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, spikes are produced onto all available lanes at a fixed rate of every 0.04 seconds for 2 seconds. Storm spikes are distributed randomly across available lanes. Storm spikes last between 9 to 11 seconds.
Crosspaths also 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 (between 18 to 22 seconds), and with Smart Spikes it causes all storm spikes to only target the active lanes of the current round.
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
Spike Storm's ability is best used for MOAB-class damage, as it takes advantage of MOAB SHREDR's extra MOAB-class damage. Because of this, Spike Storm is often used for defending against DDTs, BADs, and Boss Bloons. It is not very effective 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.
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.
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[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
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0-4-1, 0-4-2
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
”
Base projectile lifespan reduced ― 70s → 50s
Note: Long Reach lifespan remains at 100s
0-4-2
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
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
”
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
”
Ability: Spikes now carry over one round
0-4-2
Ability: Now benefits from Smart Spikes' speed buff
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
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
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
”
Ability: Ability cooldown increased ― 45s → 50s
Ability: Minimum duration of spikes reduced ― 10s → 9s
Note: Does not affect x-5-x (18s)
0-4-1, 0-4-2
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
”
Upgrade cost increased ― $5,000 → $6,000
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