User:Qwertyxp2000/Strategy:Spike Factory (BTD6): Difference between revisions

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you could probably write a lot more about this, but I'm lazy and not a dart monkey expert -->
you could probably write a lot more about this, but I'm lazy and not a dart monkey expert -->
The '''Spike Factory''' slowly generates spikes around its range, which build up its damage to bloons. Although mainly designed to protect exits, it has a few upgrades that allow Spike Factory to act as a DPS option. Its lower tiers are decent, and its higher-tiers can greatly assist cleanup and general damage depending on upgrades.
The '''Spike Factory''' slowly generates spikes around its range, which build up its damage to bloons. Although mainly designed to protect exits, it has a few upgrades that allow Spike Factory to act as a DPS option. Its lower tiers are decent, and its higher-tiers can greatly assist cleanup and general damage depending on upgrades.
==Role==
The Spike Factory's main role is protecting exits. Spikes are dispensed slowly, so the Spike Factory's value should be more so used for stockpiling instead of raw damage. That being said, some upgrades are designed to be compatible as direct damage, depending on positioning of the spikes.
===Early game===
During the early game, a 0-0-0 Spike Factory is enough to handle Camo Bloons in standard rounds when placed at the exit of one lane.
[something about other early-game stuff]
===Stockpiling===
[how to stockpile]
[progression to p1 and p3]
[something use case of shortterm vs longterm]
===MOAB damage===
Spike Factories can be used for single-target MOAB damage if they can target a single blimp, but requires certain upgrades are needed to make them impactful against them. [[MOAB SHREDR (BTD6)|MOAB SHREDR]] and above upgrades alter the Spike Factory to a MOAB-popping specialist.
0-3-2 MOAB SHREDR (with [[Smart Spikes (BTD6)|Smart Spikes]]) does a lot of focused damage onto a single blimp and can be targeted away from the track to focus on only their large hitboxes. [something 032] [something spikestorm boss thing] [pierce stuff] [spikestorm singletarget]


==Base tower and upgrades==
==Base tower and upgrades==
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===Path 1===
===Path 1===
{{incomplete}}
{{incomplete}}
Something Ceramic cleanup and possible DPS option if used in a certain way.
*[[Spiked Balls (BTD6)|Spiked Balls]] is valuable in the mid-game to tank small amounts of bloons, yet still retains value in the late-game to handle Super Ceramics.
*[[Spiked Balls (BTD6)|Spiked Balls]] is valuable in the mid-game to tank small amounts of bloons, yet still retains value in the late-game to handle Super Ceramics.
*[[Spiked Mines (BTD6)|Spiked Mines]] handles large groups of bloons effectively.
*[[Spiked Mines (BTD6)|Spiked Mines]] handles large groups of bloons effectively.
*[[Super Mines (BTD6)|Super Mines]] is very expensive but does enormous damage to all bloons with its explosions and napalm. It can be used both as a DPS option and tanking bloons near the exit. It also is effective against Boss Bloons with its general high damage.
*[[Super Mines (BTD6)|Super Mines]] is very expensive but does enormous damage to all bloons with its explosions and napalm. It can be used both as a DPS option and tanking bloons near the exit. It also is effective against Boss Bloons with its general high damage.
{|class="wikitable"
!Tiers
!Tips
|-
|3-X-X [[Bla bla bla (BTD6)|Bla bla bla]]
|
*TBA
|-
|4-X-X [[Bla bla bla (BTD6)|Bla bla bla]]
|
*TBA
|-
|5-X-X [[Bla bla bla (BTD6)|Bla bla bla]]
|
*TBA
|}


===Path 2===
===Path 2===
{{incomplete}}
{{incomplete}}
Bla bla bla pile up blimp damage. Pierce buff say mention what good for specifics.
*[[MOAB SHREDR (BTD6)|MOAB SHREDR]] is niche, and mainly used if targeting exactly one MOAB-class bloon, such as the Round 100 BAD and Boss Bloons. Crosspathing with Bigger Stacks (1-3-0) is usually preferred. In Boss Rush, it's often used with 0-3-2 crosspath.
*[[MOAB SHREDR (BTD6)|MOAB SHREDR]] is niche, and mainly used if targeting exactly one MOAB-class bloon, such as the Round 100 BAD and Boss Bloons. Crosspathing with Bigger Stacks (1-3-0) is usually preferred. In Boss Rush, it's often used with 0-3-2 crosspath.
*[[Spike Storm (BTD6)|Spike Storm]] has excellent single-target damage on compact maps, and can synergize with pierce buffs such as [[Abyssal Warrior]] and [[Striker Jones (BTD6)|Striker Jones]] Level 8+.
*[[Spike Storm (BTD6)|Spike Storm]] has excellent single-target damage on compact maps, and can synergize with pierce buffs such as [[Abyssal Warrior]] and [[Striker Jones (BTD6)|Striker Jones]] Level 8+.
*[[Carpet of Spikes (BTD6)|Carpet of Spikes]] is a decent T5 that excels against DDT and BAD rounds in CHIMPS, as well as acting as a more concentrated Spike Storm that continually does high damage to MOAB-class bloons.
*[[Carpet of Spikes (BTD6)|Carpet of Spikes]] is a decent T5 that excels against DDT and BAD rounds in CHIMPS, as well as acting as a more concentrated Spike Storm that continually does high damage to MOAB-class bloons.
{|class="wikitable"
!Tiers
!Tips
|-
|X-3-X [[Bla bla bla (BTD6)|Bla bla bla]]
|
*TBA
|-
|X-4-X [[Bla bla bla (BTD6)|Bla bla bla]]
|
*TBA
|-
|x-5-X [[Bla bla bla (BTD6)|Bla bla bla]]
|
*TBA
|}


===Path 3===
===Path 3===
{{incomplete}}
{{incomplete}}
*[[Long Life Spikes (BTD6)|Long Life Spikes]]'s main value is carrying spikes over rounds, but is not very effective in game modes that have continous rounds (e.g. [[Apopalypse (BTD6)|Apopalypse]], [[Boss Rush]]).
All of these upgrades specialize in stockpiling. Stalling out ends of rounds is important for making the spike piles as large as possible, which will protect against more Bloons.
*[[Deadly Spikes (BTD6)|Deadly Spikes]] is not very much stronger than Long Life Spikes, though its +2 damage often gives more tanking power for its cost than external buffs such as [[Berserker Brew (BTD6)|Berserker Brew]].
 
*[[Perma-Spike (BTD6)|Perma-Spike]] is a powerful cleanup option in CHIMPS, especially on single-exit maps. For the best results, pair with Berserker Brew and [[Jungle Drums (BTD6)|Jungle Drums]], and deal with dense rounds via other towers.
{|class="wikitable"
!Tiers
!Tips
|-
|X-X-3 [[Long Life Spikes (BTD6)|Long Life Spikes]]
|
*Main value is carrying spikes over rounds, but is not very effective in game modes that have continous rounds (e.g. [[Apopalypse (BTD6)|Apopalypse]], [[Boss Rush]]).
*Best crosspath: 1-0-3
|-
|X-X-4 [[Deadly Spikes (BTD6)|Deadly Spikes]]  
|
*It is not very much stronger than Long Life Spikes, though its +2 damage often gives more tanking power for its cost than external buffs such as [[Berserker Brew (BTD6)|Berserker Brew]].
*Best crosspath: 1-0-4
|-
|X-X-5 [[Perma-Spike (BTD6)|Perma-Spike]]
|
*A powerful cleanup option in CHIMPS, especially on single-exit maps. For the best results, pair with Berserker Brew or Stronger Stimulant and [[Jungle Drums (BTD6)|Jungle Drums]], and deal with dense rounds via other towers. Useful with [[Abyssal Warrior]] too for the larger stockpile.
*Best crosspath: depends, but usually 1-0-5 (2-0-5 for Leads and Frozen).
|}


===[[Mega Massive Munitions Factory]]===
===[[Mega Massive Munitions Factory]]===
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*Mega Massive Munitions Factory is one of the strongest Paragons in Freeplay. It has one of the highest raw damage of any Paragon.
*Mega Massive Munitions Factory is one of the strongest Paragons in Freeplay. It has one of the highest raw damage of any Paragon.
*It is okay against Bosses, but since it cannot stockpile before a Boss in a Boss Event, it's preferred to only buy it during the round break before the Boss arrives.
*It is okay against Bosses, but since it cannot stockpile before a Boss in a Boss Event, it's preferred to only buy it during the round break before the Boss arrives.
==Role==
The Spike Factory's main role is protecting exits. Spikes are dispensed slowly, so the Spike Factory's value should be more so used for stockpiling instead of raw damage. That being said, some upgrades are designed to be compatible as direct damage, depending on positioning of the spikes.
===Early game===
During the early game, a 0-0-0 Spike Factory is enough to handle Camo Bloons in standard rounds when placed at the exit of one lane.
[something about other early-game stuff]
===Stockpiling===
[how to stockpile]
[progression to p1 and p3]
[something use case of shortterm vs longterm]
===MOAB damage===
Spike Factories can be used for single-target MOAB damage if they can target a single blimp, but requires certain upgrades are needed to make them impactful against them. [[MOAB SHREDR (BTD6)|MOAB SHREDR]] and above upgrades alter the Spike Factory to a MOAB-popping specialist.
0-3-2 MOAB SHREDR (with [[Smart Spikes (BTD6)|Smart Spikes]]) does a lot of focused damage onto a single blimp and can be targeted away from the track to focus on only their large hitboxes. [something 032] [something spikestorm boss thing] [pierce stuff] [spikestorm singletarget]


==Synergies==
==Synergies==
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==Versus Bosses==
==Versus Bosses==
[TO BE DONE: Merge the per boss stuff into what would interweave specific Boss strategies with Spac]


Spike Factories in general are strong against Bosses, as they can pile up damage at a steady rate, and have excellent synergy with pierce buffs. They also have innate Camo detection, which helps protect against natural Camos and damage Phayze without support.
Spike Factories in general are strong against Bosses, as they can pile up damage at a steady rate, and have excellent synergy with pierce buffs. They also have innate Camo detection, which helps protect against natural Camos and damage Phayze without support.
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*For [[Contested Territory (BTD6)|Contested Territory]]'s Boss tiles, Spike Storm and tanking early Camos are often the main use cases of Spike Factory if this tower is enabled.
*For [[Contested Territory (BTD6)|Contested Territory]]'s Boss tiles, Spike Storm and tanking early Camos are often the main use cases of Spike Factory if this tower is enabled.


Spike Factories [some mentioned summary of effectiveness vs specific bosses and manage bulletpoints]
Spike Factories are dependent on their stockpiling capabilities and bursts of widespread damage, pariticularly from [[Spike Storm (BTD6)|Spike Storm]]. Their use cases on each Boss are generally equal, but skewed to favor Bosses that do not harm stockpiling. [some more mentioned summary of effectiveness vs specific bosses and manage bulletpoints]
*Any Boss that has a forced invulnerability is less effective for Spike Factories. [something about why]
 
[the stuff below is just tidbits that'll be merged later...]
 
*Most spikes are consumed by Bloonarius's minions before they are able to damage Bloonarius. However, super-buffed [[Spike Storm (BTD6)|Spike Storm]] spam and/or [[Mega Massive Munitions Factory]] usually counter that problem. Thus, Spike Factories are effective against Bloonarius in Timed Bosses, but not so much in Boss Rush or CT Boss tiles.
*Most spikes are consumed by Bloonarius's minions before they are able to damage Bloonarius. However, super-buffed [[Spike Storm (BTD6)|Spike Storm]] spam and/or [[Mega Massive Munitions Factory]] usually counter that problem. Thus, Spike Factories are effective against Bloonarius in Timed Bosses, but not so much in Boss Rush or CT Boss tiles.


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*Spike Storm is not very effective against Blastapopoulous, as with most ability-focused strategies against this Boss.
*Spike Storm is not very effective against Blastapopoulous, as with most ability-focused strategies against this Boss.
*In Boss Rush, only 0-3-2 is recommended; Spike Storms are too slow and vulnerable against Blastapopoulos's stuns, and Super Mines is far too expensive (relative to other Bosses in Boss Rush, which more easily snowball Boss kills) and cannot apply napalm on Blastapopoulos.
*In Boss Rush, only 0-3-2 is recommended; Spike Storms are too slow and vulnerable against Blastapopoulos's stuns, and Super Mines is far too expensive (relative to other Bosses in Boss Rush, which more easily snowball Boss kills) and cannot apply napalm on Blastapopoulos.
==Races==
[something spac stockpile protect go slowly or antistall for the last cleanup?]


==Navigation==
==Navigation==