Please read the policies of Bloons Wiki before making any new edits. If you have any issues, suggestions, or questions, please contact an admin.
Community Events
Share your favorite Bloons Wiki page on your favorite social network. (How?)
Bloons Wiki would like all images to be categorised accordingly as Category:<<Category Name>> images. Please help by doing so after uploading an image.
Strategy Page This article is a strategy page, where players may share their ideas on how to optimize the subject in question. Feel free to add new strategies on this page! However, make sure the content you add is clearly formatted, unambiguous, and informative.
Note for all contributors: If you're planning to add a new strategy section about your specific strategy, please make sure to add version numbers and dates to each new section, especially for the latest games.
The Spike Factory is stockpile tower. It is not as powerful as they are in BTD6, given the new competitive circumstances, but they are quite the middle ground powerful tower in this game as of currently, making it somewhat of a challenge to fight against a Sub user. Sub's general weakness is grouped bloons, so try to overwhelm the opponent before they can afford the better grouped-popping Sub upgrades.
Double the pierce of the spike piles and is very useful for Spike Storm, as this means each spike pile it produces will have double the damage without this upgrade. For Perma-Spike, Spikes produced for there will have 90% more pierce.
Spiked Balls can defend ceramics popped from MOAB-class bloons, but if the MOAB-class bloons are large enough (such as ZOMGs), they may eat these spiked balls first. This is prominent on the map Dino Graveyard.
Spike Mines destroys ceramics and MOABs in general although for either one of these concerns, Spike balls are much cheaper had handling ceramics, and Spike Storm is better at handling MOABs, both for a much cheaper price.
Super Mines is one of the few 6 figure upgrades in Battles 2 but doesn't provide the damage that one would expect for such a monstrously large price tag.
Spike Storm is capable of one-shotting BADs and ZOMGs. If you see a Spike Storm, know that sending high-HP blimps won't be so easy to do.
To counter a Spike Storm user, sending a mix of multiple BADs and/or several Fortified DDTs may overwhelm the opponent, forcing them to choose between one-shotting the BADs and directly fighting off the Fortified DDTs.
Spike Storm has an initial cooldown. If the opponent tries to sell-and-rebuy to get up Spike Storms all over, they are trying to destroy high-HP blimps quickly.
Sending a single ZOMG may potentially trigger a Spike Storm to be summoned on screen; if the opponent does pull out their Spike Storm, take note of this.
Carpet of Spikes instantly deals high damage to any blimp incoming from the entrance(s) of a map. This is strong against large groups of weaker blimps, but the opponent will still need to handle the Ceramics underneath.
Carpet of Spikes auto-spike storm attack is effective against DDTs but falls back to Fortified DDTs and freeplay ramping.
Increases the range of the Spike Factory and spikes last longer, specifically, 50%.
In particular, this crosspath allows Carpet of Spikes to have two layers of spikes at all times with the cost of having no access to lead popping to the local tower.
Smart Spikes produces 4x the spike piles for 2.5 seconds at the start of each round. The new targeting option for Smart Spikes has yet to be explored thoroughly in a Battles setting, as of Version 1.1(.)
Perma-Spikes pushes spike longevity to its limit and deals 5x times the damage from Deadly Spikes, from 2 to 10, however, spike production is reduced significantly to compensate for the large increase in spike power.
Perma-Spikes power compared to BTD6 is significantly weaker here as since stockpiling spikes is harder because of these reasons:
Because of the three-tower loadout, it reduces the number of types of towers that can be used for stalling. Using Perma-Spike to its full potential almost requires Berserker Brew from the Alchemist, reducing the choice of the tower types to one.
Due to the Player sends forcing the Perma-Spike to not put their Perma-Spike at the far opposite entrances of both bloons lanes (though closer to the natural bloons entrances is typical of a Perma-Spike player), reducing the amount of time Perma-Spike has for stockpiling in face of a bloon rush for the player.
Crosspath-specific[]
Under construction This page is currently under construction. Please bear with us while our editors improve the page.
What is with all those "TBA" marks? Temporary fillers such as "TBA", "???", and filler images are used for content that is yet to be added, for layout purposes. Please help by replacing them with useful content, if you can.
WIP This section or article is currently a work in progress (WIP), and therefore under construction. Please bear with us while our editors improve the page.
Crosspath
Spike Factory countermeasures
0-2-5
Perma-Spike with Even Faster Production is usually the go-to since its lead weakness can be made up with Acidic Mixture Dip, without sacrificing Stockpile Potential.
Like in BTD6, not only does its lead weakness become fully null 100% of the time, thanks to Acidic Mixture Dip, but it also buffs virtually all-important attributes of Perma-Spike, especially attack speed which is very important since its base attack speed is dreadfully slow compared to its previous upgrade. What makes this even better is the fact that the attack speed buff is multiplicative, which means that higher base attack speeds get a bigger boost than slower attack speeds.
Other Advice[]
If you see the opponent's Spike Factories having their respective unique cosmetics, the opponent has unlocked all upgrades for Spike Factory. In that case, prepare for all possible upgrades.
An important thing to understand about Spike Factories is how its spikes work. When talking about how much pierce Spike Factory has, pierce refers to the whole spike pile (or each time the Spike Factory spews out any spikes of any kind), not each individual spike. Damage, in regards to Spike Factories is how many layers each individual spike pops. This means it's important that Spike Facotry is popping the right bloons for the upgrades that it has so that it doesn't waste its spikes of bloons that it doesn't work well against. For example, Spike Storm has relatively high Blimp damge but low damage and pierce on anything else, so only try to use Spike Storm for the intent of using it on Blimps. Spike Mines, conversely, does much better against normal-class bloons than blimps, especially as health ramping starts to increase the later on a game goes on so try to focus on letting Spike Mines pop regualar bloons than MOABs and above.