Spike Storm (BTD6): Difference between revisions
m updated cost for v48.0 |
(testing in FV sandbox) the spike storm ability seems to shoot one extra tick of spikes (4 stacks) every 4th use, I have absolutely no idea what this is linked to as there is no room for the spike storm to have more ticks with it's life span according to the stats unlike with 204 vs 200 (the previous edit). This applies to both no MK & full MK. I'd assume this works like tech terror ability crits that get reset upon continue/rlr, & I actually got the idea from hbombs short lmao. |
||
| (7 intermediate revisions by 3 users not shown) | |||
| Line 17: | Line 17: | ||
|xp =11000 | |xp =11000 | ||
}} | }} | ||
'''Spike Storm''' is the [[Spike Factory (BTD6)|Spike Factory]]'s path 2 tier 4 [[upgrade]] in ''[[Bloons TD 6]]''. It grants the Spike Storm ability. When the Spike Storm ability is activated, | '''Spike Storm''' is the [[Spike Factory (BTD6)|Spike Factory]]'s path 2 tier 4 [[upgrade]] in ''[[Bloons TD 6]]''. It grants the Spike Storm ability. When the Spike Storm ability is activated, four spike piles are launched at a time, scattering them over all available lanes at a fixed rate of every 0.04 seconds for 2 seconds, resulting in 204 spikes per ability (208 on every 4th use). Storm spikes are distributed randomly across available lanes and last 9–11 seconds. The spike pile launches are all copies of the same attack, resulting in less uptime from towers 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]], plus 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]] it causes all storm spikes to only target the active lanes of the current round. | ||
==Stats== | ==Stats== | ||
| Line 28: | Line 28: | ||
==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== | ||
| Line 40: | Line 41: | ||
{{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=== | ===Assets=== | ||