Support tower
Spike Factory
Automatically generates piles of Road Spikes on the nearby track. Excellent last line of defense.
Info
The Spike Factory is a Support tower that places piles of spikes on the track within its range. It costs $1,000 on Medium. Every pile has several spikes that each pop one layer, and piles stay on the track until they are used up or the round ends, so a Spike Factory builds up a thick carpet of spikes over time. That makes it one of the best last lines of defense in the game.
Spikes deal Sharp damage, so by default they cannot pop Lead or Frozen Bloons; those Bloons just destroy the spikes without being damaged. Spikes on the track do hit Camo Bloons, because they do not need to target anything.
The three paths
- Top path (Bigger Stacks to Super Mines): stronger piles. Bigger Stacks adds pierce, White Hot Spikes switches to Normal damage so spikes pop Lead and Frozen Bloons, Spiked Balls deal bonus damage to Ceramic and Fortified Bloons, Spiked Mines explode when they expire, and Super Mines deal massive damage with explosions that pop any Bloon type.
- Middle path (Faster Production to Carpet of Spikes): more piles. Faster Production and Even Faster Production speed up production, MOAB SHREDR adds big bonus damage to MOAB-class Bloons, Spike Storm adds an ability that showers spikes over every lane, and Carpet of Spikes triggers that storm automatically every 15 seconds.
- Bottom path (Long Reach to Perma-Spike): lasting spikes. Long Reach adds range and spike lifespan, Smart Spikes quadruples production at the start of each round, Long Life Spikes carry over to the next round, Deadly Spikes deal 3 damage per spike and last even longer, and Perma-Spike makes very strong piles that last for several rounds.
Camo and Lead within its own upgrades
- Camo: spikes on the track already hit Camo Bloons.
- Lead: White Hot Spikes (2-x-x) lets spikes pop Lead and Frozen Bloons. That is why so many Spike Factory crosspaths are 2-x-x.
Paragon
The Spike Factory's Paragon is the Mega Massive Munitions Factory ($750,000 on Medium). It deploys giant spiked mines that last up to 5 rounds and split into smaller spike piles when they explode.
Quick summary
- Category: Support
- Base cost: $1,000 (Medium)
- Damage type: Sharp (Normal with White Hot Spikes)
- Best at: last line of defense, stacking damage over a round, MOAB damage with MOAB SHREDR
- Weak at: early-round value, Lead without White Hot Spikes
Upgrades
Stats
Main attack
- Damage
- 1
- Pierce
- 5
- Attack speed
- 1.75s
- Range
- 34
Monkey Knowledge
Knowledge upgrades that change Spike Factory.

Spike Factory stacks get +1 spike.

Purchased price of first Spike Factory each game is $150 less.
Requires: One More Spike

How to use Spike Factory
The Spike Factory is the tower you place near the exit to catch whatever slips past everything else. Its piles build up over the round, so it is at its best in long, heavy rounds, and its MOAB SHREDR and Spike Storm upgrades are some of the most reliable late-game tools in CHIMPS.
Best crosspaths
2-3-0 or 0-3-2 MOAB SHREDR
MOAB SHREDR adds a big damage bonus to MOAB-class Bloons on every spike. With White Hot Spikes (2-3-0) the spikes pop Lead. A strong, cheap anti-MOAB last line.
2-4-0 or 0-4-2 Spike Storm
Spike Storm's ability scatters spike piles over every lane on the map. Use it to stop a wave that is about to leak. 2-4-0 pops Lead; 0-4-2 has longer-lasting spikes and Smart Spikes.
2-5-0 Carpet of Spikes
Carpet of Spikes triggers Spike Storm automatically every 15 seconds. It is a strong late-game safety net that covers the whole map.
4-2-0 or 4-0-2 Spiked Mines
Spiked Mines explode when they expire and deal bonus damage to Ceramic and Fortified Bloons. A good late-game Ceramic answer.
2-0-4 Deadly Spikes
Deadly Spikes deal 3 damage per spike and last for up to three rounds. White Hot Spikes covers Lead. Strong when you want spikes to build up over several rounds.
2-0-5 Perma-Spike and 5-2-0 Super Mines
Perma-Spike makes very strong piles that last many rounds, and Super Mines deal massive explosive damage that pops any Bloon type. Both are late-game options.
Early game
The Spike Factory is not a good round 1 tower. It is expensive, and its spikes only matter once Bloons reach them. In most games it arrives in the 30s or later.
If you add one early, place it near the end of the track and choose the Smart targeting option (Smart Spikes, x-x-2) or Close so piles land where Bloons are about to leak.
Mid game
From the 40s onward, a Spike Factory becomes a reliable safety net:
- MOAB rounds: a 2-3-0 MOAB SHREDR at the end of the track finishes off MOABs and BFBs that survive your main damage.
- Ceramic rounds: Spiked Balls (3-x-x) deal bonus damage to Ceramic and Fortified Bloons.
- Lead: remember White Hot Spikes. Without it, Leads destroy piles without being damaged.
Targeting options
The Spike Factory's targeting decides where piles land. Normal spreads piles across the track in range, Close places them near the factory, Far places them at the edge of its range, and Smart (Smart Spikes, x-x-2) aims them at the part of the track where Bloons are about to leave its range. For a last line of defense, Smart or Close near the exit is usually best.
Placement tips
Put the Spike Factory where Bloons will still be alive when they reach it, which usually means close to the exit. Its range covers only part of the track, so check that the circle covers a long stretch rather than a short corner. On maps with two exits, one Spike Factory per exit is often better than one big one. Spikes that are not used during a round disappear at the end of it unless you have the bottom path, so a factory that rarely sees Bloons is wasted money; if that happens, move your other towers' focus or place the factory a little further up the track.
A Spike Factory set to Close right next to the exit is the classic "nothing gets past" setup, and its MOAB SHREDR damage applies to every spike a MOAB rolls over, so slowed MOAB-class Bloons take enormous damage from a deep carpet.
Late game
Late-game Spike Factories are among the best safety nets in the game:
- Carpet of Spikes: automatic Spike Storms every 15 seconds across all lanes.
- Spiked Mines and Super Mines: heavy damage against Ceramics and everything else.
- Perma-Spike: piles that build up over several rounds.
The Mega Massive Munitions Factory Paragon is a late-game and boss option.
Spike Factory in CHIMPS
The Spike Factory is a classic CHIMPS late-game tower:
- Build your main damage first.
- Add a 2-3-0 MOAB SHREDR near the exit around the late 40s or 50s.
- Upgrade to 2-4-0 Spike Storm and keep the ability ready for emergencies.
- In the final rounds, Carpet of Spikes or Spiked Mines make the end of the track very hard to get through.
For full CHIMPS walkthroughs, see our videos on the BTD6 Master YouTube channel.
Best heroes and tower combos
- Silas: his slows and freezes keep Bloons on the spikes for longer, and Spike Storm is one of his classic partners.
- Glue Gunner or Ice Monkey: slowing Bloons means more of them sit on the spikes.
- Monkey Village: extra production speed from Jungle Drums.
- Engineer Monkey: Overclock can boost a Spike Factory's production a lot.
Tier 5 upgrades: are they worth it?
Super Mines (5-x-x). Very strong but very expensive. Mostly a freeplay and boss tool.
Carpet of Spikes (x-5-x). One of the best late-game safety nets in CHIMPS, with automatic Spike Storms.
Perma-Spike (x-x-5). Strong in long games where spikes can build up over several rounds.
Common mistakes
- Forgetting the Smart targeting option. Once you have Smart Spikes, Smart targeting places piles where they will actually be used.
- Placing it at the start of the track. It works best as a last line near the exit.
- Skipping White Hot Spikes. Without it, Lead Bloons destroy your spikes.
- Using Spike Storm too early in a round. Save it for the wave that would actually leak.
- Buying it in the early game. It is expensive and slow to pay off.
Frequently asked questions
What is the best Spike Factory path?
2-3-0 MOAB SHREDR for MOABs, 2-4-0 Spike Storm for emergencies, and 2-5-0 Carpet of Spikes as a late-game safety net.
Can Spike Factory pop lead?
Yes, with White Hot Spikes (2-x-x).
Can Spike Factory hit camo?
Yes. Spikes on the track hit Camo Bloons without needing Camo detection.
Do spikes carry over between rounds?
Normally no. Spike piles disappear at the end of the round. Long Life Spikes (x-x-3) and Deadly Spikes (x-x-4) let piles carry over one or two extra rounds, and Perma-Spike lasts even longer.
Is MOAB SHREDR good?
Yes. It adds a large bonus to MOAB-class Bloons on every spike, which makes 2-3-0 one of the cheapest strong last lines against MOABs and BFBs.
Where should I place the Spike Factory?
Near the end of the track as a last line of defense, with Smart or Close targeting.
Is Spike Factory good in CHIMPS?
Yes. MOAB SHREDR, Spike Storm and Carpet of Spikes are common late-game CHIMPS picks.
What is the Spike Factory Paragon?
Mega Massive Munitions Factory, which costs $750,000 on Medium.
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