Perma-Spike (BTD6)
| 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
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| Start-of-round buff | ||||
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1-0-5
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2-0-5
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0-1-5
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0-2-5
| Attack | ||
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Costs and sell values
| 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 strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. The editor who added this notice elaborates: more use cases, synergies, game modes of use, etc, also stats of spikes per second rate comparisons |
Perma-Spike is an exceptionally effective cleanup tower suitable for many single-exit maps, most notably for CHIMPS on maps such as Glacial Trail and Dark Castle. Berserker Brew, Abyssal Warrior, and Jungle Drums are recommended for relatively inexpensive buffs to maximize its cleanup potential, but especially the Acidic Mixture Dip's lead-popping to handle DDTs without 2-0-5 crosspath.
Crosspathing is beneficial to maximize the size of its stockpiles. Bigger Stacks grants 2% more damage output than Even Faster Production if external buffs are not present (1.7x damage output instead of 1.667x). However, with a flat pierce buff of at least 3, Even Faster Production would have slightly better damage output, though with +3 pierce the difference would only be ~0.4%.
Pair Perma-Spike with a form of stall, such as Horned Owl or MOAB Shove. The extra time to build up spikes is important to maintaining healthy stockpiles against difficult rounds. Unstable Concoction also pairs particularly well with Perma-Spike, as concoctions can do massive damage to the outer layers on dense rounds such as 98, while Perma-Spike is one of few towers adept at handling the huge rushes of MOABs and Ceramic Bloons the concoctions tend to create.
Update history
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- Upgrade cost increased ― $22,000 → $25,000
- 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
- Pierce increased ― 60 → 70
- Upgrade cost increased ― $25,000 → $30,000
- Projectiles are now saved
- Projectile lifespan reduced by 50s
- Projectiles last for 1 less round
- Now gains a 4× attack speed buff for 2.5 seconds at the start of each round
- Spike piles no longer save (bug)
- 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 |
” |
- Overall cost increased by $200 (due to cost changes for previous tiers)
- 0-1-5
- Rate reduced ― 3.6s → 4.8s (undocumented)
- 0-2-5
- Rate reduced ― 2.7s → 3.36s (undocumented)
| “ | after recent changes to low tiers unintentionally caused it to perform much worse — Update notes |
” |
- attack cooldown reduced ― 6s → 4.85s
- 0-1-5
- attack cooldown reduced ― 4.8s → 3.88s
- 0-2-5
- 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 |
” |
- "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
- 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
- Pierce increased ― 80 → 90
- Pierce reduced ― 50 → 25
- Damage increased ― 10 → 15
- 1-0-5, 2-0-5
- 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 |
” |
- Pierce increased ― 25 → 50
- Damage reduced ― 15 → 10
- Attack cooldown reduced ― 4.85s → 6.0625s
- Start of round attack speed buff duration increased ― 2.5s → 10s
- 1-0-5, 2-0-5
- Pierce increased ― 45 → 90
- 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
- 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 |
” |
- Reworked targeting options ― Normal, Close, Far, Smart → Normal, Close, Smart, Set Target, Automatic
- Smart Spikes: Adds a "Set Target" option, which allows to select the place inside the Spike Factory's range where the spikes go to.
- Smart Spikes: Adds a "Automatic" option, attempts to directly target the first bloon
- Removed "Far" targeting option
Gallery
Screenshots
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Assets
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Portrait
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Upgrade icon
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Insta Monkey icon
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. |
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| Spanish | Permaclavo Los clavos de gran daño se vuelven casi permanentes. |
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| Spanish (LA) | Permaclavo Los clavos de gran daño se vuelven casi permanentes. |
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| Finnish | Pysyvä piikki Tehokkaat piikit tulevat melkein pysyviksi. |
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| French | Perma-pointes Les pointes à dégâts élevés deviennent presque permanentes. |
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| Italian | Perma-aculeo Gli aculei a danni elevati diventano quasi permanenti. |
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| 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。 |
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| Korean | 영구 스파이크 공격력이 높은 스파이크가 거의 영구적이 됩니다. |
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| Dutch | Permaspies Stekels die grote schade doen worden bijna permanent. |
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| Norwegian | Perma-spiker Spiker med høy skade blir nesten en permanent funksjon. |
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| Polish | Perma-kolce Kolce zadające duże obrażenia stają się niemal permanentne. |
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| Portuguese (Brazil) | Espinho Permanente Espinhos de alto dano se tornam quase permanentes. |
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| Russian | Вечные шипы Наносящие сильный урон шипы становятся почти вечными. |
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| Swedish | Permaspik Spikar som åsamkar stor skada blir nästan permanenta. |
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| 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。 |
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| Chinese (traditional) | 永久針刺 高傷害針刺幾乎變得永久存在。 |
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| This list was last updated for: version 43.1 | |||
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