opponent after parrying the projectile, where when Spawn slams the opponent onto the ground, it has much more impact, dealing increased damage and bouncing the opponent off the ground for a juggle.
  • Soul Shattering War Club: Spawn quickly spawns in his mace and strikes the opponent twice with it, knocking them away. This attack has armor breaking properties, ignoring the armor granted by specific abilities and Fatal Blows. When successfully breaking the opponent's armor, the attack will deal over double its original damage and change its amplified properties. (MK11)
    • Amplifying the attack replaces the second mace strike with Spawn summoning Hellfire beneath the opponent's feet, launching them into the air and off their feet while dealing increased damage. The Hellfire summoned beneath the opponent tracks the opponent's location, regardless of if the initial strike connects or not, the Hellfire always erupts under the opponent's feet. The erupting Hellfire is considered a projectile. Despite the Hellfire erupting underneath the opponent, the attack is not considered a Low Attack. If Spawn successfully breaks the opponent's armor with the initial hit, amplifying the attack now launches the opponent in the air for a juggle rather than off their feet, allowing Spawn to continue combos. This armor break bonus and its juggle effect can only trigger from the attack's initial hit and not the Hellfire. Like the original, the amplified version deals increased damage when amplified after breaking armor.
      • Equipping the Devil's Justice Jinsei Augment alters Soul Shattering War Club, allowing the attack to always trigger the armor break bonus regardless if the attack breaks armor or not. This includes the damage increase and the altering of the amplified version of the attack. Additionally, when triggering the armor break bonus, the cost of Offensive Meter to amplify the attack is greatly reduced, allowing Spawn to use the amplified version of the attack more often. As with the original attack, this armor break bonus and its juggle effect can only trigger from the attack's initial hit and not the Hellfire. (MK11 - Jinsei Augment Bonus)
  • Fatal Phantasm: Spawn summons a wave of Necroplasm at the opponent where it removes the opponent's skin before returning them to normal to deal damage. Spawn recovers slightly faster than his opponent if this attack successfully hits. (MK11)
    • Amplifying the attack has Spawn summon Hellfire beneath the opponent, levitating them off the ground as their skinned body is burnt before dropping them on the ground, dealing almost double the original damage.
    • Equipping the Plumb the Depths Jinsei Augment greatly reduces the recovery time of Fatal Phantasm, allowing Spawn to recover significantly faster than the opponent, however the opponent can still block attacks after being skinned alive if timed correctly. When performing the amplified version, Spawn can attack the opponent while levitating them off the ground with the Hellfire, essentially stunning the opponent and setting them up for additional attacks. Spawn can only amplify Fatal Phantasm once during a combo when stunning the opponent this way. Striking an opponent with a second Fatal Phantasm does not skin the opponent but knocks them down immediately, which in turn will greatly reduce the overall damage of the second Fatal Phantasm. (MK11 - Jinsei Augment Bonus)
  • Gun Blazing: Spawn draws one of his submachine guns and fires it in an upward, diagonal fashion, striking airborne opponents should they be caught in the cross fire. The damage of the attack varies based on the number of bullets that strike the opponent. Additionally, when close to the opponent, the first shot is capable of hitting the opponent, however if the opponent ducks, the attack will miss. When performing this attack on an airborne opponent, the opponent is knocked away full-screen distance from the gunfire. This ability replaces Necro Blast when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn draw a second submachine gun after firing and proceed to unload on the opponent with both guns while advancing forward, knocking them away with the final shots and dealing increased damage. The attack's hitbox is not altered, and the opponent can dodge the entirety of the attack should they duck, leaving Spawn vulnerable.
    • Equipping the Undead Soldier Jinsei Augment greatly reduces the amplified cost of Gun Blazing, allowing Spawn to use the amplified version of the attack more often. (MK11 - Jinsei Augment Bonus)
  • Blaze Of Glory: Spawn crouches, putting his back to his opponent, drawing one of his submachine guns behind his Demonic Cape now engulfed in Necroplasm, where Spawn draws and shoots the opponent in the shins with a barrage of bullets, dealing damage and causing them to stumble backwards. When the Demonic Cape is drawn during this, it can parry Low Attacks. This includes basic attacks and special attacks, with the exception of projectiles, tracking Low Attacks and Fatal Blows. The attack can also be delayed or canceled before Spawn fires his submachine gun. Canceling the attack requires and spends a bar of Defensive Meter. This ability conflicts with Plasm Pool when equipped, disabling the option to select Plasm Pool. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn draw a second submachine gun after firing and proceed to unload on the opponent with both guns while advancing forward, knocking them away with the final shots and dealing increased damage. Similar to Gun Blazing, the opponent can dodge the entirety of the attack should they duck, leaving Spawn vulnerable.
    • If Spawn parries any Low Attack or Poke Attack, the attack turns into a Krushing Blow, with the shot to the shin causing blood to splatter and dealing three times the attack's original damage. Additionally, the attack can still be amplified after performing the Krushing Blow, dealing massive damage to the opponent should the attack be amplified. If this Krushing Blow triggers from Soul Forfeit on a juggled or airborne opponent, it will re-stand the opponent. When performing this Krushing Blow this way, the final bullet of the spray must connect on the airborne opponent for it to trigger.
    • Equipping the Undead Soldier Jinsei Augment greatly reduces the amplified cost of Blaze Of Glory, allowing Spawn to use the amplified version of the attack more often. (MK11 - Jinsei Augment Bonus)
  • Plasm Pool: Spawn creates a bubbling pool of Necroplasm at his feet. While inside the pool, the regeneration of Spawn's Offensive and Defensive Meters are greatly increased. Spawn can increase the size of the radius of the pool by extending the attack. Sustaining any damage, with the exception of damage-over-time effects, in addition to connecting or being struck by a Krushing Blow or Fatal Blow ends this effect immediately. This ability conflicts with Blaze Of Glory when equipped, disabling the option to select Blaze Of Glory. (MK11 - Equip Ability)
    • Amplifying the attack immediately maximizes the pool's radius without the need to extend the attack while retaining the same properties.
    • Equipping the Necroplasm Jinsei Augment doubles the duration of Plasm Pool in addition to doubling the radius of the effect. (MK11 - Jinsei Augment Bonus)
  • Hell Chain: Spawn summons one of the Hell Chains from Leetha that grabs the opponent by the neck and slams them on the ground. This attack is capable of striking an opponent during a Getup Roll, similar to a standard Throw. This ability replaces Unholy Veil when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn use the chain to break the opponent's neck before tossing them away for increased damage.
      • Vanish: When amplifying Hell Chain, Spawn can spend a bar of Defensive Meter to have Leetha turn him completely invisible, with no indication of Spawn's location. A bar of Defensive Meter is required to perform Vanish. While cloaked, all of Spawn's damage dealt is reduced by 20%. Sustaining any damage, with the exception of damage-over-time effects, in addition to connecting or being struck by a Krushing Blow or Fatal Blow or connecting any of Spawn's Throws ends this effect immediately. Additionally, the attack that breaks Spawn's Vanish deals 20% increased damage to Spawn.
    • If Spawn connects and amplifies Hell Chain while in Vanish, the attack turns into a Krushing Blow, where when Spawn breaks the opponent's neck, he uses the chain to snap their neck completely around, shattering the opponent's neck in the process and dealing over double the amplified version of the attack's original damage.
    • Equipping the Hell Wraith Jinsei Augment doubles the duration of Vanish. Additionally, while in Vanish, all of Spawn's attacks are unblockable. (MK11 - Jinsei Augment Bonus)
  • (Air) Leetha Glide: While in the air, Spawn propels himself forward using his Demonic Cape. Spawn can choose to propel himself a shorter distance, called (Air) Close Leetha Glide, respectively. While in the air and utilizing this ability, Spawn can use airborne attacks. Additionally, Spawn can utilize this ability during the start-up of a combo, allowing him to use multiple jump-in attacks. Spawn can only connect two jump-in attacks when utilizing this ability, however he can perform (Air) Fallen Angel after if it is equipped alongside this ability. However, Spawn can only glide and stay airborne with this ability for only three glides before jumping back down to the ground. This also includes if he utilizes this ability during a combo. This ability is capable of being used while utilizing a Hop. (MK11 - Equip Ability)
  • Charging Hellspawn: Spawn grows large green-black spikes that protrude from his body, shoulders and arms and charges at his opponent, knocking them away. This ability requires two ability slots and replaces Soul Shattering War Club when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn summon both his battle axe and sword beneath the opponent to launch them in the air for increased damage and a juggle. Spawn can amplify the attack as many times as possible.
  • Raising Hell: Spawn slams a fist covered in Hellfire into the ground, first causing the opponent to stumble backwards then sends a wave of Hellfire underground towards the opponent using one of his Hell Chains that knocks the opponent off their feet. The attack can travel full-screen distance to hit the opponent. The opponent takes less damage if they are struck by only the traversing Hellfire. The ability replaces Fatal Phantasm when equipped. (MK11 - Equip Ability)
    • Amplifying the attack has Spawn pull his Hell Chain, causing an explosion of Hellfire beneath the opponent's feet after the wave of Hellfire connects with them, knocking them further away and dealing increased damage. The attack can be amplified at any time when the Hellfire travels to created the second explosion. Spawn is much less negative when this attack is blocked by the opponent and if blocked, the exploding Hellfire creates knockback.
  • Invoking The Legion: Spawn clutches his fists near his chest, surrounding his arms with bubbling Necroplasm. While active and for a limited time, Spawn can use his Fatal Blow while his health is above 30% health, however his Fatal Blow will deal significantly reduced damage. If this effect is active while Spawn is below 30% health and his Fatal Blow can still be used, Spawn's Fatal Blow, in its entirety, deals increased damage instead. Additionally, Spawn tosses three stun grenades when he starts up his Fatal Blow, increasing the range of the initial start-up and increasing its damage, however this can only occur if he is below 30% health. Being struck by a Krushing Blow or Fatal Blow, or connecting a Krushing Blow ends this effect prematurely. If Spawn does not use his Fatal Blow during the effect's time limit while above 30% health, the ability must be reactivated to use the effect again. Spawn cannot reactivate this ability if his Fatal Blow is on cooldown. This ability conflicts with Soul Forfeit when equipped, disabling the option to select Soul Forfeit. (MK11 - Equip Ability)
    • Equipping the Godslayer Jinsei Augment allows Spawn to activate Invoking The Legion four additional times, allowing him to regain his Fatal Blow for additional usage during the match. If Spawn has used his Fatal Blow while below 30% health, he can still regain his Fatal Blow this way for use again. (MK11 - Jinsei Augment Bonus)
  • Soul Forfeit: Spawn briefly hovers in the air, empowering himself with Necroplasm, which causes his eyes to glow green. While active, Spawn gains access to all his Krushing Blows, ignoring their requirements. When performing this ability, Spawn loses a bar of Offensive Meter for the remainder of the match and cannot regain it by any means. Additionally, this can only be used for one round of the match. During this time, Spawn's Krushing Blows deal less damage at the expense of removing the requirements. The reduced damage varies on the Krushing Blow, with some dealing slightly less to some dealing almost less than half of what they originally deal. This effect is not removed if Spawn connects or is struck by a Krushing Blow or Fatal Blow, however the ability's effects can be prevented if Spawn is attacked right as he performs the ability. If this happens, Spawn simply spends a bar of Offensive Meter as if he was amplifying an attack. Spawn cannot perform this attack if he has no Offensive Meter to spend. This ability conflicts with Invoking The Legion when equipped, disabling the option to select Invoking The Legion. (MK11 - Equip Ability)
    • Performing a Mercy during the final round this ability is performed on removes the effect (See Errors).
    • In the Towers of Time, this ability can end under certain conditions;
      • Multi-fighter Towers - Lasts for one fight. Effect ends once the next fighter enters
      • Team Battles Towers - Lasts for one fight, regardless of the lives the team still has
    • Equipping the Godslayer Jinsei Augment allows Spawn to trigger his Krushing Blows four additional times instead of spending them on use during the round he actives Soul Forfeit. These Krushing Blows still have reduced damage. (MK11 - Jinsei Augment Bonus)
  • (Air) Fallen Angel: While in the air, Spawn jumps down at the opponent, striking them with his Demonic Cape, knocking them away. The speed at which Spawn travels with this attack depends on how high he is in the air when he jumps. Spawn can also use (Air) Leetha Glide before using this attack. This ability is capable of being used while utilizing a Hop. (MK11 - Equip Ability)
  • Lethal Leetha Stance: Spawn enters a stance, readying his Hell Chains to attack the opponent. The stance can be delayed or canceled before Spawn performs an attack. Canceling the attack requires and spends a bar of Defensive Meter; (MK11 - Equip Ability)
    • Cancel Stance: Spawn returns to his normal fighting stance.
    • Up Hell Chains Release: Spawn uppercuts the opponent with his chains. When used in the corner of an arena, Spawn is offered a brief moment for a juggle; otherwise, the opponent is knocked away.
    • Low Hell Chains: Spawn commands his Hell Chains to stab the opponent in the legs, then tosses them away in the opposite direction.
      • Amplifying this version of the attack has Spawn command one of the chains to pierce through the opponent's leg and then through their back. Spawn then sends a blast of Necroplasm through the chain to the opponent, dealing increased damage and knocking the opponent almost full-screen distance away.
      • If Spawn maintains Lethal Leetha Stance for a long duration then connects and amplifies Low Hell Chains, the attack turns into a Krushing Blow, where when the chain stabs the opponent in the back, it is dug significantly deeper. Spawn still delivers the Necroplasm blast through the chains, which in turn causes the attack to deal over double the attack's original damage.
    • Equipping the Armor of Darkness Jinsei Augment grants Spawn armor when entering Lethal Leetha Stance in addition to armoring all forms of attacks for the stance in the process. (MK11 - Jinsei Augment Bonus)

Fatal Blow

  • The Eighth Circle Of Hell: Spawn tosses a stun grenade at the opponent, then jumps in the air, where he pulls out his submachine guns and spawns an armada of weapons with his Demonic Cape and blasts the opponent with a barrage of gunfire. He then summons the arms of Malebolgia that force the opponent to the ground and claw at their upper body. After, he summons one of his chains beneath the opponent, piercing through their chest to briefly launch them in the air, only for Spawn to rain down a powerful fist coated in Necroplasm, knocking the opponent to the ground and causing an explosion of Necroplasmic energy. (MK11)

Other Moves

  • Throw (Forward): Spawn plants a battle axe in the opponent's shoulder, impales them in the stomach with his sword, then knocks them away with a swing of his mace to the opponent's face. (MK11)
    • If Spawn connects the attack while he is in the corner of an arena, the attack turns into a Krushing Blow, where when Spawn stabs the opponent with his sword, the sword is dug significantly deeper, causing blood to splatter and dealing increased damage. Spawn does not strike the opponent with his mace, but leaves the opponent stunned and open for additional attacks.
  • Throw (Backward): Spawn punches the opponent in the stomach with a fist engulfed in Hellfire, then teleports through the opponent, pulling one of his chains through the opponent's body, burning them, then blasting them away with a Hellfire blast from the chains. (MK11)
  • Soul Chamber: Spawn delivers quick two punches followed by a final punch with his fist wrapped in Hell Chains and Necroplasm, punching the opponent in the chest, shattering the Hell Chain on contact and knocking the opponent away nearly full-screen distance. Spawn is vulnerable before delivering the final punch, however if it connects on a blocking opponent, Spawn is very safe when the attack is blocked by the opponent. (MK11)
    • If this combo is performed on the opponent as a Kounter or Punish, the combo turns into a Krushing Blow, where when Spawn punches the opponent with the final punch, his fist covered in his Hell Chains shatters the opponent's ribcage, dealing over double the original damage and knocking the opponent away full-screen distance.
  • Heaven And Hell: Spawn delivers a quick punch, a knee to the opponent's stomach followed by a rising knee strike, launching them into the air and jumping up and finishing the combo with a fist slam engulfed in Necroplasm, knocking the opponent to the ground. Spawn is very safe if this combo is blocked by the opponent, however, the final fist slam is capable of being Flawless Blocked by the opponent, leaving Spawn completely vulnerable. (MK11)
    • If only the second knee strike successfully lands, whether the opponent successfully blocks the first two hits and not the third or the third strike lands on its own, the combo turns into a Krushing Blow, with the second knee strike shattering the front of the opponent's skull inward, dealing increased damage and launching the opponent in the air for a juggle instead of delivering the final fist slam. After performing this Krushing Blow, Spawn immediately performs an (Air) Leetha Glide, regardless if the ability is equipped or not. This Krushing Blow can not be triggered on opponents left open for a free hit by interactables.
  • Malebolgia's Gift: Spawn's attacks involving his Gauntlet and Boot deal 100% increased damage. (MK11 - Jinsei Augment Bonus)

Fatalities

  • Rest in Pieces: Spawn wraps his cloak around his opponent's head and lifts them into the air. He then uses his chains to penetrate through the opponent's body in many different places. Afterwards, he sends Necroplasm moving along the chains to travel up to the center of the opponent's body, which then explodes, causing them to burst into pieces. (MK11)
  • Unchained: Spawn digs his chains into the ground where they erupt underneath the opponent and coil around them, constricting and slicing against their flesh. With a gesture, the chains instantly flays the skin off of their body except for the head. As they fall and plummet to their knees, Spawn engulfs his cape around them and enchants it with Necroplasm, giving them a firm squeeze before throwing it back, revealing a burnt skeleton. (MK11)

Brutalities

  • The Klassic: Spawn performs an uppercut, decapitating the opponent with a rising swipe of the Demonic Cape with their spine still attached. This Brutality is shared with every character. (MK11)
    • Must not block an attack for the entirety of the final round.
    • A button must be held.
  • Speared: Spawn performs his Throw (Forward), only this time, he does not strike the opponent with his mace, but stabs the opponent in the back of the head with his sword, now heated from Hellfire. He leaves the sword in, performing his Brutality Victory Pose, where when the opponent leans their head back, their head falls off from the upper jaw. (MK11)
    • A button must be pressed repeatedly.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.
  • Severed Spine: Spawn performs his Throw (Backward), only this time, instead of pulling a Hell Chain from the opponent, Spawn rips out the bottom of the opponent's spine at the hips, pulling with so much force that he rips their entire spine out with their head still attached. (MK11)
    • Certain buttons must be pressed repeatedly.
  • Shredded: Spawn performs either an amplified Guns Blazing or Blaze Of Glory, destroying the opponent's head, removing the skin from their chest and reducing their arms to bone from the barrage of gunfire. (MK11)
    • A button must be held.
    • Can be performed on Krushing Blow.
    • Can be performed on juggled or airborne opponents if Soul Forfeit is active.
  • Lost Soul: Spawn performs an amplified Necro Blast, with the Necroplasm ripping a hole through the opponent's chest and making their arms and head fly off. (MK11)
    • A button must be held.
    • Must not be close to the opponent.
    • Can be performed during a combo.
    • Can not be performed on a juggled or airborne opponent.
  • To Hell: Spawn performs an amplified Soul Shattering War Club, with the eruption of Hellfire underneath the opponent reducing them to a skeleton covered in Necroplasm. (MK11)
    • A button must be held.
    • The initial mace strike of Soul Shattering War Club is required.
  • Headcase: Spawn performs a Lethal Leetha Stance, then performs a Low Hell Chains, only this time, Leetha's Chain impales the opponent through the chest and picks them up rather than toss them away, where Spawn shoots the opponent's head off with his submachine gun while one of Leetha's Chains holds them up in the air. (MK11)
    • A button must be held.
  • Severed: Spawn performs an amplified Charging Hellspawn, where when Spawn launches the opponent in the air, the sword he summons cuts the opponent in half from the head down while they are in the air. (MK11)
    • Requires Spawn to be at a certain health level.
    • A button must be held.
  • Chain Reaction: Spawn performs an amplified Hell Chain, where the Hell Chain twists and presses with so much force that the opponent's head pops off. (MK11)
    • A button must be held.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.
  • Hell's Hand: Spawn performs an Unholy Veil, only this time, he slams the opponent three times on to the ground, causing their legs to fall off with the first two slams, then destroying their head on impact with the final slam. (MK11)
    • A button must be pressed repeatedly.
    • Will not trigger on Krushing Blow, if it has not been activated during the match.

Other Finishers

  • Friendship - Hellish Desires: Spawn flips his cape, only to reveal Leetha has turned into a hammock, and Spawn reads the "Hellish Desires" romantic novel while lying in his cape. Occasionally, he turns his head around to see if anyone is looking. (MK11)

Quotes

Mortal Kombat 11 Gameplay

  • I’ve had enough of you.” (Round Win quote)
  • Ain’t no sympathy for me...” (Round Win quote)
  • Let’s go!” (Round Win quote)
  • Aaaaaaaagh!!!” (Round Win quote)
  • Welcome to Hell.” (Round Win quote)
  • I’ve got nothing to lose.” (Round Win quote)
  • Get forked...” (Round Win quote)
  • Wanda...” (Round Win quote)
  • He he he he he.” (Round Win quote)
  • I came back for her.” (Round Win quote)
  • You better kill me.” (Round Win quote)
  • You think you can take me?!” (Round Win quote)
  • You're no Malebolgia...” (Round Win quote)
  • Stay outta my alley.” (Round Win quote)
  • Get away from me.” (Round Win quote)
  • I’m coming for you.” (Round Win quote)
  • "Let's see what you look like inside out." (Round Win quote)
  • "I'm a prisoner in this shroud." (Round Win quote)
  • "Hell's too good for you." (Round Win quote)
  • "You're weak from my powers." (Round win quote)
  • "Stop clowning around." (Round win quote)
  • Another soul for Malebolgia.” (Brutality quote)
  • I’ll be waiting...” (Brutality quote)
  • Hell’s been waiting for you.” (Brutality quote)
  • Death awaits you...” (Brutality quote)
  • This is WAR!!!” (Kombo/Throw quote)
  • We're not finished yet.” (Kombo/Throw quote)
  • "You're my bitch." (Kombo/Throw quote)

Ending

  • Mortal Kombat 11: "I'd snuffed out every devil in Hell... until Netherrealm invaders showed up to piss me off. It would've cost a lot of power, fighting them alone. But they were being hunted by my new friends. Call them Fire and Ice. They argue. CONSTANTLY. Which is why I usually like to roll solo. But when it comes to killing demonic assholes, these guys don't flinch. I can get along with that. The Grandmasters tipped me off to Kronika. Said she was resurrecting some Netherrealm god named Shinnok. But that's not happening on my watch. Kronika's just much a devil as Malebolgia. Both make promises. Both tell lies. Both underestimate me. That's why I'll make a new hell for them, where they can burn together... for eternity. [brief, creepy, satisfied laughter] The Netherrealm's locked down, but there's still eight Hells left to purge. It's time to bring up the reserves. I made choices in my life that sealed my fate. I'm beyond redemption. But even the damned are capable of doing some good. So all you Devils out there, making false promises and spewing lies? We're coming - and you don't have a chance in Hell."

Trivia

General

  • Spawn is the first comic book character announced to appear in the series as a playable guest character, and the second comic book character after the Joker to be a playable guest character.
  • Spawn is the fourth guest character in the series to not come from a horror film franchise, rather he is a comic book anti-hero. The first was Kratos and second being The Terminator, the third being The Joker, the fifth being RoboCop, and the sixth being John Rambo.
    • However with the Terminator, the original film was intended to be sci-fi horror, however its sequels dropped this element in favor of being more action oriented.
  • Spawn is the third guest character in the series to be undead after Freddy Krueger and Jason Voorhees.
    • Between the three, he is the only, and ultimately the only guest character so far, to be a Hellspawn.
      • Additionally, Spawn is the only undead guest character to not be of an Evil Alignment.
  • Much like Kratos, Spawn also first appeared in Bandai Namco's Soulcalibur games, prior to their second fighting game appearance in Mortal Kombat. In Spawn's case, he first appeared in the Xbox version of Soulcalibur II and all versions of Soulcalibur II HD Online.
    • This is later referenced in an interaction with Scorpion (See Below).
  • In February 2015, Todd McFarlane granted Warner Bros. a limited window of permission to use Spawn in its games. In an interview in April 2015, Ed Boon revealed that Spawn had been discussed as a potential guest character early in development, but that he did not know McFarlane had made the offer until after Mortal Kombat X's release. This ultimately led to Spawn's inclusion as the first announced guest character for Mortal Kombat 11.
  • With his release, Spawn was given an exclusive outfit for Mortal Kombat 11, closely resembling that of the male ninja attire with an onyx mask. RoboCop was also given an exclusive skin resembling the cyborg ninjas featured in Mortal Kombat 3.
    • This idea could have been taken from Scorpion, Sub-Zero, and Raiden's guest appearances in the Injustice series, as all three received exclusive redesigns for their guest appearances.
  • Spawn is voiced by Keith David, who previously voiced the character in the 1997 HBO animated series Todd McFarlane's Spawn. Spawn was previously voiced by Kevin Michael Richardson in the video games, Spawn: Armageddon and Soulcalibur II. Both of which, were released in the same year.
    • Spawn is one of five characters to have an original actor reprise their roles, along with Kratos, Freddy Krueger, RoboCop and Rambo.
  • Spawn was portrayed by Michael Jai White in the 1997 film of the same name.
  • Spawn is the second Immortal guest character featured to the series. The first being Jason Voorhees.
    • However, similar to guest character Freddy Krueger, Spawn possesses a form of Immortality rather than pure Immortality like Jason does;
      • Freddy is Immortal in the Dream Realm and the dreams of his victims, but is vulnerable once brought into the real world.
      • Spawn's Immortality comes from K7-Leetha, however removing the parasite from his being can kill him and the parasite itself.
  • Due to his nature as a Hellspawn, Spawn has green Necroplasm rather than the normal red blood.
    • With this, he is the first of two non-extraterrestrial guest characters that bleeds in a different color, the second being RoboCop.

Mortal Kombat 11

  • In Spawn's skin pack for Mortal Kombat 11, Jacqui Briggs has a Hellspawn costume. This may be a reference to Spawn's miscarried child, Morana, who later grew and became a Hellspawn.
    • Her first appearance was in issue #152, though she was later retconned.
  • Despite allying with Scorpion and Sub-Zero in his Arcade ending, Scorpion doesn't seem to fond of Spawn, while Spawn states he going to kill Sub-Zero during interactions with the two.
  • In an interaction with Raiden, Raiden speaks about "another dark knight" that Spawn reminds him of. Spawn replies with "The billion-dollar crusader? He's a friend.". This is a reference to Batman, with Raiden's response to Spawn referencing both Mortal Kombat vs. DC Universe and Raiden's inclusion in Injustice 2 as a guest character while Spawn's response is due to him knowing Batman from their crossover comic called Spawn/Batman that was published and released in 1994.
  • When interacting with Scorpion, both Hellspawns reference past games they have made guest appearances in, with Scorpion referencing Injustice: Gods Among Us and Spawn referencing his guest appearance in Soulcalibur II, saying his "soul still burns".
  • There are many references, mentions and cameo appearances in Spawn's dialogues, an intro animation, outro animation and ending referencing characters and entities from his origin franchise, much like many of the guest characters featured in the series.
    • Violator, Spawn's arch-enemy, makes a cameo in one of Spawn's intros as a decapitated head on a metal bar.
      • This is a reference to issue #295, when Spawn decapitates Violator and places his head on a metal bar.
      • In an interaction with Erron Black, Black admits to Spawn that a "clown" hired him to track down Spawn, this more than likely being Violator.
      • In one of Spawn's mirror match interactions, it is revealed that one of the Spawns is Violator in disguise and the original will question how many times he has to kill him.
      • Violator also appears in Spawn's ending alongside the Phlebiac Brothers.
    • During a mirror match interaction, Spawn first asks, "Sir John?". This is the name of the Medieval Spawn.
      • Geras mentions Spawn's counterparts. He specifically mentions Medieval Spawn as his favorable counterpart.
    • Malebolgia, the first main antagonist of the Spawn series, makes a cameo appearance in one of Spawn's Victory Outros while Malebolgia's arms are summoned by Spawn during his Fatal Blow.
      • Malebolgia is mentioned during interactions between a few kombatants, such as Scorpion, Cetrion, Noob Saibot, Sheeva, RoboCop and Rambo.
        • In an interaction with Cetrion, Spawn mentions that Malebolgia was Shinnok's and Cetrion's cousin, to which Cetrion denies.
      • Malebolgia also appears in Spawn's ending.
    • In an interaction with Jacqui Briggs, Spawn says "You remind me of someone I loved.". Due to her looks and Spawn's past, this is most likely a reference to Al's ex-wife, Wanda Blake.
      • Wanda is mentioned in a Spawn mirror match.
    • In an interaction with Jax, he starts with "Nobody questions my loyalty." Spawn says "There's a snake in every operation.". Spawn is referencing his own death, in which his former partner, Chapel, killed him.
      • This is more than likely a reference to Jax siding with Kronika in the Mortal Kombat 11's Story Mode.
      • Spawn may have also said this because Jax looks just a bit like Chapel himself.
      • Chapel was later retconned in Spawn issue #61, with Jessica Priest being his killer.
    • Mammon, the second main antagonist in the Spawn series, is referenced by name in a Spawn mirror match interaction.
    • Overt-Kill was mentioned when interacting with the Terminator.
      • His name is referenced but not entirely spoken in an interaction with Kano.
    • Sonya mentions Jason Wynn as an enemy of the state during an interaction.
    • Satan, the overaching antagonist of the Spawn series, is mentioned in an interaction with Cassie Cage.
    • In an interaction with D'Vorah, D'Vorah mentions the Phlebiacs.
      • In an interaction with Kollector, Spawn asks Kollector if he is another Phlebiac brother.
    • His Nemesis intro animation is a reference to a scene in the fanmade short film Spawn: The Recall where Spawn appears to a witch's son in the aisle of a supermarket.
    • In his Friendship, the cover of "Hellish Desire" features Angela from Spawn #9, referencing their romantic relationship. Additionally, Angela is mentioned in an interaction with Sheeva.
  • Spawn is the first and only character that can use his Fatal Blow while above the 30% health requirement, this being achievable through his Invoking The Legion ability.
  • Spawn is the first and only character that can use all his Krushing Blows regardless of the requirements, this being achievable through his Soul Forfeit ability.
  • Spawn was the first character with a special attack that breaks all forms of armor.
    • With the release of Aftermath, many fighters on the roster were given armor breaking attacks.
  • Majority of Spawn's moveset contains many different references to media that he appears in.
    • His Fatal Phantasm move is a combined reference to a scene where Spawn placed Jason Wynn into an illusion that made him believe that he was flayed alive and another scene where Spawn causes a serial killer to experience an illusion of herself being overwhelmed by insects.
      • This was somewhat confirmed in his Kombat Kast when Stephanie Brownback stated about the move that it "causes the opponent to have an illusion that their skin has burnt off and they're surrounded by flies".
    • His Charging Hellspawn special move and D-E-D, Dead! combo is a reference to a scene where Spawn's suit grows green spikes around his neck to pierce Violator who was restraining him with a chokehold.
      • However, these moves depict Spawn growing spikes out of his hand and cape.
      • The D-E-D, Dead! combo name is a reference to a line used by Violator in the 1997 Spawn movie.
    • Spawn's Throw (Forward) features him wielding a double edged axe that looks identical to the axe Agony that he wields in Soul Calibur II and Spawn: Armageddon.
  • Spawn is the only character with a Fatality that does not remove the opponent's head gear, this being his Unchained Fatality.
    • However, the head gear vanishes once the opponent is reduced to a skeleton.
  • Despite being a Hellspawn, Baraka is the only character to refer to Spawn as a human.
  • When Spawn performs his sweep attack, he creates a demonic version of the character he is fighting to trip the opponent.
  • Spawn is one of the few characters with a Sweep attack that strikes the opponent twice.
  • In the Arcade or Towers of Time, when playing against Spawn, there is a chance to play against a variation called "McFar Lane", a reference to Spawn's creator Todd McFarlane.

Errors

  • In Spawn's Fatal Blow, he spawns multiple guns with automatic fire modes to rain a bullet storm on the opponent. However, one can see a grenade launcher identical to Jax's firing bullets in full auto instead of grenades.
  • In Spawn's Arcade ending, the scene of him standing above Kronika shows that his boot is on his left leg. It is supposed to be on his right leg.
  • When being attacked by other characters, Leetha may glitch/phase through him, objects or even the opponent themselves.
  • Guns Blazing is a projectile attack that can strike the opponent at full-screen distance when amplified, however, this does not happen if the first shot of the regular version of the attack misses, resulting in Spawn firing a barrage of bullets that don't do anything until the bullet's hitbox makes contact with the opponent, resulting in a barrage of gunfire that vanishes halfway through the arena. It is unknown if this is an actual gameplay mechanic of the ability or a bug.
    • This also seems to happen with Blaze Of Glory.
  • If the player or opponent performs a Mercy during the final round and Spawn has already activated Soul Forfeit during that round, the effect ends and Spawn will not and cannot perform easy Krushing Blows and he will still have only one bar of Offensive Meter.
  • When Spawn performs his Unchained Fatality on the Terminator while the Terminator is in an outfit that reveals his endoskeleton arm, when the Terminator is skinned alive, the arm becomes skinned despite there being no flesh there originally.
    • If this Fatality is performed on Jax, Jax will have fleshly arms after he is skinned even though has cybernetic arms due to the fact that his normal arms were torn off by Ermac.
  • When fighting Kronika in the game's Story Mode as Fire God Liu Kang, it is possible she will call upon Spawn to fight for her when using her Duplicate Fighter Ability despite him being a non-canon downloadable guest character. This can also happen with the Terminator, the Joker, RoboCop and Rambo.[2]
    • This can also occur in Aftermath during Shang Tsung's fight with Kronika.
  • On rare occasions, Spawn does not have to follow the requirements for his To Hell Brutality to perform it.
  • Spawn's Charging Hellspawn attack has a chance to not deal any damage nor produce its juggle effect even when Spawn makes contact with the ability. Why this occurs is currently unknown.
  • Despite the requirement being a Low Melee Attack, Spawn can still perform the Krushing Blow version of Blaze Of Glory if he parries a Poke Attack, this attack being a Mid and not a Low.
  • Whenever Spawn is equipped with a different version of Leetha in the Kustomizaion where Leetha increases in size on Spawn's shoulders, during gameplay and during some interactions, Spawn's head and/or face will completely clip through Leetha.
  • Additionally with the above error, when Spawn performs his Unmasked Outro with Leetha's size being increased in the shoulder area, Spawn's hands clip through Leetha when ripping off his own flesh. Also, the flesh itself also completely clips through Leetha when revealing Spawn's face.
  • Due to the amplified version of Guns Blazing being identical to Blaze Of Glory, it is possible for Spawn to perform his Shredded Brutality with the amplified version of Guns Blazing, however the attack is not listed in the Brutality's requirements despite this.
  • Multiple errors occur when Spawn is utilizing his Soul Forfeit ability;
    • Connecting a Throw (Backward) on the opponent causes Spawn's arms to bubble with Necroplasm after teleporting as if he had Invoking The Legion active. This error occurs regardless of Spawn's health level.
      • This error does not occur if Spawn or the opponent perform a Krushing Blow, or if the opponent performs their Fatal Blow.
    • If Spawn performs his Fatal Blow right after activating the ability, he tosses three grenades at the opponent as if he had Invoking The Legion active, gaining the increased range but not the damage bonus. If the opponent performs their Fatal Blow, Spawn will still throw three grenades after, however if his Fatal Blow goes on cooldown, activating the attack again only has him throw one grenade. If Spawn misses entirely without involvement of his opponent, the next time he tries using his Fatal Blow, he will only throw one grenade.
      • This error does not occur if Spawn or the opponent perform a Krushing Blow.

References

Ashrah | Baraka | Blaze | Bo' Rai Cho | Cassie Cage | Cetrion | Chameleon | Cyrax | D'Vorah | Daegon | Dairou | Darrius | Drahmin | Ermac | Erron Black | Ferra/Torr | Frost | Fujin | Geras | Goro | Havik | Hotaru | Hsu Hao | Jacqui Briggs | Jade | Jarek | Jax Briggs | Johnny Cage | Kabal | Kai | Kano | Kenshi | Khameleon | Kintaro | Kira | Kitana | Kobra | Kollector | Kotal Kahn | Kronika | Kung Jin | Kung Lao | Li Mei | Liu Kang | Mavado | Meat | Mileena | Mokap | Moloch | Motaro | Nightwolf | Nitara | Noob Saibot | Onaga | Quan Chi | Raiden | Rain | Reiko | Reptile | Sareena | Scorpion | Sektor | Shang Tsung | Shao Kahn | Sheeva | Shinnok | Shujinko | Sindel | Skarlet | Smoke | Sonya Blade | Stryker | Sub-Zero | Takeda | Tanya | Taven | Tremor | Triborg

Alien | Freddy Krueger | Jason Voorhees | The Joker | Kratos | Leatherface | Predator | RoboCop | Rambo | Spawn | The Terminator
Batman | Captain Marvel | Catwoman | Dark Kahn | Darkseid | Deathstroke | The Flash | Green Lantern | The Joker | Lex Luthor | Superman | Wonder Woman
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