It passively dispenses piles of spikes onto the nearby track that damage Bloons on contact. Each pile contains 5 spikes (6 with One More Spike), and each spike deals 1 damage. Each spike pile disappears at the end of the round or after 50 seconds, which allows it to build up a thick layer of spikes over time. It can't damage Lead Bloons or frozen Bloons, which destroy its spike piles without being damaged.
It can be upgraded to dispense explosive spiked mines, MOAB-class-Bloon-shredding spikes with drastically increased attack speed, as well as laying spikes over the whole track, or increasing the duration and damage of the spikes.
This article or section needs more screenshots. See the screenshot guidelines for more information on what screenshots are needed and how to add them. The editor that added this notice elaborates: Base Spac with 5-spike piles, and clearing out some stray bloons
The Spike Factory's basic attack places a pile of spikes onto a random point on the track within its range every 1.75 seconds. It can attack even if there are no Bloons within its range, and it can deploy spikes onto parts of the track that are behind line of sight blockers, but it can't deploy spikes if there is no point on the track within its range. Each pile is a projectile that can re-hit Bloons every frame,[fn 1] and the number of spikes in the pile represents the amount of pierce it has. If its pierce is increased, it displays more spikes in the pile accordingly; it can only visually show up to 20 spikes, but it has no pierce cap. By default, each pile contains 5 spikes (6 with One More Spike) that each deal 1 sharp-typedamage. Spike piles expire on their own at the end of each round (except in Apopalypse mode, Race Events, CT Time Attack, and Boss Rush), after a Boss Bloon spawns, or 50 seconds after being deployed.
Although the Spike Factory's spikes can hit Camo Bloons, its attack is not considered to have Camo detection. This means that the Spike Factory does not allow Advanced Intel to target Camo Bloons in its range, nor does it allow Gerry's Fire to target or hit Camo Bloons if used on it.
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Spike Factory's capability to stockpile makes it a versatile cleanup option, and its higher-tiers are capable of dealing high damage to MOAB-class bloons. Generally, it serves as a last line of defense, to be placed at the end of the track so there's enough time to build up spikes. Base and lower-tier Spike Factory are useful for cleanup, especially early Camos, allowing it to tank all Camos up to round 37 on single-lane maps.
The top path is pierce-oriented, and its higher tiers are mainly for cleanup against stray Ceramics. Spiked Balls is cheap Super Ceramic cleanup, Spiked Mines improves its versatility against groups, and Super Mines is capable of serving as pure DPS. The top crosspath is the main choice for larger stockpiles, in addition to innate popping of Leads (especially DDTs).
The middle path is speed-oriented and its higher tiers specialize in single-target damage to MOAB-class. The Spike Storm's ability fires spike piles all across the track - one or two can help out immensely against the BAD on Round 100. Finally, the Carpet of Spikes is powerful enough to help fight against lower-tier Bosses. The middle crosspath offers consistent production, refreshing spike piles quicker.
The bottom crosspath focuses on utility, and higher tiers improve lifespan and the efficiency of stockpiles. Smart Spikes enables focused targeting of spikes, which is important on multi-lane maps or to micromanage spike placements. Its crowning upgrade is Perma-Spike, whose incredibly long-lasting projectiles are useful even in the latest rounds of CHIMPS, especially on single-lane maps.
Changes from Bloons TD 5
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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