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BTD6

Spiked mines explode violently when they lose all their spikes.
~ In-game description

Spiked Mines is the 4th upgrade of Path 1 for the Spike Factory in Bloons TD 6. It produces spiked mines that create powerful explosions once depleted, dealing 10 damage (+2 to Ceramics and +3 to Fortified) each onto up to 30 bloons, alongside a powerful burn effect that deals 10 damage per 2.0s for 6 seconds. The blast radius of the explosion is 30, around the size of the explosions from Mortar's Bigger Blast, increased to 40 (Shell Shock main explosion radius size) with 4-0-1 crosspath. Explosions set off twice simultaneously if the spiked mines automatically expire rather than losing all spikes. Each spike also deals an additional +3 damage to Ceramics, for a total of 8 damage against Ceramics, plus a further +2 damage bonus to Fortified from +1 to +3. Additionally, spiked mines now have 18 spikes instead of 12.

This upgrade costs $8,075 on Easy, $9,500 on Medium, $10,260 on Hard, and $11,400 on Impoppable.

Description[]

Overview[]

Smines (1)

Spiked Mines and its mines

Spiked Mines rather drastically alters the appearance of the Spike Factory, adding a yellow skull-and-crossbones icon to the port and adding several more spikes alongside an extended set of supports built out from the feet. The spikes are painted red, as with Spiked Balls, but the supports are dark grey, much like the base of the Spike Factory. Between these metal supports are four vents.

The mines themselves now also bear a skull-and-crossbones on them, and they are slightly lighter in color.

Crosspathing with path 2 raises the vents slightly and paints them yellow, then raises them again nearly to the level of the spike port. Crosspathing with path 3 paints the lower half of the structure blue, including the vents, before adding gears between the support beams.

Spiked Mines gains an additional +3 ceramic damage per spike compared to Spiked Balls, for a total of 8, and also now sees the mines explode when their pierce is fully consumed or they simply disappear by time. The explosion created deals 10 damage with 30 pierce and a blast radius of 30 (40 with Long Reach), as well as inflicting a napalm that deals 10 damage every 2.0 seconds for 6 seconds. Explosions deal +2 damage to Ceramics and +3 damage to Fortified. If the mines expire by time, the explosion deals double damage. Each mine has 18 spikes.

Targeting Priorities[]

Spiked Mines defaults on Normal targeting priority, which dispenses the spiked mines onto nearby bloon track semi-sporadically. 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.

Full Popology[]

Statistics[]

Updated as of Version 40.0
Base stats
  • Spiked Mine:
    • Lobbed spike pile, normal type, detects and deploys on nearby track, 34 range, 1.75s attack cooldown, 2 damage, 6 bonus Ceramic damage, 3 bonus Fortified damage, 18 pierce. Lifespan of 50s. Upon lifespan expiry, create two instances of Explosion. Upon pierce expiry, create one instance of Explosion.
  • Explosion:
    • Burst, explosion type, 10 damage, 2 bonus Ceramic damage, 3 bonus Fortified damage, 30 pierce, 30 blast radius. Upon damage, applies Burn that deals 10 damage every 2.0s for 6.0s.
Crosspathing interactions
  • 4-1-0: Attack cooldown of Spiked Mine reduced from 1.75s to 1.4s.
  • 4-2-0: Attack cooldown of Spiked Mine reduced from 1.4s to 0.98s.
  • 4-0-1: Lifespan of Spiked Mine increased from 50s to 100s, range increased from 34 to 42, explosion blast radius increased from 30 to 40.
  • 4-0-2: At the start of a round, attacks 4x faster (0.4375s) for 3s. Gains Close, Far and Smart targeting priorities.

Attack Interactions[]

See also: Attack Interactions/Bloons TD 6/Support
Updated as of Version 40.0
Base attack(s)
  • Spike Pile:
    • Normal Type (pops Black, White, Purple, Lead, Frozen) Normal
    • Also affects Camo Bloons Camo Detection
    • Single Projectile Single Projectile
    • On-Track (stays onto track until depleted or expired) On Track
    • On-Track Spike (lasts for up to 50s or 1 round, whichever comes first) Spike
    • Lobbed Throw Lobbed Throw
    • Erratic Movement (moves straight in any direction within its range, directed onto any nearby track) Erratic Movement
    • Extra damage to all bloon types (2) Extra Damage (2)
    • Extra damage versus Ceramics (+3 → +6) Extra Damage to Ceramics (+6)
    • Extra damage to Fortified (+1 → +3) Extra Damage to Fortified (+3)
  • Explosion:
    • Explosion Type (pops White, Purple, Lead, Frozen) Explosion
    • Also affects Camo Bloons Camo Detection
    • Burst (bursts from expired or depleted mine) Burst
    • Area of Effect Area of Effect
    • Extra damage to all bloon types (10) Extra Damage (10)
    • Extra damage to Fortified (+3) Extra Damage to Fortified (+3)
    • Burn (standard bloons, 10 damage per 2.0s for 6 Burn
    • Burn (MOAB-Class Bloons, 10 damage per 2.0s for 6 Burn Blimps

Costs[]

Updated as of Version 43.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (4-X-X) $8,075 $9,500 $10,260 $11,400 -
Total (4-0-0) $12,070 $14,200 $15,340 $17,040 $8,449 $9,940 $10,738 $11,928
Crosspath (4-1-0) $12,580 $14,800 $15,990 $17,760 $8,806 $10,360 $11,193 $12,432
Crosspath (4-2-0) $13,260 $15,600 $16,855 $18,720 $9,282 $10,920 $11,799 $13,104
Crosspath (4-0-1) $12,195 $14,350 $15,500 $17,220 $8,537 $10,045 $10,850 $12,054
Crosspath (4-0-2) $12,535 $14,750 $15,930 $17,700 $8,775 $10,325 $11,151 $12,390

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

Strategy[]

Summary[]

The power of Spiked Mines primarily comes from the explosions, which shred through stronger bloons and deal a chunk of damage to blimps. Compared to other Spike Factory upgrades, it is a powerful cost-effective choice for clearing out densely grouped bloons very effectively, including Regrow Bloons but not versus Black properties, unlike its previous upgrade Spiked Balls. Additionally, the high-damage napalm from explosions allows it to continually damage bloons that were collaterally damaged, serving as chip damage to MOAB-class bloons. In fact, Spiked Mines can be used as a pure offensive stockpiling tower if positioned and aimed close to the track, although still better suited for tanking bloons as most Spike Factories are designed to do.

Compared to Spiked Balls, Spiked Mines excels at beating difficult pre-Round 81 bloon rush rounds with ease and carrying its late-game for combatting dense packs of Super Ceramics and weaker MOABs. Although lacking the flexibility of cheap exit protectors as in Spiked Balls, Spiked Mines still works efficiently across all stages of the game as an exit protector on single-lane maps, and even simple multi-lane maps via the 4-0-2 crosspath. Its higher pierce value makes it generally superior for DPS than Spiked Balls, switching out the focus of low-budget versatile catchers of bloon leaks for a deeper focus on dispatching dense packs of bloons. Additionally, compared to Spiked Balls, the main synergetic value in Spiked Mines actually comes from benefiting the high explosive pierce, in which Unstable Concoction and Striker Jones's Level 5+ benefits now become relevant.

Tips[]

  • Use this if grouped bloons are a serious issue. Spiked Mines is effective at wiping out dense bloon rounds such as Rounds 63 and 78, and it can also be used to counter Regrow Bloons if the Regrows do not overmultiply.
  • Similarly to Ground Zero base bomb attacks, Spiked Mines explosions are highly potent at large-scale damage, but they heavily struggle against dense groups of Blacks or Zebras due to the explosion immunities of those bloon types.
  • It is usually better off using a 4-2-0 Spiked Mines over a 4-0-2 Spiked Mines in most situations. 4-2-0 offers a greater offensive potential, but 4-0-2 Spiked Mines can be used on certain maps where Spiked Balls armies would be unfavorable or to act as a cheaper substitute to Perma-Spike.
    • The main occasions where a 4-0-2 Spiked Mines truly matters is on maps with multi-lane intersections such as Rake and Sanctuary. It has seen some use on successful Ravine CHIMPS runs as a substitute for The Big One. 4-0-2 Spiked Mines also benefits from locations where there is a vantage point that directs the three new targeting options of Smart Spikes (Close, Far, and Smart) into three unique locations; this allows micromanagement of strategically placing the longer-lasting mines.
  • Compared to Spiked Balls armies, Spiked Mines is more cost-efficient at overall DPS on single-lane maps, although Spiked Mines has the disadvantage of no full discounts from Monkey Commerce.
  • Because the mine explosions cannot damage DDTs without MIB or similar, Spiked Mines may struggle versus DDTs. Having Striker Jones Level 5+ helps counter this, but then again Spiked Mines is not a reliable anti-DDT option whether its explosions can damage them or not.
  • The napalm does deal a lot of damage, although that napalm can be difficult to take advantage of without the spikes already chipping away against the bloons.

Version History[]

Balance Changes[]

Spiked Mines had been buffed overall throughout updates in this game. Substantial damage buffs for the explosions, added price reductions, an increased blast radius, and several Spiked Balls inherited buffs have made the Spiked Mines upgrade stronger in mid-game settings, more specifically versus mid-game grouped bloons.

During the 20's updates, Spiked Mines has consistently been buffed in order to compete cost-efficiency as a grouped damage Spike Factory versus the mid-and-late-game flexibility of Spiked Balls. It was then nerfed and buffed, eventually to a state where it now is a mid-game accelerator with a group-focused cleanup for the late-game.

The current development of Spiked Mines has become a mid-game grouped bloon tanking on short-to-medium maps, particularly on difficult maps like Quad.

7.0
  • BUFF Spiked Mines costs less ($14,000 → $12,000)
8.0
  • BUFF Spiked Mines explosion deals more damage (4 → 5)
12.0
  • BUFF Spiked Mines explosion deals more damage (5 → 10)
19.0
  • BUFF Spiked Mines spikes now deal +1 damage to all bloon types.
21.0
[...] 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, referring to Spiked Mines, Carpet of Spikes, and Deadly Spikes
  • BUFF Spiked Mines explosion radius increased (15 → 19)
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. [...]
~ Ninja Kiwi, referring to both spike duration balance and Upper Path 1 balance
  • NERF Base projectile lifespan reduced from 70s to 50s
  • BUFF Spiked Mines spikes now deals extra Ceramic damage (+3 → +6)
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
  • Change Affected by Spike Factory crosspath speed changes
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. [...]
~ Ninja Kiwi
  • BUFF Spiked Mines costs less ($12,000 → $11,000)
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 Mines spikes have less spikes (17 → 14)
  • BUFF Spiked Mines costs less ($11,000 → $9500)
33.0
Spike Factory 4xx feels it needs a small boost in order to really start feeling worth upgrading to rather than getting multiple T3s in the lategame due to the improved Spiked Mines pierce not being as needed for Super Ceramics
~ Ninja Kiwi
  • BUFF Spiked Mines spikes and explosions bonus to fortified increased +1 → +3
35.0
Spiked Mines explosion radius doesn’t hit too much since it’s almost always centered just in front of the ‘first bloon in a pack’ to hit it in most effective use cases, [...]
~ Ninja Kiwi
  • BUFF Spiked Mines explosion radius increased 19 → 30
36.0
Spiked Balls provides incredibly powerful cleanup in all stages of gameplay, and we like the use here but for a cheap T3 it doesn't drop off enough lategame with the lower pierce requirements there. [...]
~ Ninja Kiwi, referring to Spiked Balls
  • NERF Spiked Mines spikes have less spikes (14 → 12)
37.0
We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics.
~ Ninja Kiwi
  • BUFF Spiked Mines spikes pierce increased 12 → 20
  • NERF Spiked Mines explosion pierce reduced from 40 → 30, does not carry over to Super Mines
  • BUFF Spiked Mines napalm DoT damage increased 1 → 10
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 4-0-1 Spiked Mines explosion blast radius increased 30 → 40
40.0
Small spike pierce reduction for the Spiked Mines as it’s finally coming into a strong spot on its own. [...]
~ Ninja Kiwi
  • NERF Spiked Mines spikes pierce reduced (20 → 18)

Bug Fixes and General Changes[]

Extra Notes (Version History)[]

Gallery[]

Official artwork[]

Projectiles[]

Other languages[]

Upgrade Name
Language Name Meaning
English Spiked Mines
German Nagelminen Spiked Mines
Upgrade Description
Language Name Meaning
English Spiked mines explode violently when they lose all their spikes.
German Nagelminen explodieren heftig, wenn sie alle Nägel verloren haben. Spiked mines explode violently when they lose all their spikes.

Trivia[]

  • Spikes of Spiked Mines are slightly lighter in color than those of the previous upgrade, Spiked Balls.
  • Before Version 24.0, the Spiked Mines cost was the same as the first price buff in BTDB Mobile while the BTD6 Spiked Mines received its first price buff.
  • The burn damage-over-time for Spiked Mines ticks at the same as BTD5's Burny Stuff effect, dealing damage every 2.0s for 6.0 seconds. When Spiked Mines was first released, the burning damage also did 1 damage per tick.
  • Spiked Mines received a buff to its spike damage versus Ceramics in Version 22.0 in order to give it more potential versus greater numbers of Spiked Balls, according to Ninja Kiwi's Version 22.0 patch notes.
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