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BTD6

Increases range for spike pile drops, plus piles last longer.
~ In-game description

Long Reach is the first upgrade of Path 3 for the Spike Factory in Bloons TD 6. It increases the Spike Factory's range by +8 units, from 34 to 42 units, and it increases projectile lifespan of all its spikes from 50 seconds to 100 seconds, or +50% for Spike Storm ability spikes (0-4-1: 10s to 15s; 0-5-2: 20s to 30s). Additionally, the blast radius of the explosions of Spiked Mines and the mega explosions of Super Mines are increased by +33%, from 30 to 40 and 100 to 133, respectively.

This upgrade costs $125 on Easy, $150 on Medium, $160 on Hard, and $180 on Impoppable.

Description[]

Overview[]

Spikebottom (1)

Long Reach with some pre-placed spikes

The bottom half of the Spike Factory's body receives a blue paintwork, as well as losing its engine gate. Similar visual changes occur for crosspaths of Long Reach up to Tier 4.

Long Reach gains +8 range, and all newly dispensed spikes last for 100 seconds instead of 50 seconds. For Spike Storm and Carpet of Spikes abilities, they will last 50% longer, 15 and 30 seconds, respectively. Also increased blast radius for mines.

Targeting Priorities[]

Long Reach defaults on Normal targeting priority, which dispenses the spikes onto nearby bloon track in a semi-sporadical behavior. If given Smart Spikes, it will also receive Close, Far, and Smart.

  • Normal: Targets spike piles in a somewhat sporadical way, spreading spikes as evenly as possible within its range.
  • Close: Targets the closest region(s) of track within range.
  • Far: Targets the furthest region(s) of track within range.
  • Smart: Prioritizes the track with the Bloon the farthest through it, then targets the spot on that track closest to the exit.

Costs[]

Updated as of Version 41.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (X-X-1) $125 $150 $160 $180 -
Total (0-0-1) $975 $1,150 $1,240 $1,380 $683 $805 $868 $966
Crosspath (1-0-1) $1,655 $1,950 $2,105 $2,340 $1,159 $1,365 $1,474 $1,638
Crosspath (2-0-1) $2,165 $2,550 $2,755 $3,060 $1,516 $1,785 $1,929 $2,142
Crosspath (0-1-1) $1,485 $1,750 $1,890 $2,100 $1,040 $1,225 $1,323 $1,470
Crosspath (0-2-1) $2,165 $2,550 $2,755 $3,060 $1,516 $1,785 $1,929 $2,142

This upgrade's prices (or included crosspath's prices) are affected by the following MK: FirstLineOfDefenseIcon First Last Line of Defense, BetterSellDealsIcon Better Sell Deals

Strategy[]

Summary[]

While it is a cheap upgrade, it is useful in only a few niche situations, spreading the damage out for a tower mostly centralized on single area blockage while only improving lifespan of its spikes as a bonus. The purchase of this path also has a disadvantage in the short-term of picking between Bigger Stacks and Faster Production. The Long Reach upgrade pairs well with Path 2 upgrades overall, as the benefits become more prominent with its succeeding Path 3 upgrade, Smart Spikes.

Tips[]

  • This upgrade is useful on Apopalypse Mode, but alternate options will generally suffice much better.
  • There is little meaning to stop at just Long Reach without getting its further upgrade Smart Spikes. Try upgrading to Smart Spikes as soon as possible.
  • Because the base Spike Factory projectile lifespan is dropped from 70s to 50s in Version 22.0, it might be worth purchasing Long Reach for the increased spike lifespan per round, but buying this upgrade sacrifices either the faster spike regeneration rate from Path 2 or the larger spikes from Path 1.
  • 0-0-1 Long Reach is a lot cheaper than adding a second Spike Factory, and can actually be valued much more the more round stalling is applied.
  • The benefits of Long Reach can be a useful addition for Spike Storms, as it allows the ability spikes to last considerably longer, though generally it is better to also add Smart Spikes too, so that the Spike Storms can further benefit.

Version History[]

Balance Changes[]

Since Long Reach arguably had almost no purpose outside of certain maps where the bonus range was necessary, and was even considered negative for the Spike Factory, Long Reach now additionally adds bonus projectile lifespan. This has made crosspathing with Path 3 a little more worthwhile, but not by a long shot. Long Reach also received an indirect buff in Version 22.0 as a result of a nerf to the base Spike Factory spike lifespan, from 70s to 50s.

21.0
  • BUFF Long Reach now increases projectile lifespan (70s → 100s).
  • BUFF Long Reach now makes Spike Storm ability spikes last 50% longer.
  • Change Description changed to reflect the buff.
    • Changed from "Increases range over which spikes can be deposited." to "Increases range for spike pile drops, plus piles last longer."
    • This change was not directly documented in the Patch Notes, however the balance change was.
23.0
  • Change Affected by Spike Factory crosspath speed changes.
38.0
Further balance for 401 crosspath, while this does already see some niche use it made sense to include increased explosion radius with the larger tower range. [...]
~ Ninja Kiwi
  • BUFF Long Reach now increases blast radius of the explosions from Spiked Mines and the mega explosions of Super Mines.

Gallery[]

Official artwork[]

Trivia[]

  • Out of all games that the Spike Factory has been in, the upgrade Long Reach is the cheapest to purchase out of all the upgrades for the Spike Factory.
    • Second-cheapest goes to White Hot Spikes in BTD4, which costs $300 on Medium.
    • Coincidentally, the Dartling Gunner's Faster Swivel upgrade is also the cheapest Dartling upgrade in all games it appears in, and also costs $150 on Medium.
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