Spike Factory (BTD6): Difference between revisions

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{{for|the Spike Factory in general|Spike Factory}}
{{spike factory hat}}
{{BTD6 tower info
{{BTD6 tower info
|id=SpikeFactory
|id=SpikeFactory
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|description C=Automatically generates piles of Road Spikes on the nearby track. Excellent last line of defense.
|description C=Automatically generates piles of Road Spikes on the nearby track. Excellent last line of defense.


|unlock      =Choose at [[level]]s 22, 23, 24, or 26
|category    =Support
|category    =Support
|paragon    =[[Mega Massive Munitions Factory]]
|cost        =1000
|cost        =1000
|cost C      =1000
|cost C      =1000
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|mk cost reduction=150
|mk cost reduction=150
}}
}}
The '''Spike Factory''' is a [[Support]] [[tower]] in ''[[Bloons TD 6]]''. It can be unlocked at [[Level|levels]] 22, 23, 24, or 26.
The '''Spike Factory''' is a [[Support]] [[tower]] in ''[[Bloons TD 6]]''. It [[attack]]s by passively dispensing piles of spikes onto the nearby [[track]] that damage [[Bloon]]s on contact. It generates a spike pile every 1.75 seconds, each pile contains 5 spikes (6 with {{BTD6 mk|One More Spike}}), and each spike deals 1 damage. Each spike pile disappears at the end of the [[round]] or after 50 seconds, which allows it to build up a thick layer of spikes over time. It can't damage [[Lead Bloon (BTD6)|Lead Bloon]]s or [[frozen]] Bloons, which destroy its spike piles without being damaged.
 
It passively dispenses piles of spikes onto the nearby [[track]] that damage [[Bloon]]s on contact. Each pile contains 5 spikes (6 with {{BTD6 mk|One More Spike}}), and each spike deals 1 damage. Each spike pile disappears at the end of the [[round]] or after 50 seconds, which allows it to build up a thick layer of spikes over time. It can't damage [[Lead Bloon (BTD6)|Lead Bloon]]s or [[frozen]] Bloons, which destroy its spike piles without being damaged.


It can be upgraded to dispense explosive spiked mines, [[MOAB-Class Bloon|MOAB-class-Bloon]]-shredding spikes with drastically increased [[attack speed]], as well as laying spikes over the whole track, or increasing the duration and [[damage]] of the spikes.
It can be upgraded to dispense explosive spiked mines, [[MOAB-Class Bloon|MOAB-class-Bloon]]-shredding spikes with drastically increased [[attack speed]], as well as laying spikes over the whole track, or increasing the duration and [[damage]] of the spikes.
 
{{TOC}}
==Mechanics==
==Mechanics==
{{Screenshot needed|Base Spac with 5-spike piles, and clearing out some stray bloons}}
{{Screenshot needed|Base Spac with 5-spike piles, and clearing out some stray bloons}}
The Spike Factory's basic [[attack]] places a pile of spikes onto a random point on the track within its [[range]] every 1.75 seconds. It can attack even if there are no Bloons within its range, and it can deploy spikes onto parts of the track that are behind [[line of sight]] blockers, but it can't deploy spikes if there is no point on the track within its range. Each pile is a [[projectile]] that can re-hit Bloons every [[frame]],{{fn|More specifically, it has an interval of 0.001 seconds, which is faster than a single frame.}} and the number of spikes in the pile represents the amount of [[pierce]] it has. If its pierce is increased, it displays more spikes in the pile accordingly; it can only visually show up to 20 spikes, but it has no pierce cap. By default, each pile contains 5 spikes (6 with {{BTD6 mk|One More Spike}}) that each deal 1 [[Damage type|sharp-type]] [[damage]]. Spike piles expire on their own at the end of each [[round]] (except in [[Apopalypse (BTD6)|Apopalypse]] mode, [[Race Event]]s, [[Contested Territory (BTD6)|CT]] Time Attack, and [[Boss Rush]]), after a [[Boss Bloon]] spawns, or 50 seconds after being deployed.
The Spike Factory's basic [[attack]] places a pile of spikes onto a random point on the track within its [[range]] every 1.75 seconds. It can attack even if there are no Bloons within its range, and it can deploy spikes onto parts of the track that are behind [[line of sight]] blockers, but it can't deploy spikes if there is no point on the track within its range. Each pile is a [[projectile]] that can re-hit Bloons every [[frame]],{{fn|It technically has an interval of 0.001 seconds, but it is impossible for it to hit a Bloon more than once per frame.}} and the number of spikes in the pile represents the amount of [[pierce]] it has. If its pierce is increased, it displays more spikes in the pile accordingly; it can only visually show up to 20 spikes, but it has no pierce cap. By default, each pile contains 5 spikes (6 with {{BTD6 mk|One More Spike}}) that each deal 1 [[Damage type|sharp-type]] [[damage]]. Spike piles expire on their own at the end of each [[round]] (except in [[Apopalypse (BTD6)|Apopalypse]] mode, [[Race Event]]s, [[Contested Territory (BTD6)|CT]] Time Attack, and [[Boss Rush]]), after a [[Boss Bloon]] spawns, or 50 seconds after being deployed.


Although the Spike Factory's spikes can hit [[Camo Bloon (BTD6)|Camo Bloon]]s, its attack is not considered to have [[Camo detection]]. This means that the Spike Factory does not allow [[Advanced Intel (BTD6)|Advanced Intel]] to target Camo Bloons in its range, nor does it allow [[Bottle of 'Gerry's Fire' Hot Sauce|Gerry's Fire]] to target or hit Camo Bloons if used on it.
Although the Spike Factory's spikes can hit [[Camo Bloon (BTD6)|Camo Bloon]]s, its attack is not considered to have [[Camo detection]]. This means that the Spike Factory does not allow [[Advanced Intel (BTD6)|Advanced Intel]] to target Camo Bloons in its range, nor does it allow [[Bottle of 'Gerry's Fire' Hot Sauce|Gerry's Fire]] to target or hit Camo Bloons if used on it.
{{clear|right}}
{{clear|right}}
==Upgrades==
==Upgrades==
{{BTD6 upgrade list by tower|Spike Factory|paragon=y}}
{{BTD6 upgrade list by tower/new|Spike Factory|paragon=y}}


==Stats==
==Stats==
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==Related Monkey Knowledge==
==Related Monkey Knowledge==
A list of [[Monkey Knowledge (BTD6)|Monkey Knowledge]] that are specific to the Spike Factory. Does not include Monkey Knowledge that are specific to the [[Support]] class or all [[tower]]s.
{{hat|This list does not include Monkey Knowledge that affects all Support towers.}}
{{BTD6 mk list by name|One More Spike;First Last Line of Defense;Hi-Value Mines;Very Shreddy}}
{{BTD6 mk list|exclude others=y|include=One More Spike;First Last Line of Defense;Hi-Value Mines;Very Shreddy}}
 
==''Rogue Legends''==
===Starter parties with Spike Factories===
{{BTD6 hero list by insta|Spike Factory}}
 
===Related Artifacts===
{{hat|This list does not include Artifacts that affect all Support towers.}}
{{BTD6 artifact list by name|Explosive Economics;Swelling Spikes|columns=1}}


==Costs and sell values==
==Costs and sell values==
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==Strategy==
==Strategy==
{{main strategy}}
{{main strategy}}
Spike Factory and its upgrades are versatile for both cleanup and high MOAB-class damage against single targets. Generally, it serves as a last line of defense, to be placed at the end of the track so there's enough time to build up spikes. Base and lower-tier Spike Factory are useful for cleanup, especially early Camos, allowing it to tank all Camos up to round 37.<!--inclusive, hopefully it's right-->
{{BTD6 last updated|55.2|section=y}}
Spike Factory's capability to stockpile makes it a versatile cleanup option, and its higher-tiers are capable of dealing high damage to MOAB-class bloons. Generally, it serves as a last line of defense, to be placed at the end of the track so there's enough time to build up spikes. Base and lower-tier Spike Factory assist cleanup, especially early Camos, allowing it to tank all Camos up to round 37<!--inclusive, hopefully it's right--> on single-lane maps.


The top path is pierce-oriented, and its higher tiers are mainly for cleanup against stray Ceramics. Spiked Balls is cheap Super Ceramic cleanup, Spiked Mines improves its versatility against groups, and Super Mines is capable of serving as pure DPS. The top crosspath is the main choice for larger stockpiles.
The first path is pierce-oriented, and its higher tiers are mainly for cleanup against stray Ceramics, as well as groups with [[Spiked Mines (BTD6)|Spiked Mines]] and above. These higher tier upgrades are generally preferred at the back of the lanes, but can sometimes be used for direct DPS.<!--note: 302 boss rush dreadbloon, 4xx napalm, 5xx for bosses--> For crosspaths, [[White Hot Spikes (BTD6)|White Hot Spikes]] offers innate popping of Leads, especially [[DDT (BTD6)|DDT]]s, in addition to additional direct strength of stockpiles.


The middle path is speed-oriented and its higher tiers specialize in single-target damage to MOAB-class. The [[Spike Storm (BTD6)|Spike Storm]]'s ability fires spike piles all across the track - one or two can help out immensely against the [[BAD (BTD6)|BAD]] on Round 100. Finally, the [[Carpet of Spikes (BTD6)|Carpet of Spikes]] is powerful enough to help fight against lower-tier [[Boss Bloon|Bosses]]. The middle crosspath is offers consistent production, refreshing spike piles quicker.
The second path is speed-oriented and its higher tiers specialize in single-target damage to MOAB-class. Its activated abilities are an excellent option against single targets, with [[Spike Storm (BTD6)|Spike Storm]] being a potent support against the Round 100 BAD, and [[Carpet of Spikes (BTD6)|Carpet of Spikes]] excelling against most non-dense rounds and fighting off [[Boss Bloon]]s. When used as a crosspath, it offers consistent production, refreshing spike piles quicker.


The bottom crosspath is all about utility, and higher tiers improve lifespan and the efficiency of stockpiles. Smart Spikes enables focused targeting of spikes, which is important on multi-lane maps or to micromanage spike placements. Its crowning upgrade is [[Perma-Spike (BTD6)|Perma-Spike]], whose incredibly long-lasting projectiles are useful even in the latest rounds of [[CHIMPS]], especially on single-lane maps.
The third crosspath focuses on utility, and higher tiers improve lifespan and the efficiency of stockpiles. In addition to long-lasting spikes, [[Smart Spikes (BTD6)|Smart Spikes]] enables focused targeting of spikes, which is important on multi-lane maps or to micromanage spike placements. Starting from [[Long Life Spikes (BTD6)|Long Life Spikes]] stalling out rounds is important to maximize spikes for the next round(s).
<!--an "additional tips" section could be added, but nah-->


==Changes from ''Bloons TD 5''==
===Tips===
{{empty}}
*If Smart Spikes cannot be bought, it is advised to place Spike Factory such that it has barely enough range to reach the track, in order to minimize random placement of spikes.
*With {{BTD6 mk|One More Spike}}, two 0-0-0 Spike Factories are almost as cost-efficient<!--1800/11-2000/12=-3.03030303--> than a single 1-0-0 but has a better refreshment rate.


==Update history==
==Update history==
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==Related achievement==
==Related achievement==
{{BTD6 achievement list by name|Josh's Constant}}
{{BTD6 achievement list|exclude others=y|include=Josh's Constant}}


==Cosmetic items==
==Cosmetic items==
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{{main gallery|Spike Factory}}
{{main gallery|Spike Factory}}
===Screenshots===
===Screenshots===
{{screenshot needed}}
{{screenshot needed|section=y}}


===Assets===
===Assets===