Spike Factories are tailor made for guarding exits but can be used anywhere. Powerful upgrades include: White Hot Spikes, Spiked Ball Factory, MOAB-SHREDR, Spike Storm.
It dispenses spike piles onto random areas of track. Spike piles each have 5 pierce, with a visual representation of pierce based on pierce remaining. Spikes last up to 70 seconds or 1 round, whichever comes first. It can be improved to strengthen each spike pile into spiked balls and mines, or attack significantly faster and disperse MOAB-shredding spikes throughout all paths.
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Spike Factory is a decent way to protect exits against stray Bloons, including early Camo Bloons and when delaying Golden Egg Scrambler, but will struggle against large groups. Spike Factory especially excels in Monkey vs Monkey, where spikes do not disappear at the ends of rounds. Do not rely on Spike Factory as the primary defense, as it will fall apart once the Ceramic rushes on as low as Round 6 arrive (Round 4 on Monkeys From Space); instead, Spike Factories should only be used as secondary defense. Early on, do minimal investment, with one or two 0-0 Spactories and upgrade to T1 upgrades if needed; T2 is too inefficient.
Spike Factory becomes considerably better with MK for both tanking Bloons and dealing MOAB-class damage (with MOAB-SHREDR Spikes and Spike Storm). After gaining flat pierce MK, multiple base Spike Factories become more efficient against leaks.
Its grouped weaknesses are reduced significantly with both T4 upgrades, though Spiked Mines is useless in the multiplatform version. However, Spiked Ball Factory remains an effective tank against Bloons when transitioning into the wincon.
↑ 1.01.11.2In the Flash version, the MOAB damage multiplier applies twice due to a bug. It deals 44% more MOAB damage at rank 3, 207% more at rank 8, and 298% at rank 13. These tiers do not affect its damage to Boss Bloons at all, as MOAB-SHREDR Spikes has a separate damage modifier for them.
↑In the mobile version, this actually reduces Spike Storm's cooldown by 12 seconds.