Spike Factory (BTD6): Difference between revisions
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* The Spike Factory serves as a good last line of defense. It is best placed at the end of the track, so that it has the most time possible to build up spike piles. | * The Spike Factory serves as a good last line of defense. It is best placed at the end of the track, so that it has the most time possible to build up spike piles. | ||
* Path 1 upgrades the factory to shoot [[Spiked Balls (BTD6)|Spiked Balls]], which are very strong against [[Ceramic Bloon (BTD6)|Ceramics]]. | * Path 1 upgrades the factory to shoot [[Spiked Balls (BTD6)|Spiked Balls]], which are very strong against [[Ceramic Bloon (BTD6)|Ceramics]]. | ||
* Path 2 enables the Spike Factory to deal heavy damage against [[MOAB-Class Bloon|MOAB-Class Bloons]]. The | * Path 2 enables the Spike Factory to deal heavy damage against [[MOAB-Class Bloon|MOAB-Class Bloons]]. The [[Spike Storm (BTD6)|Spike Storm]]'s ability fires spike piles all across the track - one or two can help out immensely against the [[BAD (BTD6)|BAD]] on Round 100. Finally, the [[Carpet of Spikes (BTD6)|Carpet of Spikes]] is powerful enough to help fight against lower-tier [[Boss Bloon|Bosses]]. | ||
* Path 3 increases the utility and flexibility of the Spike Factory. Its crowning upgrade is [[Perma-Spike (BTD6)|Perma-Spike]], whose incredibly long-lasting projectiles are useful even in the latest rounds of [[CHIMPS]]. | * Path 3 increases the utility and flexibility of the Spike Factory. Its crowning upgrade is [[Perma-Spike (BTD6)|Perma-Spike]], whose incredibly long-lasting projectiles are useful even in the latest rounds of [[CHIMPS]]. | ||