Perma-Spike (BTD6): Difference between revisions

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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
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==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==

Revision as of 18:35, 2 January 2026

Perma-Spike
Portrait of Perma-Spike
Icon of Perma-Spike High damage spikes become almost permanent.
Tower Path Tier
Spike Factory 3 5
XP cost 29,500
Cash cost $25,500 — Easy
$30,000 — Medium
$32,400 — Hard
$36,000 — Impoppable

Perma-Spike is the Spike Factory's path 3 tier 5 upgrade in Bloons TD 6. Spike piles are produced about 3.46x slower (without crosspaths, every 1.75s to 6.06s), but deal 10 damage, have 50 pierce (85 with 1-0-5), last up to 300 seconds, and carry over up to 3 rounds. Additionally, the 4x start-of-round speed boost now lasts for 10 seconds. Uniquely, spikes placed by a Perma-Spike are preserved when loading a save, though any buffs the spikes had will be lost.

Stats

For a complete list of Spike Factory stats, see Stats:Spike Factory (BTD6).
This data was last updated for: version 55.1
Tower
Display range42 units
Footprint radius8 units
Targeting options
  • Normal
  • Close
  • Smart
  • Automatic
  • Set Target
Attack
Cooldown6.0625s
Offset (X, Y, Z)
0, 0, 20.1
TargetingDepends on targeting option
Targeting range42 units
Filters
  • Cannot target Camo
  • Ignores blockers
Projectile
Pierce50
Damage10
Damage typeSharp
Lifespan300s
Persists between rounds3
Radius6 units
Rehit interval0.001s
  • Ignores blockers
Start-of-round buff
Cooldown modifier×0.25
Lifespan10s

1-0-5

Attack
Projectile
Pierce50 → 85

2-0-5

Attack
Projectile
Damage typeSharpNormal

0-1-5

Attack
Cooldown6.0625s → 4.85s

0-2-5

Attack
Cooldown4.85s → 3.6375s

Costs and sell values

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
0-0-5 $30,980 $36,450 $39,365 $43,740 $21,686 $25,515 $27,556 $30,618
1-0-5 $31,660 $37,250 $40,230 $44,700 $22,162 $26,075 $28,161 $31,290
2-0-5 $32,170 $37,850 $40,880 $45,420 $22,519 $26,495 $28,616 $31,794
0-1-5 $31,490 $37,050 $40,015 $44,460 $22,043 $25,935 $28,011 $31,122
0-2-5 $32,170 $37,850 $40,880 $45,420 $22,519 $26,495 $28,616 $31,794

Strategy

This section was last updated for: version 52.2

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 DDTs and Super Ceramics, being able to handle every DDT through round 100. Pair Perma-Spike with Stronger Stimulant, Abyssal Warrior, and Jungle Drums to improve its capacity. Overclock is another, more expensive option. Perma-Spike shines when used with stalling towers; Horned Owl and MOAB Shove are the best, while Cryo Cannon and Maim MOAB require less micromanagement. It excels at maps where it can cover every exit, such as Glacial Trail and Dark Castle. On maps that Perma-Spike cannot reach every exit, such as Muddy Puddles, use Support Chinook.

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. Unstable Concoction is cost-efficient extra damage, and its usual downside of creating huge MOAB and Ceramic rushes is not a problem for Perma-Spike. For Heroes, Admiral Brickell, Corvus, and Ezili pair well with it, their abilities cutting away large quantities of RBE from dense rounds. 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.

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 Races, where it can be used to instantly pop the remaining Bloon spawns after the bulk of rounds have been cleared.

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 Ice Monkey-centric strategies (for Frozen Bloons; Lead Bloons are not a concern due to Acidic Mixture Dip).

Update history

For a complete list of Spike Factory changes, see Update history:Spike Factory (BTD6).
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  • Nerf Upgrade cost increased ― $22,000 → $25,000
  • Nerf Attack cooldown increased ― 3s → 6s (attack speed reduced by 50%)
  • Far targeting no longer causes the game to crash if it cannot reach the track (bug fix)
1-0-5, 2-0-5
  • Buff Pierce increased ― 60 → 70
  • Nerf Upgrade cost increased ― $25,000 → $30,000
  • Buff Projectiles are now saved
  • Nerf Projectile lifespan reduced by 50s
  • Nerf Projectiles last for 1 less round
  • Buff Now gains a 4× attack speed buff for 2.5 seconds at the start of each round
  • Nerf Spike piles no longer save (bug)
  • Buff Perma-spikes: Lasts 1 more round before expiring ― 3 → 4 (undocumented)
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
  • Nerf Overall cost increased by $200 (due to cost changes for previous tiers)
0-1-5
  • Nerf Rate reduced ― 3.6s → 4.8s (undocumented)
0-2-5
  • Nerf Rate reduced ― 2.7s → 3.36s (undocumented)
after recent changes to low tiers unintentionally caused it to perform much worse
— Update notes
  • Buff attack cooldown reduced ― 6s → 4.85s
0-1-5
  • Buff attack cooldown reduced ― 4.8s → 3.88s
0-2-5
  • Buff attack cooldown reduced ― 3.36s → 2.716s
In addition, Permaspike’s neglected crosspath has had a small pierce increase as currently their only real use is under custom challenge rules.
— Update notes
  • Buff "Smart" targeting priority: now places spikes as far back on the track as it can rather than as far forward to the first bloon (undocumented)
1-0-5
  • Buff Permaspike: pierce increased ― 70 → 80
Some minor changes to a few upgrades on Spike Factory evening out some aspects of it.
— Update notes
1-0-5
  • Buff Pierce increased ― 80 → 90
  • Nerf Pierce reduced ― 50 → 25
  • Buff Damage increased ― 10 → 15
1-0-5, 2-0-5
  • Nerf Pierce reduced ― 90 → 45
Finally, we enjoyed the hard hitting nerf to Permaspike’s early game, but admittedly this change didn’t really change much of anything for its endgame power while impacting pre r80 rounds far more, so we’re redoing the nerf into a pure attack speed nerf along with an increased benefit to the start of round rate buff to reduce the necessity in playing slowly with it
— Update notes
  • Buff Pierce increased ― 25 → 50
  • Nerf Damage reduced ― 15 → 10
  • Nerf Attack cooldown reduced ― 4.85s → 6.0625s
  • Buff Start of round attack speed buff duration increased ― 2.5s → 10s
1-0-5, 2-0-5
  • Buff Pierce increased ― 45 → 90
  • Nerf Spike Factory no longer can shotgun spikes for exactly one frame after spawning (bug fix)
Permaspike is seeing a small crosspath fix, as the x2x rate change threw this balance out.
— Update notes
1-0-5, 2-0-5
  • Nerf Pierce reduced ― 90 → 85
This update we’ve finally decided to nerf Permaspike by completely removing the ‘Far’ target priority from the earlier Smart Spikes upgrade. We know that this loss will be incredibly painful to deal with for the many spike factory enjoyers out there, so we have also included a couple other minor QoL adjustments to the Smart Spikes upgrade in a hopeful attempt to offset this.
— Update notes
  • Neutral Reworked targeting options ― Normal, Close, Far, Smart → Normal, Close, Smart, Set Target, Automatic
    • Buff Smart Spikes: Adds a "Set Target" option, which allows to select the place inside the Spike Factory's range where the spikes go to.
    • Buff Smart Spikes: Adds a "Automatic" option, attempts to directly target the first bloon
    • Nerf Removed "Far" targeting option
For more Spike Factory images, see Gallery:Spike Factory.

Screenshots

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Assets

Trivia

  • Perma-Spike has received numerous update notes regarding its lack of nerfs. This is a running gag created by Ninja Kiwi starting with update 46.

In other languages

Language Name / Description Notes
Arabic مسامير دائمة
تصبح السنون والنتوءات عالية الضرر شبه دائمة.
Danish Perma-søm
Højeffektive søm bliver næsten permanente.
German Perma-Stacheln
Nägel mit hohem Schaden sind fast permanent vorhanden.
Spanish Permaclavo
Los clavos de gran daño se vuelven casi permanentes.
Spanish (LA) Permaclavo
Los clavos de gran daño se vuelven casi permanentes.
Finnish Pysyvä piikki
Tehokkaat piikit tulevat melkein pysyviksi.
French Perma-pointes
Les pointes à dégâts élevés deviennent presque permanentes.
Italian Perma-aculeo
Gli aculei a danni elevati diventano quasi permanenti.
Japanese パーマスパイク
高ダメージスパイクが、ほぼ永久的に持続するようになる。
Korean 영구 스파이크
공격력이 높은 스파이크가 거의 영구적이 됩니다.
Dutch Permaspies
Stekels die grote schade doen worden bijna permanent.
Norwegian Perma-spiker
Spiker med høy skade blir nesten en permanent funksjon.
Polish Perma-kolce
Kolce zadające duże obrażenia stają się niemal permanentne.
Portuguese (Brazil) Espinho Permanente
Espinhos de alto dano se tornam quase permanentes.
Russian Вечные шипы
Наносящие сильный урон шипы становятся почти вечными.
Swedish Permaspik
Spikar som åsamkar stor skada blir nästan permanenta.
Thai ตะปูถาวร
ตะปูดาเมจสูงแทบจะอยู่อย่างถาวร
Turkish Kalıcı Çivi
Yüksek hasarlı çiviler neredeyse kalıcı hale gelir.
Chinese (simplified) 永久刺钉
高伤害刺钉变得几乎不可磨灭。
Chinese (traditional) 永久針刺
高傷害針刺幾乎變得永久存在。
This list was last updated for: version 43.1