Spike Storm (BTD6): Difference between revisions

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Yttri (talk | contribs)
m 200 -> 204 spikes, 8160 (total spike damage in sandbox testing) ÷ 5 (pierce) ÷ 8 (MOABclassdmg) = 204. The spike storm probably gets an extra four spikes the frame the ability ends
Yttri (talk | contribs)
(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.
 
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'''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. 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.
'''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 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.
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.

Latest revision as of 00:34, 23 January 2026

For other uses, see Spike Storm (disambiguation).
Spike Storm
Portrait of Spike Storm
Icon of Spike StormSpike Storm ability: Shoots out a thick layer of spikes over the entire track.
Tower Spike Factory — Path 2 — Tier 4
XP cost 11,000
Cash cost $5,950 — Easy
$7,000 — Medium
$7,560 — Hard
$8,400 — Impoppable

Spike Storm is the 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). The ability has a cooldown of 50 seconds.

Crosspaths affect the Spike Storm ability. Storm spikes gain +5 pierce in the same way as the main spikes when given Bigger Stacks, plus normal damage type if given White Hot Spikes. With Long Reach, storm spikes last +100% longer (18–22 seconds), and with Smart Spikes it causes all storm spikes to only target the active lanes of the current round.

Stats

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For a complete list of Spike Factory stats, see Stats:Spike Factory (BTD6).
This data was last updated for: version 55.1
Tower
Display range34 units
Footprint radius8 units
Targeting options
  • Normal
Attack
Cooldown1.05s
Offset (X, Y, Z)
0, 0, 15.46
TargetingDepends on targeting option
Targeting range34 units
Filters
  • Cannot target Camo
  • Ignores blockers
Projectile
Pierce5
Damage1
Damage to MOAB-Class+7
Damage typeSharp
Lifespan50s
Radius6 units
Rehit interval0.001s
  • Ignores blockers
Ability
Cooldown50s
Lifespan2s
Attack
Copies of this attack4
Cooldown0.04s
Offset (X, Y, Z)
0, 0, 0
TargetingNormal (track)
Targeting range∞ units
  • Ignores blockers
  • Can fire between rounds
Projectile
Pierce5
Damage1
Damage to MOAB-Class+7
Damage typeSharp
Lifespan9s–11s
Persists between rounds1
Radius6 units
Rehit interval0.001s
  • Ignores blockers

1-4-0

Attack
Offset (X, Y, Z)
0, 0, 15.46
0, 0, 19.11
Projectile
Pierce5 → 10
Ability
Attack
Projectile
Pierce5 → 10

2-4-0

Attack
Projectile
Damage typeSharpNormal
Ability
Attack
Projectile
Damage typeSharpNormal

0-4-1

Tower
Display range34 units → 42 units
Attack
Targeting range34 units → 42 units
Projectile
Lifespan50s → 100s
Ability
Attack
Projectile
Lifespan9s–11s → 18s–22s

0-4-2

Tower
Targeting options
  • Close
  • Smart
  • Automatic
  • Set Target
Start-of-round buff
Cooldown modifier×0.25
Lifespan3s

Costs and sell values

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Note: this list does not factor in Monkey Knowledge or other discounts.
Tiers Total cost Sell value
Easy Medium Hard Impoppable Easy Medium Hard Impoppable
0-4-0 $10,115 $11,900 $12,855 $14,280 $7,081 $8,330 $8,999 $9,996
1-4-0 $10,795 $12,700 $13,720 $15,240 $7,557 $8,890 $9,604 $10,668
2-4-0 $11,305 $13,300 $14,370 $15,960 $7,914 $9,310 $10,059 $11,172
0-4-1 $10,240 $12,050 $13,015 $14,460 $7,168 $8,435 $9,111 $10,122
0-4-2 $10,580 $12,450 $13,445 $14,940 $7,406 $8,715 $9,412 $10,458

Strategy

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This section was last updated for: version 51.2

Spike Storm's ability is best used for MOAB-class damage, taking advantage of 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. Versus Bosses, it stands out in Timed Bosses against all except Vortex, and tends to be paired with Geraldo's Rejuv Potions 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 CHIMPS, Spike Storm is often used for Round 100 BAD damage, as an alternative to 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 (level 8+), Abyss Dweller or Abyssal Warrior, or Geraldo's Sharpening Stone (without 2-4-0 crosspath) are recommended. Avoid Alchemist without Permanent Brew, as the buffs are less than 25% effective (only affecting up to ~50 out of 200 spike piles).

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

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For a complete list of Spike Factory changes, see Update history:Spike Factory (BTD6).
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  • Buff Upgrade cost reduced ― $6,000 → $5,000
    • Buff Overall cost reduced by $1,500 (due to cost changes for previous tiers)
  • Buff Damage to MOAB-Class increased ― +3 → +4
  • Buff Ability: damage to MOAB-Class increased ― +3 → +4 (bug fix)
[W]e made a couple small tweaks buffing what should be the ‘strength areas’ of a few of the more underperforming high tier Spike upgrades.
— Update notes
0-4-1, 0-4-2
  • Buff Ability: Projectile lifespan with Long Reach increased ― 9s–11s → 15s–16.5s (50% longer)
We quite liked how the lifespan changes for xx1 spikes went previously, though this still wasn’t enough to make the path competitive and increasing this number further wouldn’t have much of an impact since most earlier rounds aren’t long enough. Spiked Balls strats have also felt too strong compared to higher tiers on top path, so touching on all of these issues slightly the base lifespan of spikes has been reduced [...] We have also made changes to give more purpose to 042 Spike Storm and allowed x5x Carpet of Spikes to save its cooldown so it is no longer required to avoid saving to be used in reliable strategies.
— Update notes
  • Nerf Base projectile lifespan reduced ― 70s → 50s
    • Note: Long Reach lifespan remains at 100s
0-4-2
  • Buff Spike Storm ability: Targets only active paths (e.g. Bloody Puddles)
Like a few other towers before it, the attack speed crosspath for Spike Factory has outshined the others. We have reworked the lower Spike Factory tiers to distribute this power more evenly while keeping high tier factories at a similar level of power.
— Update notes
  • Buff Rate increased ― 0.99s → 0.98s
0-4-2
  • Buff Now correctly works on splitting tracks (bug fix)
Due to a number of performance concerns, the ability for the Spike Storm factory will no longer be able to benefit from a denser storm of spikes via stacking speed buffs on the base tower.
— Update notes
  • Nerf Ability: No longer is affected by rate buffs
    • Note: Overclock rate buff does affect Spike Storm ability with Call To Arms or Homeland Defense. Other rate buffs may also work but need to be tested.
While we feel speed interactions for Spike Storm was a necessary evil for performance related concerns, we did not want to kill off self synergy contained local to the tower, so we are trying out an exception to this rule for the 042 crosspath. Additionally, due to the large annoyance in using spike storm in bosses due to the persistent rounds a boss will last for, Spike Storm will now be allowed to carry over one round before being cleaned up.
— Update notes
  • Buff Ability: Spikes now carry over one round
0-4-2
  • Buff Ability: Now benefits from Smart Spikes' speed buff
0-4-2
  • Nerf Smart Spikes start of round buff no longer applies to Spike Storm (undocumented)
The mid spike factory by many players has been ignored outside of few very specific situations for a long time and after fixing some issues, mainly a bug with the shotgunning of projectiles as they spawn, we’re trying a large power increase to more effectively balance the Shredder for its MOAB Damage purpose.
— Update notes
  • Buff Ability attack: Bonus damage to MOAB-class increased ― +4 → +9
  • Buff Main attack: Bonus damage to MOAB-class increased ― +4 → +9
  • Nerf Spike Factory no longer can shotgun spikes for exactly one frame after spawning (bug fix)
Similar to Mortar it’s great to see the fresh love for middle path Spike Factory, however as they are feeling exceptionally good now for the intended pure MOAB damage role we want to cut it back very slightly so it doesn’t stay quite so crazy over our holiday break.
— Update notes
  • Nerf Bonus MOAB damage reduced ― +9 → +8
Middle spactory buffs were a fair amount overdone, cutting back more on this.
— Update notes
  • Nerf Bonus MOAB-class damage reduced ― +8 → +7
  • Nerf Spike Storm ability cooldown increased ― 40s → 45s
Spike Storm is now exceptionally strong so the ability cooldown is increasing a small amount along with the T5 cost. This comes along with a crosspath rebalance granting more 042 lifespan.
— Update notes
  • Nerf Ability: Ability cooldown increased ― 45s → 50s
  • Nerf Ability: Minimum duration of spikes reduced ― 10s → 9s
    • Note: Does not affect x-5-x (18s)
0-4-1, 0-4-2
  • Buff Ability: Long Reach duration bonus for spikes increased ― 50% → 100%
    • Note: x-4-x spike duration changed from 15s-16.5s to 18s-22s
As Spike Storm stands out even moreso than the other paths it is the only one seeing an additional price increase ontop of this.
— Update notes
Spike Factory is currently overperforming on every path, and as it also happens to have one very dominant crosspath choice we’ve opted to nerf that crosspath as an overall nerf to every path.
— Update notes
  • Nerf Upgrade cost increased ― $5,000 → $6,000
  • Nerf Cooldown increased ― 0.98s → 1.05s
    • Note: Does not affect X5X (remains 0.49s attack cooldown)
While this won’t change the effective DPS of spike storm at all, the ability will now occur over a slightly longer duration to reduce the effective ‘instapop’ on many targets and give more time to see what’s going on.
— Update notes
  • Buff Spike Storm ability: Duration increased ― 1s → 2s
  • Nerf Spike Storm ability: Attack cooldown increased ― 0.02s → 0.04s
Spike Storm’s price is being increased with Carpet of Spikes remaining the same total cost, [...]
— Update notes
  • Nerf Upgrade cost increased ― $6,000 → $7,000
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For more Spike Factory images, see Gallery:Spike Factory.

Screenshots

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Assets

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In other languages

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Language Name / Description Notes
Arabic عاصفة أشواك/مسامير
قدرة عاصفة النتوءات: إطلاق طبقة سميكة من السنون والنتوءات فوق المسار بأكمله.
Danish Sømstorm
Sømstorm-evne: udspyr et tykt lag søm over hele vejen.
German Nagelsturm
Nagelsturm-Fähigkeit: Verteilt eine dicke Schicht Nägel über die gesamte Strecke.
Spanish Tormenta de clavos
Habilidad Tormenta de clavos: dispara una capa gruesa de clavos en toda la pista.
Spanish (LA) Tormenta de clavos
Habilidad Tormenta de clavos: dispara una capa gruesa de clavos en toda la pista.
Finnish Piikkimyrsky
Piikkimyrsky-kyky: ampuu paksun piikkimaton koko reitille.
French Tempête de pointes
Aptitude Tempête de pointes : projette une couche épaisse de pointes sur tout le circuit.
Italian Tempesta di aculei
Abilità Tempesta di aculei: cosparge l'intero tracciato di uno spesso strato di aculei.
Japanese スパイク嵐
スパイク嵐の能力:トラック全体に厚い層のスパイクを発射する。
Korean 스파이크 스톰
스파이크 폭풍 능력: 트랙 전체를 덮을 정도의 스파이크를 발사합니다.
Dutch Stekelstorm
Stekelstorm-vaardigheid: schiet een dikke laag stekels over het hele pad.
Norwegian Spikerstorm
Spikerstorm-evne: skyter et tykt lag med spiker over hele banen.
Polish Kolczasta burza
Umiejętność burza kolców: pokrywa grubą warstwą kolców całą ścieżkę.
Portuguese (Brazil) Tempestade de Espinhos
Habilidade Tempestade de Espinhos: Dispara uma grossa camada de espinhos sobre toda a pista.
Russian Шиповой шторм
Шипошторм: покрывает всю трассу толстым слоем шипов.
Swedish Spikstorm
Spikstormförmåga: Skjuter ut ett tjockt lager spikar över hela banan.
Thai พายุตะปู
สกิลพายุตะปู: ยิงตะปูชั้นหนาออกมาปกคลุมทั่วเส้นทาง
Turkish Diken Fırtınası
Çivi Fırtınası yeteneği: Tüm parkura kalın bir çivi katmanı fırlatır.
Chinese (simplified) 刺钉风暴
刺钉风暴技能:在整条路径上射出层层尖刺。
Chinese (traditional) 針刺風暴
針刺風暴技能:在整條路徑上射出一層厚厚的針刺。
This list was last updated for: version 43.1
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