Spike Storm (BTD6): Difference between revisions
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{{for|other uses|Spike Storm (disambiguation)}} | {{for|other uses|Spike Storm (disambiguation)}} | ||
{{BTD6 upgrade info | {{BTD6 upgrade info | ||
|id=Spike Storm | |id=Spike Storm | ||
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|tier= 4 | |tier= 4 | ||
|cost = | |cost =7000 | ||
|cost C= | |cost C= | ||
|xp =11000 | |xp =11000 | ||
}} | }} | ||
'''Spike Storm''' is the [[Spike Factory (BTD6)|Spike Factory]]'s path 2 tier 4 [[upgrade]] in ''[[Bloons TD 6]]''. | '''Spike Storm''' is the [[Spike Factory (BTD6)|Spike Factory]]'s path 2 tier 4 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede" />This upgrade grants the Spike Storm ability, and does not change the Spike Factory's main attack. When the ability is activated, spike piles are scattered over all available lanes, launching clusters of 4 spike piles every 0.04 seconds for 2 seconds, resulting in up to 204 spike piles per ability (208 on every 4th use). This attack has a minimum cooldown equal to its base cooldown, meaning it does not benefit from any attack speed buffs unless its attack speed is being reduced by something like a [[Jar of Pickles]]. Storm spikes are distributed randomly across available lanes (based on the amount of track area; longer lanes and overlapping areas will get a proportionately larger share of the spikes) and they last 9–11 seconds. Each group of 4 simultaneous spike pile launches is considered 4 separate attacks rather than 1, limiting the uptime of buffs that use a shot counter (e.g. [[Berserker Brew (BTD6)|Berserker Brew]]). The ability has a cooldown of 50 seconds. | ||
Crosspaths | Crosspaths affect the Spike Storm ability. Storm spikes gain +5 pierce in the same way as the main spikes when given [[Bigger Stacks (BTD6)|Bigger Stacks]], and change from {{BTD6 dt|Sharp}} to {{BTD6 dt|Normal}} [[damage type]] if given [[White Hot Spikes (BTD6)|White Hot Spikes]]. With [[Long Reach (BTD6)|Long Reach]], storm spikes last +100% longer (18–22 seconds), and with [[Smart Spikes (BTD6)|Smart Spikes]] the ability will only send spikes to the active lanes of the current round.<section end="lede" /> | ||
==Stats== | ==Stats== | ||
{{BTD6 stat list by | {{BTD6 stat list by tiers|Spike Factory|040}} | ||
==Costs and sell values== | ==Costs and sell values== | ||
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==Strategy== | ==Strategy== | ||
Spike Storm's ability is best used for MOAB-class damage, | {{BTD6 last updated|51.2|section=y}} | ||
Spike Storm's ability is best used for MOAB-class damage, taking advantage of [[MOAB SHREDR (BTD6)|MOAB SHREDR]]'s extra MOAB-class damage and creating a burst of damage. Because of this, Spike Storm is often used for defending against DDTs, BADs, and Boss Bloons, and not against ordinary Bloons.<!--not never, just totally unrecommended--> Versus Bosses, it stands out in Timed Bosses against all except [[Vortex (BTD6)|Vortex]],<!--even Phayze? mmmf hates phayze but sporm spam seems okay if timing is good, vortex suspect no good--> and tends to be paired with [[Geraldo (BTD6)|Geraldo]]'s [[Rejuv Potion]]s to chain up to 3 abilities per tower, plus [[Lord of the Abyss]] for maximum pierce. In terms of its damage output, Spike Storm's ability tends to favour maps with minimal track coverage, which allows the spikes to concentrate in a specific region. Ideally, a map such as [[Blons]] would be a perfect scenario. | |||
In | In [[CHIMPS]], Spike Storm is often used for Round 100 BAD damage, as an alternative to [[First Strike Capability (BTD6)|First Strike Capability]] on shorter maps or maps without water, for a similar cost. Like the First Strike, it's preferred to have it ready before Round 100 begins. When buffing it for extra DPS for that round, consistent pierce buffs such as [[Striker Jones (BTD6)|Striker Jones]] (level 8+), [[Abyss Dweller]] or [[Abyssal Warrior]], or Geraldo's [[Sharpening Stone]] (without 2-4-0 crosspath) are recommended. Avoid Alchemist without [[Permanent Brew (BTD6)|Permanent Brew]],<!--some players think it's useful to add t3 alch buff onto sporm, which is wrong--> as the buffs are less than 25% effective (only affecting up to ~50 out of 200 spike piles).<!--only counts up to 50 shots, each spike creation consumes one, only 200 spikes total versus 50 spikes...--> | ||
Both top and bottom crosspaths have use cases. 1-4-0 and 2-4-0 crosspaths are preferred in most cases due to essentially doubling its pierce and offering innate DDT popping. However, the 0-4-2 crosspath has a niche on alternating lane maps, preventing storm spikes from landing on inactive lanes. | Both top and bottom crosspaths have use cases. 1-4-0 and 2-4-0 crosspaths are preferred in most cases due to essentially doubling its pierce and offering innate DDT popping. However, the 0-4-2 crosspath has a niche on alternating lane maps, preventing storm spikes from landing on inactive lanes, with the slight benefit of extra lifespan. | ||
==Update history== | ==Update history== | ||
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{{main gallery|Spike Factory}} | {{main gallery|Spike Factory}} | ||
===Screenshots=== | ===Screenshots=== | ||
<gallery> | |||
BTD6 Spike Storm 040.png|Spike Storm with no crosspath | |||
BTD6 Spike Storm 140.png|Spike Storm with 140 crosspath | |||
BTD6 Spike Storm 240.png|Spike Storm with 240 crosspath | |||
BTD6 Spike Storm 041.png|Spike Storm with 041 crosspath | |||
BTD6 Spike Storm 042.png|Spike Storm with 042 crosspath | |||
BTD6 Spike Storm X41 Active Ability.gif|Spike Storm activated ability for all crosspaths except 042 | |||
File:BTD6 Spike Storm 042 Active Ability.gif|Spike Storm activated ability for 042 crosspath, targeting only the active lane | |||
</gallery> | |||
=== | ===Assets=== | ||
<gallery> | <gallery> | ||
BTD6 040-SpikeFactory.png|Portrait | BTD6 040-SpikeFactory.png|Portrait | ||