Perma-Spike (BTD6): Difference between revisions

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==Strategy==
==Strategy==
{{BTD6 last updated|55.2|section=y}}
{{BTD6 last updated|55.2|section=y}}
Perma-Spike is a very versatile T5 tower. It can serve as a perfectly consistent cleanup tower, leak-catcher and/or win condition for [[CHIMPS]]. Since the tower only cares about how much [[RBE]] it has to absorb, it is potent against {{BTD6|DDT}}s and {{BTD6|Super Ceramic}}s, being able to handle every DDT through round 100. This also means that alongside being a DDT counter, Perma-Spike can also trivialise round 100 by exploiting the single {{BTD6|BAD}}'s relatively low RBE. Pair Perma-Spike with {{BTD6|Stronger Stimulant}}, [[Abyssal Warrior]], and {{BTD6|Jungle Drums}} to improve its capacity. {{BTD6|Overclock}} is another, more expensive option. If your strategy relies more heavily on Perma-Spike for general damage output, and not just cleaning up or answering DDTs and the BAD, use it with stalling towers; [[Horned Owl]] and {{BTD6|MOAB Shove}} are the best, while {{BTD6|Cryo Cannon}} and {{BTD6|Maim MOAB}} require less micromanagement. It excels at maps where it can cover every exit, such as [[Glacial Trail]] and {{BTD6|Dark Castle}}. On maps that Perma-Spike cannot reach every exit, such as [[Muddy Puddles]], use the Reposition abilities of {{BTD6|Support Chinook}} or [[Dan D'Monke (BTD6)|Dan D'Monke]]. Smart Targeting is an inconsistent option for these maps, and another micro-heavy option is to repeatedly alternative between the "Close" and "Far" targeting options to ensure spikes are balanced in each exit.
Perma-Spike is a very versatile T5 tower. It can serve as a perfectly consistent cleanup tower, leak-catcher and/or win condition for [[CHIMPS]]. Since the tower only cares about how much [[RBE]] it has to absorb, it is potent against {{BTD6|DDT}}s and {{BTD6|Super Ceramic}}s, being able to handle every DDT through round 100. This also means that alongside being a DDT counter, Perma-Spike can also trivialise round 100 by exploiting the single {{BTD6|BAD}}'s relatively low RBE. Pair Perma-Spike with {{BTD6|Stronger Stimulant}}, [[Abyssal Warrior]], and {{BTD6|Jungle Drums}} to improve its capacity. {{BTD6|Overclock}} is another, more expensive option. If your strategy relies more heavily on Perma-Spike for general damage output, and not just cleaning up or answering DDTs and the BAD, use it with stalling towers; [[Horned Owl]] and {{BTD6|MOAB Shove}} are the best, while {{BTD6|Cryo Cannon}} and {{BTD6|Maim MOAB}} require less micromanagement. It excels on maps where it can cover every exit, such as [[Glacial Trail]] and {{BTD6|Workshop}}. On maps that Perma-Spike cannot reach every exit, such as [[Muddy Puddles]], use the Reposition abilities of {{BTD6|Support Chinook}} or [[Dan D'Monke (BTD6)|Dan D'Monke]]. Smart Targeting is an inconsistent option for these maps, and another micro-heavy option is to repeatedly alternative between the "Close" and far "Set Target" targeting options to ensure spikes are balanced in each exit.


As a cleanup tower, Perma-Spike should not be solely relied on to tank most blimps from the dense lategame rounds like 96 and 98. However, it highly complements towers with high raw damage that also tend to leak Bloons. {{BTD6|Unstable Concoction}} should be used if your strategy uses Perma-Spike, as it is cost-efficient extra damage, and its usual downside of creating huge {{BTD6|MOAB}} and Ceramic rushes is not a problem for Perma-Spike. For Heroes, {{BTD6|Admiral Brickell}}, {{BTD6|Corvus}}, and {{BTD6|Ezili}} pair well with it, their abilities cutting away large quantities of RBE from dense rounds. {{BTD6|Benjamin}} is a niche choice; he can use Syphon Funding to drastically reduce the densest rounds, and it is this synergy with Perma-Spike being the primary reason to ever consider him in CHIMPS.<!-- It shouldn't be recommended to pair a win condition with another T5 unless its a unique interaction -->
As a cleanup tower, Perma-Spike should not be solely relied on to tank most blimps from the dense lategame rounds like 96 and 98. However, it highly complements towers with high raw damage that also tend to leak Bloons. {{BTD6|Unstable Concoction}} should be used if your strategy uses Perma-Spike, as it is cost-efficient extra damage, and its usual downside of leaving huge packs of {{BTD6|MOAB}}s and Ceramics is not a problem for Perma-Spike. For Heroes, {{BTD6|Admiral Brickell}}, {{BTD6|Corvus}}, and {{BTD6|Ezili}}'s abilities are good for cutting away large amounts of RBE from dense rounds. {{BTD6|Benjamin}} is a niche choice; he can use Syphon Funding to drastically reduce the densest rounds, and it is this synergy with Perma-Spike being the primary reason to ever consider him in CHIMPS.<!-- It shouldn't be recommended to pair a win condition with another T5 unless its a unique interaction -->


Perma-Spike struggles in [[Freeplay]] as it does not scale well with the increasingly denser rounds. Outside of standard gamemodes, its main use case is in {{BTD6|Race}}s, where it can be used to instantly pop the remaining Bloon spawns after the bulk of rounds have been cleared.
Perma-Spike struggles in [[Freeplay]] as it does not scale well with the increasingly denser rounds. Outside of standard gamemodes, its main use case is in {{BTD6|Race}}s, by using it to instantly pop the remaining Bloon spawns after the bulk of rounds have been cleared.


Both crosspaths are about equal—but compared to 0-2-5, 1-0-5 is slightly cheaper, marginally stronger (1.7x damage output instead of 1.667x), and has the option of upgrading into 2-0-5 in {{BTD6|Ice Monkey}}-centric strategies (for [[Frozen Bloon]]s; {{BTD6|Lead Bloon}}s are not a concern due to {{BTD6|Acidic Mixture Dip}}).
Both crosspaths are almost equally effective. 1-0-5 is slightly cheaper, has marginally better DPS (1.instead of 1.667×), and has the option of upgrading to 2-0-5 in {{BTD6|Ice Monkey}}-centric strategies (usually for frozen Bloons; {{BTD6|Lead Bloon}}s aren't a concern unless {{BTD6|Acidic Mixture Dip}} isn't available) for the same overall cost as 0-2-5. 0-2-5 benefits slightly more from flat pierce buffs, including {{BTD6 mk|One More Spike}}; if Perma-Spike has Stronger Stimulant supporting it, 0-2-5 has slightly more DPS than 1-0-5, assuming the Alchemist can maintain enough uptime on it with the brew buff.


==Update history==
==Update history==

Latest revision as of 05:11, 24 July 2026

Perma-Spike
Portrait of Perma-Spike
Icon of Perma-SpikeHigh damage spikes become almost permanent.
Tower Spike Factory — Path 3 — Tier 5
XP cost 29,500
Cash cost $25,500 — Easy
$30,000 — Medium
$32,400 — Hard
$36,000 — Impoppable

Perma-Spike is the Spike Factory's path 3 tier 5 upgrade in Bloons TD 6. Spike piles are produced about 3.46x slower (without crosspaths, every 1.75s to 6.06s), but deal 10 damage, have 50 pierce (85 with 1-0-5), last up to 300 seconds, and carry over up to 3 rounds. Additionally, the 4x start-of-round speed boost now lasts for 10 seconds. Unlike other Spike Factories except its Paragon, spikes placed by a Perma-Spike are preserved when loading a save, though any buffs the spikes had will be lost.

Stats

[edit | edit source]
For a complete list of Spike Factory stats, see Stats:Spike Factory (BTD6).
This data was last updated for: version 55.1
Tower
Display range42 units
Footprint radius8 units
Targeting options
  • Normal
  • Close
  • Smart
  • Automatic
  • Set Target
Attack
Cooldown6.0625s
Offset (X, Y, Z)
0, 0, 20.1
TargetingDepends on targeting option
Targeting range42 units
Filters
  • Cannot target Camo
  • Ignores blockers
Projectile
Pierce50
Damage10
Damage typeSharp
Lifespan300s
Persists between rounds3
Radius6 units
Rehit interval0.001s
  • Ignores blockers
Start-of-round buff
Cooldown modifier×0.25
Lifespan10s

1-0-5

Attack
Projectile
Pierce50 → 85

2-0-5

Attack
Projectile
Damage typeSharpNormal

0-1-5

Attack
Cooldown6.0625s → 4.85s

0-2-5

Attack
Cooldown4.85s → 3.6375s

Costs and sell values

[edit | edit source]
Note: this list does not factor in Monkey Knowledge or other discounts.
Tiers Total cost Sell value
Easy Medium Hard Impoppable Easy Medium Hard Impoppable
0-0-5 $30,980 $36,450 $39,365 $43,740 $21,686 $25,515 $27,556 $30,618
1-0-5 $31,660 $37,250 $40,230 $44,700 $22,162 $26,075 $28,161 $31,290
2-0-5 $32,170 $37,850 $40,880 $45,420 $22,519 $26,495 $28,616 $31,794
0-1-5 $31,490 $37,050 $40,015 $44,460 $22,043 $25,935 $28,011 $31,122
0-2-5 $32,170 $37,850 $40,880 $45,420 $22,519 $26,495 $28,616 $31,794

Strategy

[edit | edit source]
This section was last updated for: version 55.2

Perma-Spike is a very versatile T5 tower. It can serve as a perfectly consistent cleanup tower, leak-catcher and/or win condition for CHIMPS. Since the tower only cares about how much RBE it has to absorb, it is potent against DDTs and Super Ceramics, being able to handle every DDT through round 100. This also means that alongside being a DDT counter, Perma-Spike can also trivialise round 100 by exploiting the single BAD's relatively low RBE. Pair Perma-Spike with Stronger Stimulant, Abyssal Warrior, and Jungle Drums to improve its capacity. Overclock is another, more expensive option. If your strategy relies more heavily on Perma-Spike for general damage output, and not just cleaning up or answering DDTs and the BAD, use it with stalling towers; Horned Owl and MOAB Shove are the best, while Cryo Cannon and Maim MOAB require less micromanagement. It excels on maps where it can cover every exit, such as Glacial Trail and Workshop. On maps that Perma-Spike cannot reach every exit, such as Muddy Puddles, use the Reposition abilities of Support Chinook or Dan D'Monke. Smart Targeting is an inconsistent option for these maps, and another micro-heavy option is to repeatedly alternative between the "Close" and far "Set Target" targeting options to ensure spikes are balanced in each exit.

As a cleanup tower, Perma-Spike should not be solely relied on to tank most blimps from the dense lategame rounds like 96 and 98. However, it highly complements towers with high raw damage that also tend to leak Bloons. Unstable Concoction should be used if your strategy uses Perma-Spike, as it is cost-efficient extra damage, and its usual downside of leaving huge packs of MOABs and Ceramics is not a problem for Perma-Spike. For Heroes, Admiral Brickell, Corvus, and Ezili's abilities are good for cutting away large amounts of RBE from dense rounds. Benjamin is a niche choice; he can use Syphon Funding to drastically reduce the densest rounds, and it is this synergy with Perma-Spike being the primary reason to ever consider him in CHIMPS.

Perma-Spike struggles in Freeplay as it does not scale well with the increasingly denser rounds. Outside of standard gamemodes, its main use case is in Races, by using it to instantly pop the remaining Bloon spawns after the bulk of rounds have been cleared.

Both crosspaths are almost equally effective. 1-0-5 is slightly cheaper, has marginally better DPS (1.7× instead of 1.667×), and has the option of upgrading to 2-0-5 in Ice Monkey-centric strategies (usually for frozen Bloons; Lead Bloons aren't a concern unless Acidic Mixture Dip isn't available) for the same overall cost as 0-2-5. 0-2-5 benefits slightly more from flat pierce buffs, including One More Spike One More Spike; if Perma-Spike has Stronger Stimulant supporting it, 0-2-5 has slightly more DPS than 1-0-5, assuming the Alchemist can maintain enough uptime on it with the brew buff.

Update history

[edit | edit source]
For a complete list of Spike Factory changes, see Update history:Spike Factory (BTD6).
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  • Nerf Upgrade cost increased ― $22,000 → $25,000
  • Nerf Attack cooldown increased ― 3s → 6s (attack speed reduced by 50%)
  • Far targeting no longer causes the game to crash if it cannot reach the track (bug fix)
1-0-5, 2-0-5
  • Buff Pierce increased ― 60 → 70
  • Nerf Upgrade cost increased ― $25,000 → $30,000
  • Buff Projectiles are now saved
  • Nerf Projectile lifespan reduced ― 350s → 300s
  • Nerf Projectile max rounds reduced ― 4 → 3
  • Buff Now gains a 4× attack speed buff for 2.5 seconds at the start of each round
  • Nerf Spike piles no longer save (bug)
  • Buff Rounds before projectiles expire increased ― 3 → 4 (undocumented)
Like a few other towers before it, the attack speed crosspath for Spike Factory has outshined the others. We have reworked the lower Spike Factory tiers to distribute this power more evenly while keeping high tier factories at a similar level of power.
— Update notes
  • Nerf Overall cost increased by $200 (due to cost changes for previous tiers)
0-1-5
  • Nerf Rate reduced ― 3.6s → 4.8s (undocumented)
0-2-5
  • Nerf Rate reduced ― 2.7s → 3.36s (undocumented)
[...] after recent changes to low tiers unintentionally caused it to perform much worse
— Update notes
  • Buff Attack cooldown reduced ― 6s → 4.85s (attack speed increased by 23.71%)
    • Stacks with 0-1-5 Faster Production crosspath ― 4.8s → 3.88s
    • Stacks with 0-2-5 Faster Production crosspath ― 3.36s → 2.716s
In addition, Permaspike’s neglected crosspath has had a small pierce increase as currently their only real use is under custom challenge rules.
— Update notes
  • Neutral Smart targeting now places spikes as far back on the track as it can, rather than directly in front of the Bloon closest to leaking (undocumented)
1-0-5
  • Buff Pierce increased ― 70 → 80
Some minor changes to a few upgrades on Spike Factory evening out some aspects of it.
— Update notes
1-0-5
  • Buff Pierce increased ― 80 → 90
  • Nerf Spike per spike pile reduced ― 50 → 25
  • Buff Damage increased ― 10 → 15
1-0-5, 2-0-5
  • Nerf Spike per spike pile reduced ― 90 → 45
Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
— Update notes
  • Buff Pierce increased ― 25 → 50
  • Nerf Damage reduced ― 15 → 10
  • Nerf Attack cooldown reduced ― 4.85s → 6.0625s
  • Buff Start of round attack speed buff duration increased ― 2.5s → 10s
1-0-5, 2-0-5
  • Buff Pierce increased ― 45 → 90
  • Nerf Spike Factory no longer can shotgun spikes for exactly one frame after spawning (bug fix)
Permaspike is seeing a small crosspath fix, as the x2x rate change threw this balance out.
— Update notes
1-0-5, 2-0-5
  • Nerf Pierce reduced ― 90 → 85
This update we’ve finally decided to nerf Permaspike by completely removing the ‘Far’ target priority from the earlier Smart Spikes upgrade. We know that this loss will be incredibly painful to deal with for the many spike factory enjoyers out there, so we have also included a couple other minor QoL adjustments to the Smart Spikes upgrade in a hopeful attempt to offset this.
— Update notes
  • Neutral Reworked targeting options ― Normal, Close, Far, Smart → Normal, Close, Smart, Set Target, Automatic
    • Buff Smart Spikes: Adds a "Set Target" option, which allows to select the place inside the Spike Factory's range where the spikes go to.
    • Buff Smart Spikes: Adds a "Automatic" option, attempts to directly target the first bloon
    • Nerf Removed "Far" targeting option
[edit | edit source]
For more Spike Factory images, see Gallery:Spike Factory.

Screenshots

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Assets

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Trivia

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  • Perma-Spike has received numerous update notes regarding its lack of nerfs. This is a running gag created by Ninja Kiwi starting with update 46.

In other languages

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Language Name / Description Notes
Arabic مسامير دائمة
تصبح السنون والنتوءات عالية الضرر شبه دائمة.
Danish Perma-søm
Højeffektive søm bliver næsten permanente.
German Perma-Stacheln
Nägel mit hohem Schaden sind fast permanent vorhanden.
Spanish Permaclavo
Los clavos de gran daño se vuelven casi permanentes.
Spanish (LA) Permaclavo
Los clavos de gran daño se vuelven casi permanentes.
Finnish Pysyvä piikki
Tehokkaat piikit tulevat melkein pysyviksi.
French Perma-pointes
Les pointes à dégâts élevés deviennent presque permanentes.
Italian Perma-aculeo
Gli aculei a danni elevati diventano quasi permanenti.
Japanese パーマスパイク
高ダメージスパイクが、ほぼ永久的に持続するようになる。
Korean 영구 스파이크
공격력이 높은 스파이크가 거의 영구적이 됩니다.
Dutch Permaspies
Stekels die grote schade doen worden bijna permanent.
Norwegian Perma-spiker
Spiker med høy skade blir nesten en permanent funksjon.
Polish Perma-kolce
Kolce zadające duże obrażenia stają się niemal permanentne.
Portuguese (Brazil) Espinho Permanente
Espinhos de alto dano se tornam quase permanentes.
Russian Вечные шипы
Наносящие сильный урон шипы становятся почти вечными.
Swedish Permaspik
Spikar som åsamkar stor skada blir nästan permanenta.
Thai ตะปูถาวร
ตะปูดาเมจสูงแทบจะอยู่อย่างถาวร
Turkish Kalıcı Çivi
Yüksek hasarlı çiviler neredeyse kalıcı hale gelir.
Chinese (simplified) 永久刺钉
高伤害刺钉变得几乎不可磨灭。
Chinese (traditional) 永久針刺
高傷害針刺幾乎變得永久存在。
This list was last updated for: version 43.1
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