Perma-Spike (BTD6): Difference between revisions

added running patch notes joke.
Strategy: cleanup of the longest strategy ever. removed obvious statements, extraneous statistics (Nobody reading this is solo-ing with PSpike, so no listing 95000 rbe and its capable rounds), repetition of game mechanics. hey at least that's a good comment
Line 26: Line 26:


==Strategy==
==Strategy==
{{BTD6 last updated|51.1|section=y}}
{{BTD6 last updated|52.2|section=y}}
Perma-Spike is a perfectly consistent cleanup tower and win condition for [[CHIMPS]]. Since the tower only cares about how much [[RBE]] it has to absorb, it is potent against {{BTD6|DDT}}s and {{BTD6|Super Ceramic}}s, being able to handle every DDT through round 100. Pair Perma-Spike with {{BTD6|Stronger Stimulant}}, [[Abyssal Warrior]], and {{BTD6|Jungle Drums}} to improve its capacity. {{BTD6|Overclock}} is another, more expensive option. Perma-Spike shines when used with stalling towers; [[Horned Owl]] and {{BTD6|MOAB Shove}} are the best, while {{BTD6|Cryo Cannon}} and {{BTD6|Maim MOAB}} require less micromanagement. It excels at maps where it can cover every exit, such as [[Glacial Trail]] and {{BTD6|Dark Castle}}. On maps that Perma-Spike cannot reach every exit, such as [[Muddy Puddles]], use {{BTD6|Support Chinook}}.


Perma-Spike is a perfectly consistent cleanup tower that is exceptionally effective on maps where it can cover every exit, most notably for [[CHIMPS]] on maps such as [[Glacial Trail]] and [[Dark Castle (BTD6)|Dark Castle]]. Since the tower only cares about how much Bloon HP it has to absorb, it is very potent against [[DDT (BTD6)|DDTs]] and [[Super Ceramic Bloon (BTD6)|Super Ceramics]], and can handle every single DDT through round 100 as long as other Bloons and the Fortified MOABs on those rounds are dealt with. By contrast, it is fairly weak against hyperdense rounds such as 96 and 98, and needs heavy damage sources that can shave off most of the RBE from these rounds for it.
As a cleanup tower, Perma-Spike should not be solely relied on to tank most blimps from the dense lategame rounds like 96 and 98. However, it highly complements towers with high raw damage that also tend to leak Bloons. {{BTD6|Unstable Concoction}} is cost-efficient extra damage, and its usual downside of creating huge {{BTD6|MOAB}} and Ceramic rushes is not a problem for Perma-Spike. For Heroes, {{BTD6|Admiral Brickell}}, {{BTD6|Corvus}}, and {{BTD6|Ezili}} pair well with it, their abilities cutting away large quantities of RBE from dense rounds. {{BTD6|Benjamin}} can also use Syphon Funding to drastically reduce the densest rounds, with his synergy with Perma-Spike being the primary reason to ever consider him in CHIMPS.<!-- It shouldn't be recommended to pair a win condition with another T5 unless its a unique interaction -->


Pair Perma-Spike with [[Stronger Stimulant (BTD6)|Stronger Stimulant]], [[Abyssal Warrior]], and [[Jungle Drums (BTD6)|Jungle Drums]] to improve its capacity, and if the Perma-Spike is surrounded with more than 6 towers, add an extra [[Acidic Mixture Dip (BTD6)|Acidic Mixture Dip]] for full buff uptime. Both crosspaths are about equal, but 1-0-5 is slightly cheaper, very marginally stronger (1.7x damage output instead of 1.667x), and has the option of upgrading into 2-0-5 in Ice-centric strategies. If frozen Bloons are not a concern, then stop at 1-0-5, as AMD covers lead. [[Overclock (BTD6)|Overclock]] is another, more expensive support option that can further boost its capacity.
Perma-Spike struggles in [[Freeplay]] as it does not scale well with the increasingly denser rounds. Outside of standard gamemodes, its main use case is in {{BTD6|Race}}s, where it can be used to instantly pop the remaining Bloon spawns after the bulk of rounds have been cleared.


At base, Perma-Spike gets an effective 140 DPS, which goes up to 288 average DPS with a standard buff set and 479 DPS with Overclock included. In a vacuum, this is very low for its price range, competing with cleanup towers like [[The Bloon Solver (BTD6)|The Bloon Solver]] and [[The Biggest One (BTD6)|The Biggest One]], which can reach thousands of DPS on a hyperdense round before applying additional buffs, and therefore Permaspike has to focus on building up its spike pile to effectively handle incoming Bloons. Without stalling, Perma-Spike still benefits from its start-of-round attack speed boost giving it a temporary 4x attack speed increase, and can still easily handle all DDTs and Super Ceramics that head its way provided Bloon density is kept low enough, but will also easily get overrun if a horde of blimps crashes into the pile.
Both crosspaths are about equal—but compared to 0-2-5, 1-0-5 is slightly cheaper, marginally stronger (1.7x damage output instead of 1.667x), and has the option of upgrading into 2-0-5 in {{BTD6|Ice Monkey}}-centric strategies (for [[Frozen Bloon]]s; {{BTD6|Lead Bloon}}s are not a concern due to {{BTD6|Acidic Mixture Dip}}).
 
Its real power comes through when stalling is used to stockpile up to 5 minutes of spikes at the end of each round. [[Horned Owl]] and [[MOAB Shove (BTD6)|MOAB Shove]] are very effective stalls, while [[Cryo Cannon (BTD6)|Cryo Cannon]] and [[Maim MOAB (BTD6)|Maim MOAB]] can work as easier alternatives. If the player can get a full 5 minute spike pile, and accounting for the increased attack speed at the start of the round, Perma-Spike can absorb 95,000 RBE with a basic buff setup. Only rounds 92, 94, 96, and 98 have more RBE than this during normal play.
 
Since Perma-Spike cannot leak Bloons before reaching its pierce limit, damage towers paired with it should focus on how much raw damage they can do against dense late game rounds. [[Unstable Concoction (BTD6)|Unstable Concoction]] is very cost-efficient extra damage, and its usual downside of creating huge [[MOAB (BTD6)|MOAB]] and [[Ceramic Bloon (BTD6)|Ceramic]] rushes is not a problem for Perma-Spike. For Heroes, [[Admiral Brickell (BTD6)|Brickell]], [[Corvus (BTD6)|Corvus]], and [[Ezili (BTD6)|Ezili]] pair well with Perma-Spike as well, being able to cut away huge amounts of RBE from dense rounds via their abilities. [[Benjamin (BTD6)|Benjamin]] can also use Syphon Funding to drastically reduce the threat levels of the densest rounds, with his synergy with Perma-Spike being the primary reason to ever consider him in CHIMPS.<!-- It shouldn't be recommended to pair a wincon with another T5 unless its a unique interaction imo -->
 
Some maps have too much distance between lanes for Perma-Spike to reach every exit, such as [[Muddy Puddles]]. In this case, a [[Support Chinook (BTD6)|Support Chinook]] can carry the Perma-Spike to each lane to build separate stockpiles.
 
In [[Freeplay]], Perma-Spike suffers partially from increasing blimp HP but mainly from the incredibly high density of many late game rounds, severely limiting its ability to handle cleanup. Outside of normal play and CHIMPS, its main use case is in [[Race (BTD6)|Races]], where it can be used after the bulk of round clearing is done in order to quash the last Bloon spawns as soon as they spawn.


==Update history==
==Update history==