Bloons Wiki
Advertisement
Bloons Wiki
For a general list of iterations of the Spike Factory, see Spike Factory.

Automatically generates piles of Road Spikes on the nearby track. Excellent last line of defense.
~ In-game Description

The Spike Factory is a Support-class tower that was released in the initial release of Bloons TD 6. The tower retains its name and role from the Bloons TD 4 and 5 Generation, with significant additions. It did not receive any teasers prior to release, but it was first shown when the game was available to select YouTubers several days before BTD6's official release date.

Spike Factory produces spike piles sporadically around its range onto nearby bloon track. Spike piles have a set amount of spikes, equivalent to pierce of each spike pile. By default, Spike Factory spike piles have 5 pierce, but upgrades such as Bigger Stacks increases their pierce. Each spike pile is produced every 1.75s and lasts for up to 50 seconds. Spikes disappear after ending a round, but spike piles can last longer by purchasing Long Reach and its later upgrades. Powerful upgrades include hard-shelled spiked balls, deadly mines that explode upon spike depletion, a wave of shredding spikes, and near-permanent spikes.

It costs $850 on Easy, $1,000 on Medium, $1,080 on Hard, and $1,200 on Impoppable.

Description[]

The Spike Factory is a white-colored machine with four "feet", the front two "feet" larger than its back two, and a spout on its "head". The front of the Spike Factory has an icon depicting a circle with three tacks inside. On the right side from the perspective of the player, its steam channel is located there.

In a similar manner to prior installments, the Spike Factory shoots out clumps of five spikes at a rate of one spike pile every 1.75 seconds. Compared to other towers that transitioned from Bloons TD 5 to Bloons TD 6, the Spike Factory is one of few that has both its original upgrade lines intact. Spikes by default last for 50 seconds or 1 round, whichever comes first. Spikes can last for more time or more rounds with most Path 3 upgrades.

Path 1 is primarily based upon making stronger spike piles. Bigger Stacks increases number of spikes per pile from 5 to 10 (or 50 to 90 with Perma-Spike). White Hot Spikes allows popping of any bloon type, including Frozen and Lead, increasing power of spikes further. Spiked Balls (returns from Spiked Ball Factory) replaces usual spikes with spiked balls, dealing even more damage to all bloon types while further increasing pierce, especially versus Ceramics and Fortified. The Spiked Mines upgrade adds powerful explosions into each spiked ball that activate upon depletion. The new Tier 5 upgrade surpassing the upgrade now creates even more powerful mines at a much slower rate, capable of wiping out crowds of stronger bloons with ease.

Path 2 focuses on aggressive production, starting with faster production with its first two upgrades, Faster Production and Even Faster Production, and then leading to MOAB SHREDR (returns from MOAB-SHREDR Spikes) for increased damage to MOAB-class, and its final upgrades Spike Storm and Carpet of Spikes increasing the Spike Factory's potential for widespread area damage. The Carpet of Spikes upgrade bases upon the old Spike Storm upgrade from BTD4 by making each spike storm automatic while dealing even more damage overall.

The new Path 3 is a more tactical one, providing a variety of utilities that improve spikes overall. This includes providing increased area of coverage to a targeting priority to spikes that last longer before timing out and even pass over to the next round. Long Reach increases the range of the Spike Factory and increases lifespan of spikes. Smart Spikes (formerly named Directed Spikes) adds target priorities to the Spike Factory, increasing its reliability on multi-lane maps, and adds a brief but quick boost of attack speed whenever a round begins. Long Life Spikes takes the long lifespan spike further by allowing spikes to carry over rounds and last even longer on the track. Deadly Spikes increases the round lifespan further and deals extra damage. Perma-Spike takes the spike longevity concept even further by manufacturing high-damage spikes with very long lifespan but at a much decreased production speed.

Spikes by default last for 1 round or 50 seconds, whichever comes first. These spikes will last even longer with Long Reach, Long Life Spikes, Deadly Spikes, and Perma-Spike upgrades. With Long Life Spikes, each spike pile will last for 2 rounds or 150 seconds, whichever comes first. Deadly Spikes increases the spike pile duration to 3 rounds or 150 seconds, whichever comes first. For Perma-Spike, each spike pile will last for 3 rounds or 300 seconds, whichever comes first.

Items for the Spike Factory are available in the Trophy Store. The "Spike Factory Pineapples" cosmetic changes the Spiked Balls, Spiked Mines, and Super Mines so that they resemble Exploding Pineapples.

Target Priorities[]

The base Spike Factory defaults to Normal, which sets it to produce spikes in a pseudo-random formation, it will always target the same set of spots, using the same placement sequence in a loop. It gains extra target priorities once the Smart Spikes upgrade is bought.

  • 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.

Alternate attacks have a different set of target priorities:

  • Spike Storm ability will target all areas of the track on screen, with the only exception when crosspathed with 0-4-2.
  • 0-4-2 Spike Storm (with Smart Spikes) ability will only target lanes that are currently being used in a particular round.

Spike Factories naturally can ignore Line of Sight due to how their lobbing attack. Similar to Alchemist potions, most Spike Factory spikes cannot deal air damage mid-way through flight. Instead, these spikes leap over until they eventually reside to their intended spot. Spikes produced right above the Spike Factory, however, will register for collision until the spikes move linearly outwards.

Normal[]

(picture of Normal)

Normal... (insert more info of Normal)

Close[]

TBA

Far[]

TBA

Smart[]

TBA

Stockpiling[]

The nature of the Spike Factory is to produce stockpiles of spikes. This allows it to build up spikes over time and therefore improve its primarily cleanup role. Spikes do not last infinitely, however, meaning that spikes will begin to deplete as rounds progress and spikes expire automatically whenever rounds ends once round lifespan is reached. More durable spikes can withstand longer periods of time before they begin to deplete or last for a longer number of rounds. Giving spike piles with extra time lifespan and round lifespan are both accessible via most Path 3 upgrades.

Maximum stockpile potentials of main spike attacks are listed below, ignoring start-of-round benefits from Smart Spikes or any external benefits:


Stockpile Maximization (main spikes)
Upgrade Spike Count Damage Attack Cooldown Time Lifespan Max Spike Piles Max Spikes Max Damage
000-SpikeFactory.png
0-0-0
5 1 1.75s 50s ~28.57 ~142 ~142
010-SpikeFactory.png
0-1-0
5 1 1.4s 50s ~35.71 ~179 ~179
020-SpikeFactory.png
0-2-0
5 1 0.98s 50s ~51.02 ~255 ~255
001-SpikeFactory.png
0-0-1
5 1 1.75s 50s ~57.14 ~285 ~285
100-SpikeFactory.png
1-0-0
10 1 1.75s 50s ~28.57 ~285 ~285
010-SpikeFactory.png
1-1-0
10 1 1.4s 50s ~35.71 ~357 ~357
020-SpikeFactory.png
1-2-0
10 1 0.98s 50s ~51.02 ~510 ~510
001-SpikeFactory.png
1-0-1
10 1 1.75s 100s ~57.14 ~571 ~571
001-SpikeFactory.png
0-1-1
5 1 1.4s 100s ~71.43 ~357 ~357
001-SpikeFactory.png
0-2-1
5 1 0.98s 100s ~102.0 ~510 ~510
300-SpikeFactory.png
3-0-0
14 2
5 (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
1.75s 50s ~28.57 400 800
2000 (BTD6Ceramic.png)
+400 (BTD6FortifiedRed.png)
300-SpikeFactory.png
3-1-0
14 2
5 (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
1.4s 50s ~35.71 TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
300-SpikeFactory.png
3-2-0
14 2
5 (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
0.98s 50s ~51.02 TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
300-SpikeFactory.png
3-0-1
14 2
5 (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
1.75s 100s TBA TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
400-SpikeFactory.png
4-0-0
14 2
8 (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
1.75s 50s ~28.57 400 800
2800 (BTD6Ceramic.png)
+400 (BTD6FortifiedRed.png)
400-SpikeFactory.png
4-1-0
14 2
8 (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
1.4s 50s ~35.71 TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
400-SpikeFactory.png
4-2-0
14 2
8 (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
0.98s 50s ~51.02 TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
400-SpikeFactory.png
4-0-1
14 2
8 (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
1.75s 100s TBA TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
500-SpikeFactory.png
5-0-0
14 10
16 (?) (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
3.6s 50s ~28.57 400 TBA
TBA (BTD6Ceramic.png)
+400 (BTD6FortifiedRed.png)
500-SpikeFactory.png
5-1-0
14 2
16 (?) (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
TBA 50s TBA TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
500-SpikeFactory.png
5-2-0
14 2
16 (?) (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
TBA 50s TBA TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
500-SpikeFactory.png
5-0-1
14 2
16 (?) (BTD6Ceramic.png)
+1 (BTD6FortifiedRed.png)
1.75s 100s TBA TBA TBA
TBA (BTD6Ceramic.png)
+TBA (BTD6FortifiedRed.png)
030-SpikeFactory.png
0-3-0
5 1
+4 (BTD6MOAB.png)
0.98s 50s ~51.02 TBA TBA
030-SpikeFactory.png
1-3-0
10 1
+4 (BTD6MOAB.png)
0.98s 50s ~51.02 TBA TBA
030-SpikeFactory.png
0-3-1
5 1
+4 (BTD6MOAB.png)
0.98s 100s TBA TBA TBA
050-SpikeFactory.png
0-5-0
5 3
+4 (BTD6MOAB.png)
0.98s 50s ~51.02 TBA TBA
050-SpikeFactory.png
1-5-0
10 3
+4 (BTD6MOAB.png)
0.98s 50s ~51.02 TBA TBA
050-SpikeFactory.png
0-5-1
5 3
+4 (BTD6MOAB.png)
0.98s 100s TBA TBA TBA
003-SpikeFactory.png
0-0-3
5 1 1.75s 140s TBA TBA TBA
003-SpikeFactory.png
1-0-3
10 1 1.75s 140s TBA TBA TBA
003-SpikeFactory.png
0-1-3
5 1 1.4s 140s TBA TBA TBA
003-SpikeFactory.png
0-2-3
5 1 0.98s 140s TBA TBA TBA
004-SpikeFactory.png
0-0-4
5 2 1.75s 140s TBA TBA TBA
004-SpikeFactory.png
1-0-4
10 2 1.75s 140s TBA TBA TBA
004-SpikeFactory.png
0-1-4
5 2 1.4s 140s TBA TBA TBA
004-SpikeFactory.png
0-2-4
5 2 0.98s 140s TBA TBA TBA
005-SpikeFactory.png
0-0-5
50 10 4.85s 300s TBA TBA TBA
005-SpikeFactory.png
1-0-5
80 10 4.85s 300s TBA TBA TBA
005-SpikeFactory.png
0-1-5
50 10 3.88s 300s TBA TBA TBA
005-SpikeFactory.png
0-2-5
50 10 2.71s 300s TBA TBA TBA

For Spike Storm abilities, these spike stockpiles are treated differently. More specifically, the number of spike piles on screen is irrelevant compared to the total spikes on screen due to the fact that determining the number of maximum spike piles is extraneous information. Rather, it is better off looking at the maximum damage potential, average damage potential, and ability's uptime. Average damage potential is increased by shorter bloon tracks and can be affected by ability uptime. Ideally, Spike Storm abilities deal the most damage on shorter maps, maps with single entries and single exits, and maps with intersecting lanes (e.g. Logs, End of the Road, Winter Park); Blons would be the theoretical best case scenario.

The spikes also last shorter than the ability cooldown, the only exception being with the Carpet of Spikes passive ability. Activated ability has 40s cooldown, and 15s passive cooldown for Carpet of Spike's passive ability.

The values given for average damage potential are tested on Medium (base bloon speed) and on Hedge, a map with an average potential for possible intersecting points, contains only one entry and exit, and is relatively long. Testing for blimp damage is done with a Round 100 BAD.

When excluding external buffs, the following are the stats for Spike Storm and Carpet of Spikes abilities:

Stockpile Maximization (Spike Storm abilities)
Upgrade Spike Count Damage Attack Rate Time Lifespan Total Spikes Max Damage Avg Damage Uptime
040-SpikeFactory.png
0-4-0
5 1
+4 (BTD6MOAB.png)
200x 20s 1000 1000
5000 (BTD6MOAB.png)
TBA 50%
040-SpikeFactory.png
1-4-0
10 1
+4 (BTD6MOAB.png)
200x 20s 2000 TBA TBA 50%
040-SpikeFactory.png
0-4-1
5 1
+4 (BTD6MOAB.png)
200x 30s 1000 TBA TBA 75%
040-SpikeFactory.png
0-4-2 (start)
5 1
+4 (BTD6MOAB.png)
800x 30s 4000 TBA TBA 75%
050-SpikeFactory.png
0-5-0 (passive)
5 3
+4 (BTD6MOAB.png)
200x 20s 1000 3000
7000 (BTD6MOAB.png)
TBA 200%
050-SpikeFactory.png
1-5-0 (passive)
10 3
+4 (BTD6MOAB.png)
200x 20s 2000 6000
14,000 (BTD6MOAB.png)
TBA 300%
050-SpikeFactory.png
0-5-1 (passive)
5 3
+4 (BTD6MOAB.png)
200x 30s 1000 3000
7000 (BTD6MOAB.png)
TBA 300%
050-SpikeFactory.png
0-5-2 (passive, start)
5 3
+4 (BTD6MOAB.png)
800x 30s 4000 12,000
28,000 (BTD6MOAB.png)
TBA 300%
040-SpikeFactory.png
0-5-0 (ability)
5 3
+4 (BTD6MOAB.png)
200x 20s 1000 3000
7000 (BTD6MOAB.png)
TBA 50%
040-SpikeFactory.png
1-5-0 (ability)
10 3
+4 (BTD6MOAB.png)
200x 20s 2000 6000
14,000 (BTD6MOAB.png)
TBA 50%
040-SpikeFactory.png
0-5-1 (ability)
5 3
+4 (BTD6MOAB.png)
200x 30s 1000 3000
7000 (BTD6MOAB.png)
TBA 75%
040-SpikeFactory.png
0-5-2 (ability, start)
5 3
+4 (BTD6MOAB.png)
800x 30s 4000 12,000
28,000 (BTD6MOAB.png)
TBA 75%

For explosions from Spiked Mines and Super Mines:

...

Upgrades[]

Path 1[]

BiggerStacksUpgradeIcon.png
Bigger Stacks
COST: $680 / $800 / $865 / $960
UNLOCK: 170 XP

Description: Creates larger piles of spikes per shot.
Effect: Spike piles have 10 pierce instead of 5. For Perma-Spike, gains +30 pierce.
WhiteHotSpikesUpgradeIcon.png
White Hot Spikes
COST: $510 / $600 / $650 / $720
UNLOCK: 600 XP

Description: Cuts through Lead Bloons and Frozen Bloons.
Effect: Can pop Frozen and Lead Bloons.
SpikedBallsUpgradeIcon.png
Spiked Balls
COST: $1,955 / $2,300 / $2,485 / $2,760
UNLOCK: 2,400 XP

Description: Produces spiked balls that do extra damage to Ceramic and Fortified bloons.
Effect: Pierce of each spike pile increases from 10 to 14, and increases damage from 1 to 2, plus even more to Ceramic and Fortified (+1 to Fortified, +3 to Ceramic).
SpikedMinesUpgradeIcon.png
Spiked Mines
COST: $8,075 / $9,500 / $10,260 / $11,400
UNLOCK: 15,000 XP

Description: Spiked mines explode violently when they lose all their spikes.
Effect: Increases Ceramic damage bonus from +3 to +6. Mines produce explosions that deal 10 damage with 40 pierce upon depletion of its spikes or by expiration, plus a burning effect that deals 1 damage per 2 seconds for up to 6 seconds. If expired by time, explosions deal double damage (20 damage).
SuperMinesUpgradeIcon.png
Super Mines
COST: $127,500 / $150,000 / $162,000 / $180,000
UNLOCK: 32,500 XP

Description: Creates gigantic exploding spiked mines that can wipe out almost anything.
Effect: Reduces production speed to every 3.5s. Increases spike damage from 2 to 10. Create explosions every time a spike wears out (10 damage, 30 pierce) and produces 1000 (2000 if the mine expires) damage, 60 pierce explosions once the super mine fully depletes its spikes or expires.

Path 2[]

FasterProductionUpgradeIcon.png
Faster Production
COST: $510 / $600 / $650 / $720
UNLOCK: 180 XP

Description: Rapidly increases production rate.
Effect: Produces spikes +25% faster (0.80x attack cooldown).
EvenFasterProductionUpgradeIcon.png
Even Faster Production
COST: $680 / $800 / $865 / $960
UNLOCK: 650 XP

Description: Increases production rate even more.
Effect: Produces spikes +42% faster (0.70x attack cooldown).
MOABSHREDRUpgradeIcon.png
MOAB SHREDR
COST: $2,125 / $2,500 / $2,700 / $3,000
UNLOCK: 2,500 XP

Description: Super-Hard-Rending-Engine-Driven-Razors shred MOAB-Class Bloons.
Effect: Spikes deal +4 damage to MOAB-class bloons.
SpikeStormUpgradeIcon.png
Spike Storm
COST: $4,250 / $5,000 / $5,400 / $6,000
UNLOCK: 11,000 XP

Description: Spike Storm ability: Shoots out a thick layer of spikes over the entire track.
Effect: Ability produces a wave of exactly 200 spikes over the entire track. Ability behavior modifies with the Smart Spikes upgrade.
CarpetofSpikesUpgradeIcon.png
Carpet of Spikes
COST: $34,000 / $40,000 / $43,200 / $48,000
UNLOCK: 35,000 XP

Description: Regularly sets a carpet of spikes over the whole track.
Effect: Every 15 seconds, produces an automatic Spike Storm. Spikes also deal more damage to bloons.

Path 3[]

LongReachUpgradeIcon.png
Long Reach
COST: $125 / $150 / $160 / $180
UNLOCK: 120 XP

Description: Increases range for spike pile drops, plus piles last longer.
Effect: Increases range of the Spike Factory, and ordinary spike piles last for 100 seconds instead of 50 seconds. Spike Storm ability spikes last for 50% longer, for 15 seconds instead of 10.
DirectedSpikesUpgradeIcon.png
Smart Spikes
COST: $340 / $400 / $430 / $480
UNLOCK: 550 XP

Description: Spike Factory gains special targeting priority and accelerated production at the start of each round.
Effect: Gains the Close, Far, and Smart target priorities. In addition, attacks 4x faster for the first 2.5s of a round.
LongLifeSpikesUpgradeIcon.png
Long Life Spikes
COST: $1,190 / $1,400 / $1,510 / $1,680
UNLOCK: 2,100 XP

Description: Spikes last much longer and can carry over one round.
Effect: Spikes last for 140 seconds instead of 100 seconds, and spike piles last for 2 active rounds (can carry over 1 round).
DeadlySpikesUpgradeIcon.png
Deadly Spikes
COST: $2,975 / $3,500 / $3,780 / $4,200
UNLOCK: 9,000 XP

Description: Extra deadly spikes can pop through 2 layers per spike and last another round.
Effect: Spike damage increased from 1 to 2, and total active rounds for spike piles increased from 2 to 3.
Perma-SpikeUpgradeIcon.png
Perma-Spike
COST: $25,500 / $30,000 / $32,400 / $36,000
UNLOCK: 29,500 XP

Description: High damage spikes become almost permanent.
Effect: Reduces production speed to every 4.85s. Spike piles have 10 damage per spike, 50 pierce per spike pile, total active rounds increased from 3 to 4, and lasts for 300 seconds instead of 140.

Total Costs[]

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Path 1
Base Cost $800 $600 $2300 $9500 $162500
Cumulative Cost $1800 $2400 $4700 $14200 $176700
Base Sell
Cumulative Sell $1260 $1680 $3290 $9940 $123690
Path 2
Base Cost $600 $800 $2500 $5000 $40000
Cumulative Cost $1600 $2400 $4900 $9900 $49900
Base Sell
Cumulative Sell $1120 $1680 $3430 $6930 $34930
Path 3
Base Cost $150 $400 $1400 $3500 $30000
Cumulative Cost $1150 $1550 $2950 $6450 $36450
Base Sell
Cumulative Sell $805 $1085 $2065 $4515 $25515

Strategy[]

Main article: Spike Factory/Strategies

Monkey Knowledge[]

This section displays Monkey Knowledge that has effects on Spike Factory and its changes when compared to one by default:

  • OneMoreSpikeIcon.png One More Spike: Spike Factory stacks get +1 spike.
    • Spike stacks can pop up to 6 bloons instead of 5.
    • Bigger Stacks from 10 to 11.
    • Spiked Balls/Spiked Mines/Super Mines from 14 to 15.
    • and Perma-Spike from 50 (70) to 51 (71).
  • FirstLineOfDefenseIcon.png First Last Line of Defense: Purchased price of first Spike Factory each game is $150 less.
    • The first Spike Factory will cost $700 on Easy, $850 on Medium, $930 on Hard, and $1,050 on Impoppable.
  • MonkeyEducationIcon.png Monkey Education: All Monkeys XP earn rate increased by 8%.
  • VeryShreddyIcon.png Very Shreddy: MOAB-SHREDR spikes deal +1 extra damage to MOAB-Class Bloons.
    • Deals 6 damage for a total of 36 damage per stack, originally deals 5 damage up to 25 damage per stack.
  • BetterSellDealsIcon.png Better Sell Deals: All Monkeys sell for 5% more.
    • Increases sell potency from 70% to 75%.
  • HiValueMinesIcon.png Hi-Value Mines: Spiked Mines cost reduced by 1500.
    • Cost reduced from $8,075, $9,500, $10,260, $11,400 to $6,575, $8,000, $8,760, $9,900 on each difficulty.
  • VeteranMonkeyTrainingIcon.png Veteran Monkey Training: All Monkeys reload time reduced by 3%.
  • GlobalAbilityCooldownsIcon.png Global Ability Cooldowns: All Ability cooldowns for all Monkeys reduced by 3%.

Version History[]

Initial release (compared to BTD5)
  • Buff Bigger Stacks costs less ($700 → $650).
  • Buff White Hot Spikes costs less ($900 → $800).
  • Nerf Spiked Mines no longer has increased attack speed.
  • Buff Faster Production costs less ($800 → $700).
  • Buff Even Faster Production costs less ($1,250 → $900).
  • Nerf MOAB SHREDR (old MOAB-SHREDR Spikes) no longer has increased attack speed.
  • Buff Spike Storm costs less ($6,500 → $6,000).
  • Nerf Spike Storm now has an initial cooldown before initial use.
  • Nerf Spike Factory will not dispense spikes if not in range of any track, rather than dispense spikes randomly around itself. Nerf due to MOAB-Class Bloons large hitbox.

Balance Changes[]

2.0
  • Nerf Permaspike price increased ($22,000 → $25,000).
  • Nerf Permaspike produces spikes 66% slower than normal.
3.0
  • Buff Apopalpyse Mode will no longer remove Spike Factory spikes until the time limit is reached.
  • Change Spike Factory spikes will fade away as their lifespan ends rather than disappearing out of existence.
  • Change Spike Factories can no longer throw spikes further outside of the track than the actual bloon exit point is.
6.0
  • Buff Super Mines attack speed increased by 20%.
7.0
  • Buff Spiked Balls price reduced ($2,400 → $2,200).
  • Buff Spiked Mines price reduced ($14,000 → $12,000).
  • Buff Super Mines can now pop all bloon types.
  • Buff Super Mines pierce increased (40 → 60).
  • Buff MOAB SHREDR price reduced ($3,000 → $2,500).
  • Buff Spike Storm price reduced ($6,000 → $5,000).
  • Buff Carpet of Spikes price reduced ($50,000 → $42,000).
  • Buff Spike Storm and Carpet of Spikes abilities now deals +1 damage to MOAB-class (as intended).
  • Buff Carpet of Spikes +1 damage to all attacks is now applying correctly to the ability and periodic storm for a total of 2 damage to regular bloons and 5 damage to MOABs.
8.0
  • Buff Spiked Balls now deals more damage to Ceramics (3 → 4; essentially +3 damage compared to against normal bloons).
  • Buff Spiked Mines explosion damage increased (4 → 5).
  • Buff MOAB SHREDR damage to MOAB-class increased (4 → 5).
  • Buff Carpet of Spikes damage to MOAB-class increased (5 → 6).
  • Buff Permaspike with Bigger Stacks now has larger stacks (60 → 70; effectively now up to 800 damage per spike pile for Permaspike with Bigger Stacks).
10.0
  • Buff Super Mines base spike damage increased (1 → 10).
11.0
  • Buff Super Mines attack speed increased by 20%.
  • Buff Spike Storm ability now (correctly) has +1 MOAB-class damage from an earlier MOAB-SHREDR blimp damage buff.
12.0
  • Buff Spiked Mines explosion damage increased (5 → 10).
  • Buff Super Mines explosion damage increased (350 → 1,000).
  • Nerf Perma-Spike duration decreased (350s → 300s).
  • Nerf Perma-Spike price increased from ($25,000 → $30,000).
  • Nerf Perma Spike max rounds reduced (4 → 3).
14.0
  • Change "Directed Spikes" renamed to "Smart Spikes".
  • Buff Smart Spikes attack rate increased by x4 for the first 2.5 seconds of each round.
19.0
  • Buff 3-x-x Spiked Balls damage increased (1 → 2).
20.0
Bigger balance shifts including Super Mines were not feasible for this update, but we did make a meaningful price reduction.
~ Ninja Kiwi
  • Buff 5-x-x Super Mines Price reduced ($175,000 → $162,500).
  • Buff x-5-x Carpet of Spikes now correctly gains +2 damage to all, not just 1.
21.0
Since launch xx2 has never brought enough to the table as a crosspath. Working into the long life trend of the bottom path we felt that introducing longer life at a 'cross-pathable stage' may work in some new niche. Along with this we made a couple small tweaks buffing what should be the 'strength areas' of a few of the more underperforming high tier Spike upgrades.
~ Ninja Kiwi
  • Buff 4-x-x Spiked Mines blast radius increased (15 → 19).
  • Buff x-x-1 Long Reach lifespan increased (70 → 100).
    • 041 Spike Storm lifespan will increase by 50% with this change.
  • Buff x-x-4 Deadly Spikes last for 1 more round before expiring.
  • Bottom Path upgrade changes do not affect Long Life Spikes or Perma-Spike.
  • Buff x-5-x Carpet of Spikes passive cooldown reduced (20s → 15).
  • Change Descriptions changed.
22.0
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, ceramic bonus increased on 4xx, and a new bonus added to 5xx. 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.
~ Ninja Kiwi
  • Nerf Base spike lifespan reduced (70s → 50s).
    • x-x-1 spike lifespan remains at 100s.
  • Nerf 1-x-x Bigger Stacks cost increased ($600 → $800).
  • Buff 2-x-x Red Hot Spikes cost reduced ($800 → $600).
  • Buff 4-x-x Spiked Mines ceramic damaged increased (+3 → +6).
  • Buff 5-x-x Super Mines spikes now trigger a smaller explosion of radius 20, pierce 10 and damage 10.
  • Buff 0-4-2 Spike Storm targets only active paths.
  • Buff x-5-x Carpet of Spikes saves cooldown of passive ability when saving.
23.0
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.
~ Ninja Kiwi
  • Nerf Base Spike Factory cost increased ($800 → $1,000).
  • Buff Faster Production cost decreased ($700 → $600).
  • Buff Even Faster Production cost decreased ($900 → $800).
  • Buff Spike Factory base attack rate increased (2.2s → 1.75s).
  • Nerf Spike Factory attack speed bonus decreased (0.6x → 0.8x, or +66% → +25%), for less attack speed (1.32s → 1.4s).
  • Buff Spike Factory attack speed bonus increased (0.75x → 0.70x, or +33% → +42%), for more attack speed (0.99s → 0.98s).
  • Buff Carpet of Spikes price reduced ($42,000 → $40,000).
  • Buff [undocumented] Base Super Mines attack speed increased (4.4s → 3.5s).
  • Nerf [undocumented] 5-1-0 Super Mines attack speed decreased (2.64s → 2.8s).
  • Buff [undocumented] 5-2-0 Super Mines attack speed increased (1.98s → 1.96s).
  • Nerf [undocumented] 0-1-5 Perma-Spike attack speed decreased (3.6s → 4.8s).
  • Nerf [undocumented] 0-2-5 Perma-Spike attack speed decreased (2.7s → 3.36s).
24.0
Spiked Balls are used quite a lot, but we like their overall position right now so they have had only a slight bump up in price, along with a bigger decrease to the price of T4 Spiked Mines. In addition, Permaspike's neglected crosspath has had a small pierce increase as currently their only real use is under custom challenge rules.
~ Ninja Kiwi
  • Nerf 3-x-x Spiked Balls price increased ($2,200 → 2,300).
  • Buff 4-x-x Spiked Mines price reduced ($12,000 → 11,000).
  • Buff 1-0-5 Permaspike pierce increased (70 → 80).
  • Change [undocumented] "Smart" targeting priority now places spikes as far back on the track as it can rather than as far forward to the first bloon.
26.0
Pierce amounts for Spiked Balls and Mines fits their use cases too awkwardly due to super ceramics. Considering the power of Spiked Balls, their pierce has been reduced slightly to add value to the pierce focussed higher tier in addition to a price cut for Spiked Mines.
~ Ninja Kiwi
  • Nerf Spiked Balls pierce reduced from 17 to 14. Also affects later upgrades.
  • Buff Spiked Mines price reduced from $11,000 to $9,500.

Bug Fixes and General Changes[]

9.1
12.0
  • x-5-x Carpet of Spikes passive storm no longer counts as an 'ability cast' for co-op summary.
19.0
  • x-4-0 Spike Storm no longer gains a pointless targeting option.
21.0
    • x-x-1 Long Range description changed from "Increases range over which spikes can be deposited." to "Increases range for spike pile drops, plus piles last longer." to reflect buffs.
    • x-x-4 Deadly Spikes description changed from "Extra deadly spikes can pop through 2 layers per spike." to "Extra deadly spikes can pop through 2 layers per spike and last another round." to reflect buffs.
    • x-x-5 Perma-Spike description changed from "Spikes become almost permanent." to "High damage spikes become almost permanent."
      • All of the description changes were not directly documented in the Patch Notes.
24.0
  • Buff 0-4-2 Spike Storm now correctly works on splitting tracks.

Sounds[]

Most Spike Factories lack a sound, except for explosions from Spiked Mines and above, and abilities from Spike Storm and Carpet of Spikes.

This section is incomplete due to the lack of a sound. You can help by expanding it.

When a Spike Factory is placed on screen:

...

Gallery[]

Projectiles[]

Official artwork[]

Videos[]

TBA


Trivia[]

  • The Spike Factory can have problems with extremely fast bloons such as freeplay DDT's in BTD6 (about Round 200+). If Bloons go fast enough it is possible for them to pass over the spikes but not register hitting them causing the bloons to take no damage.
    • This happens because in one frame the bloon is behind the spike pile, and in the next frame the bloon is in front of the spike pile. It essentially teleported over the spike pile.
  • In BTD6, the Spike Factory spikes in Apopalypse automatically disappeared once a round ends, which rendered the Spike Factory much less powerful due to disappearing at the wrong time. This has been fixed, changing the spikes to last between rounds, like in BTD5.
Advertisement