Long Life Spikes (BTD6): Difference between revisions
Pixelentropy (talk | contribs) holy moly its one of those tetrapod things |
Qwertyxp2000 (talk | contribs) →Strategy: you still should use 1-4-0 glike because of the soaking glike, just it's now only +2 damage due to the glike nerf to the debuff bonus to 2-4-0 |
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|54.3|section=y}} | |||
{{BTD6 last updated| | Long Life Spikes covers Spike Factory's typical weakness at the start of rounds by carrying over its stockpile from the previous round. It works best when it spends most of its time building up spikes, not being pressured by Bloons, and is generally not worth it on Apopalypse and other modes that preserve spikes between rounds by default. Spike piles are not saved when retrying last round in CHIMPS, using a Continue, nor when loading a saved game, making them weaker outside of a Black Border context. | ||
Long Life Spikes | |||
The tower prefers the 1-0-3 crosspath for lower cost, slightly higher damage in most contexts, and reducing the number of [[Acidic Mixture Dip (BTD6)|Acidic Mixture Dips]] needed for full uptime if Alchemists can't be isolated properly.<!-- Comparing the crosspaths is fairly simple to calculate and the numbers are on this page to work with to check the comparison, I don't think specific numbers are needed here. The not-isolated Alch thing is also a bit silly, but can be a nice bonus. --> [[Berserker Brew (BTD6)|Berserker Brew]] is a very important buff for the tower, cheaper than Long Life Spikes while quadrupling its damage output with both buffs active,<!-- Not even rounding this lol, it's 4.000...x --> making the tower stronger than [[Deadly Spikes (BTD6)|Deadly Spikes]] for less cost. [[Stronger Stimulant (BTD6)|Stronger Stimulant]], however, is still too expensive for what it offers at this tier. | |||
Long Life Spikes is typically used as a stepping stone for [[Perma-Spike (BTD6)|Perma-Spike]], but in the meantime it effectively blocks fast and aggressive early game rounds such as 36 and 40, as well as camos up through 50, as long as the pile is kept safe the round before or stalling is used. Manual targeting can also let the tower dump spike piles onto blimp layers in mid-game, but without heavy stalling it falls short in this role compared to [[MOAB SHREDR (BTD6)|MOAB SHREDR]]. | |||
Late game, manual targeting combined with stalling and damage debuffs can be used to snipe [[DDT (BTD6)|DDT]] layers and the round 100 [[BAD (BTD6)|BAD]] layer to serve as a mini-Perma-Spike. With [[Embrittlement (BTD6)|Embrittlement]] and 1-4-0 [[Glue Strike (BTD6)|Glue Strike]] (for the soaking debuff) active as Bloons enter the pile, a fully stalled spike pile deals about 6k-8k damage per Long Life Spikes for a very cheap kill.<!--cripp kills eor stall on most maps, also old +3d 240 glike https://www.reddit.com/r/btd6/s/sVnZAimP9K--> | |||
==Update history== | ==Update history== | ||
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{{main gallery|Spike Factory}} | {{main gallery|Spike Factory}} | ||
===Screenshots=== | ===Screenshots=== | ||
<gallery> | <gallery> | ||
BTD6 Long Life Spikes 003.png|Long Life Spikes with no crosspath | BTD6 Long Life Spikes 003.png|Long Life Spikes with no crosspath | ||