Long Life Spikes (BTD6): Difference between revisions

Qwertyxp2000 (talk | contribs)
Strategy: cannot forget it's simply a pspike transition, one cannot deny it.
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|50.2|section=y}}
{{BTD6 last updated|54.3|section=y}}
Long Life Spikes is mostly valued by the capability to carry over rounds, and not the extra 40-second extra lifespan, which its T1 [[Long Range (BTD6)|Long Range]] mostly covers. For this reason, Long Life Spikes is almost no better than the T2 [[Smart Spikes (BTD6)|Smart Spikes]] on Apopalypse and other game modes that remove round lifespan. Additionally, it suffers from spikes not being saved when re-loading game states, such as Retry Last Round.
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 can be used as a niche method of stockpiling more single-target damage for round 100, or simply as a transition to [[Perma-Spike (BTD6)|Perma-Spike]]. It has decent synergy with [[Berserker Brew (BTD6)|Berserker Brew]]. Top crosspath is preferred for the bigger stockpiles, however middle crosspath outputs a greater stockpile than 1-0-3 in the presence of at least +3 flat pierce, which is not enough with Berserker Brew (+2).<!--7×1.17×1.66=13.6 1dp, 13×1.17=15.2 1dp, but 8×1.17×1.66=15.5 1dp maths worth adding?-->
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==