Perma-Spike (BTD6): Difference between revisions

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'''Perma-Spike''' is the [[Spike Factory (BTD6)|Spike Factory]]'s path 3 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede" />Spike piles are produced about 3.46× slower<!--6.06/1.75--> (without crosspaths, every 1.75 to 6.06 seconds), 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 4× start-of-round speed boost now lasts for 10 seconds. Unlike other Spike Factories except [[Mega Massive Munitions Factory|its Paragon]], spikes placed by a Perma-Spike are preserved when loading a save, though any buffs the spikes had will be lost.<section end="lede" />
'''Perma-Spike''' is the [[Spike Factory (BTD6)|Spike Factory]]'s path 3 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede" />Spike piles are produced about 3.46× slower<!--6.06/1.75--> (without crosspaths, attack cooldown is increased from 1.75 to 6.06 seconds), but they now deal 10 damage per spike, have 50 pierce (85 with 1-0-5), last up to 300 seconds, and carry over up to 3 rounds. Additionally, the 4× start-of-round speed boost now lasts for 10 seconds. Unlike other Spike Factories (except [[Mega Massive Munitions Factory|the Paragon]]), spikes placed by a Perma-Spike are preserved when loading a save, though any buffs the spikes had will be lost.<section end="lede" />


==Stats==
==Stats==
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==Strategy==
==Strategy==
{{BTD6 last updated|55.2|section=y}}
{{BTD6 last updated|56.3|section=y}}
Perma-Spike is a very versatile T5 tower. It can serve as a perfectly consistent cleanup tower, leak-catcher and/or 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. This also means that alongside being a DDT counter, Perma-Spike can also trivialise round 100 by exploiting the single {{BTD6|BAD}}'s relatively low RBE. Pair Perma-Spike with {{BTD6|Stronger Stimulant}}, [[Abyssal Warrior]], and {{BTD6|Jungle Drums}} to improve its capacity. {{BTD6|Overclock}} is another, more expensive option. If your strategy relies more heavily on Perma-Spike for general damage output, and not just cleaning up or answering DDTs and the BAD, use it 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 on maps where it can cover every exit, such as [[Glacial Trail]] and {{BTD6|Workshop}}. On maps that Perma-Spike cannot reach every exit, such as [[Muddy Puddles]], use the Reposition abilities of {{BTD6|Support Chinook}} or [[Dan D'Monke (BTD6)|Dan D'Monke]]. Smart Targeting is an inconsistent option for these maps, and another micro-heavy option is to repeatedly alternative between the "Close" and far "Set Target" targeting options to ensure spikes are balanced in each exit.
Perma-Spike is a very versatile T5 tower. It can serve as a perfectly consistent cleanup tower, leak-catcher and/or 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. This also means that alongside being a DDT counter, Perma-Spike can also trivialise round 100 by exploiting the single {{BTD6|BAD}}'s relatively low RBE. Pair Perma-Spike with {{BTD6|Stronger Stimulant}}, [[Abyssal Warrior]], and {{BTD6|Jungle Drums}} to improve its capacity. {{BTD6|Overclock}} is another, more expensive option. If your strategy relies more heavily on Perma-Spike for general damage output, and not just cleaning up or answering DDTs and the BAD, use it with stalling towers; [[Horned Owl]] and {{BTD6|MOAB Shove}} are the most effective, while {{BTD6|Cryo Cannon}} and {{BTD6|Maim MOAB}} require less micromanagement. [[Galvanic Conduit|Galvanic Conduits]] can add significant damage against the denser late-game rounds, if {{BTD6|White Hot Spikes}} has not been purchased, and they also provide some stalling.  


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}} should be used if your strategy uses Perma-Spike, as it is cost-efficient extra damage, and its usual downside of leaving huge packs of {{BTD6|MOAB}}s and Ceramics is not a problem for Perma-Spike. For Heroes, {{BTD6|Admiral Brickell}}, {{BTD6|Corvus}}, and {{BTD6|Ezili}}'s abilities are good for cutting away large amounts of RBE from dense rounds. {{BTD6|Benjamin}} is a niche choice; he can use Syphon Funding to drastically reduce the densest rounds, and it is this 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 -->
Perma-Spike excels on maps where it can cover every exit, such as [[Glacial Trail]] and {{BTD6|Workshop}}. On maps where it cannot reach every exit, such as [[Muddy Puddles]], the Reposition abilities of {{BTD6|Support Chinook}} or [[Dan D'Monke (BTD6)|Dan D'Monke]] can help mitigate that weakness. Smart Targeting is an inconsistent option when the Perma-Spike is in range of multiple tracks at the same time; alternative options include Normal targeting (although this is random, and weighted by the amount of each track within range) or the micro-heavy option of repeatedly alternating between the "Close" and "Set Target" targeting options (with the reticle positioned on the further lane) to ensure spikes are balanced for two exits.
 
When used 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 tend to leak stray Bloons. {{BTD6|Unstable Concoction}} should be used if your strategy uses Perma-Spike, as it is cost-efficient extra damage, and its usual downside of leaving huge packs of {{BTD6|MOAB}}s and Ceramics is not a problem for Perma-Spike. For Heroes, {{BTD6|Admiral Brickell}}, {{BTD6|Corvus}}, and {{BTD6|Ezili}}'s abilities are good for cutting away large amounts of RBE from dense rounds. {{BTD6|Benjamin}} is a niche choice; he can use Syphon Funding to drastically reduce the densest rounds, and this synergy with Perma-Spike is 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 -->


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, by using it to instantly pop the remaining Bloon spawns after the bulk of rounds have been cleared.
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, by using it to instantly pop the remaining Bloon spawns after the bulk of rounds have been cleared.


Both crosspaths are almost equally effective. 1-0-5 is slightly cheaper, has marginally better DPS (1.7× instead of 1.667×), and has the option of upgrading to 2-0-5 in {{BTD6|Ice Monkey}}-centric strategies (usually for frozen Bloons; {{BTD6|Lead Bloon}}s aren't a concern unless {{BTD6|Acidic Mixture Dip}} isn't available) for the same overall cost as 0-2-5. 0-2-5 benefits slightly more from flat pierce buffs, including {{BTD6 mk|One More Spike}}; if Perma-Spike has Stronger Stimulant supporting it, 0-2-5 has slightly more DPS than 1-0-5, assuming the Alchemist can maintain enough uptime on it with the brew buff.
Both crosspaths are almost equally effective. 1-0-5 is slightly cheaper, has marginally better raw DPS (1.7× the base amount instead of 1.667×), and has the option of upgrading to 2-0-5 in certain situations like {{BTD6|Ice Monkey}}-centric strategies (usually for frozen Bloons; [[Lead Bloon (BTD6)|Lead]] properties aren't a concern unless {{BTD6|Acidic Mixture Dip}} isn't available) for the same overall cost as 0-2-5. 0-2-5 benefits slightly more from flat pierce buffs, including {{BTD6 mk|One More Spike}}; if Perma-Spike has Stronger Stimulant supporting it, 0-2-5 has slightly more DPS than 1-0-5, assuming the Alchemist can maintain enough uptime on it with the brew buff.


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