Crosspathing/Wizard Monkey

In Bloons TD 6, it is important to choose the best crosspathing for a specific tower in order to receive the best benefits out of that tower type. Towers have special roles to play for each stage of the game. The Wizard Monkey in its core is to provide specific roles in a defense, in a similar way to Dart Monkey, mostly with the aim to be accurate and dynamic supporting roles in the defense.

Introduction
The Wizard Monkey is an interesting tower. While it can't detect camo or pop leads bloons at it's base, it can cheaply do this with Fireball (X-1-X) for leads, and Monkey Sense (X-X-2) for camos. This makes combating camo-lead bloons really easy, since they can both be unlocked and bought very easily. Path 1 is generally good for DPS and line of sight issues, Path 2 is good for dealing damage to most Bloons (but not purples), and path 3 is good for supporting. Crosspathing doesn't affect or change the higher tiers but rather adds different attacks or upgrades to Wizard Monkey. It can't pop purple bloons without Necromancer: Unpopped Army or using the Wizard Lord Phoenix ability.

Tier 2 and below



 * 0-0-0: It functions like a slower 0-0-0 Engineer Monkey but pops Frozen Bloons by default.
 * 1-0-0: Use this upgrade path if there is a lot of line of sight issues on the map. It's important to note that Fireball is also affected by this upgrade. It also allows the projectiles of the Wizard Monkey to seek out the projectiles.
 * 0-1-0: This upgrade allows the wizard to pop lead bloons.
 * 0-0-1: Increases the Wizards Monkeys projectile speed and pierce.
 * 1-1-0: As previously stated, this allows Fireball to ignore Line Of Sight issues.
 * 1-0-1: Combines the ability to see bloons behind cover and increase pierce
 * 0-1-1: Combines lead popping power with the increase in pierce
 * 2-0-0: Increases the size of the projectile and the damage of the magical bolts the wizard shoots
 * 2-1-0: Combines the increased projectile size and damage with lead popping power
 * 2-2-0: Combines the increased projectile size and damage with the high pierce and lead popping power.
 * 2-0-1: Combines the increased projectile size and damage with the increased pierce
 * 2-0-2: Combines the increased projectile size and damage with increased pierce and camo detection.
 * 0-2-0: Useful for cleaning up groups of bloons and dealing a considerable amount of damage to them with Walls of Fire. Crosspathing is not essential, but adding crosspath benefits the Wall of Fire attack to certain extents.
 * 1-2-0: Combines the seeking of bloons even behind cover with the high pierce and lead popping power.
 * 0-2-1: Combines the high pierce and lead popping power with even more pierce.
 * 0-2-2: A good choice against camo leads. Place near a single track or a track intersection, it can only attack fast enough to place one Wall of Fire at a time.
 * 0-0-2: The cheapest way to pop Camo Bloons. Crosspath it to be more reliable at popping Camo Bloons. This crosspath can be used as a stepping stone for 0-0-3 Shimmer.
 * 0-1-2: The cheapest way to pop Camo Leads, although not the most reliable method of doing so.
 * 1-0-2: The same as 1-0-1 but it can now see camo bloons.

Arcane Mastery



 * 3-0-0: The non-crosspathed Arcane Mastery is rarely utilized due to the need to use crosspaths to optimize its attacks. The only occasion where it might be used is when going for a Round 40 Arcane Spike on Hard Mode, but then again it's risky to do. The main bolt starts off with a decent 7 pierce.
 * 3-1-0: Fireball hardly does much but the fireball attack can be shot further and through obstacles, which can act as some cheap lead-popping power of an existing Arcane Mastery.
 * 3-2-0: Optimizes the Wall of Fire attack to flexibly place Walls of Fire wherever at whenever. However, this does miss out on a stronger bolt.
 * 3-0-1: Main bolt gains +5 pierce for 12 pierce per shot. Not only that but the bolts move faster. Often the most useful crosspatch as an independent path. The next upgrade comes with an easy camo detection.
 * 3-0-2: Gains camo detection, and works well for handling early-game camos until Round 45.

Arcane Spike



 * 4-0-0: The non-crosspathed Arcane Spike is rarely used, mainly only for Round 40 Arcane Spike challenges on CHIMPS Mode. Crosspathing will optimize its popping power.
 * 4-1-0: Fireball is useless for Arcane Spike because its bolts already pop Lead by default. Could possibly be a small remnant of 3-1-0 Arcane Mastery or a stepping stone to 4-2-0 Arcane Spike.
 * 4-2-0: Wall of Fire gives it more DPS especially when given Alch buffs, but cannot see camo without support. It requires support in order to beat the DPS efficiency of 4-0-1, especially given that the Wall of Fire does not change compared to Arcane Mastery.
 * 4-0-1: Gives bolts with 12 pierce instead of 7 and bolts move faster. Stronger at handling bloons independently. Also has a cheap access to a camo detection upgrade.
 * 4-0-2: Low-cost camo detection that allows it to be useful against camo bloons especially DDTs.

Archmage



 * 5-0-0: Archmage gains a faster-attacking bolt with higher MOAB-class damage, slightly more base damage, and gains both a Dragon's Breath attack and Shimmer. It is best to choose 5-0-2 so its much stronger bolts can pierce through bloons better and to receive camo detection so it won't have to rely on Shimmer to do the trick.
 * 5-1-0: Useless because Fireball does pitiful damage compared to Archmage. It is not known whether Fireball gains Dragon's Breath's benefits for Archmage.
 * 5-2-0: Basically useless in comparison to Bottom path The guided wall of fire can deal some damage, but its damage not being buffed by the upgrade to Archmage makes it weak in comparison to all the Archmage's attacks.
 * 5-0-1: Best crosspath overall, adds pierce, which Archmage desperately needs to stand a ghost of a chance against its worst enemy, super ceramics.
 * 5-0-2: Can see camos which will improve its anti-camo substantially along with shimmer.

Dragon's Breath



 * 0-3-0: Dragon's Breath adds a rapid-fire flame attack that deals a decent chunk of damage to both bloons and blimps alike. Crosspathing isn't too important but useful for it. Bear in mind that flames cannot pass through walls even with Guided Magic.
 * 1-3-0: Dragon's Breath flames last longer, twice as much to be exact. However, flames cannot go through obstacles no matter what. In addition, Guided Magic allows its fireballs and Walls of Fire to pass through walls, and Wall of Fire can become targetable rather than locked on Close.
 * 2-3-0: Arcane Blast is a waste of money for Dragon's Breath, as it merely only affects the main bolt attack. Only useful as a remnant of an existing lower-tier 2-x-x Wizard.
 * 0-3-1: Dragon's Breath flames gain more pierce, +2 to be exact. This is useful for making Dragon's Breath better against grouped bloons. In addition, Walls of Fire gain +5 pierce, making it better at cleanup too.
 * 0-3-2: Gains camo detection, allowing it to counter Camo Bloons with ease.

Summon Phoenix



 * 0-4-0: Summon Phoenix's phoenix is not at all affected by crosspathing, and the phoenix detects camo by default.
 * 1-4-0: Phoenix's flames are not affected by the Guided Magic crosspath. Does improve the Dragon's Breath attack, however, because this crosspath is basically a 1-3-0 Wizard with an ability.
 * 2-4-0: Phoenix's flames are not affected by the Arcane Blast crosspath. Also does nothing at all for any other fire attacks.
 * 0-4-1: Phoenix's flames are not affected by the Intense Magic crosspath. Does improve the Dragon's Breath attack, however, because this crosspath is basically a 0-3-1 Wizard with an ability.
 * 0-4-2: The summoned Phoenix already detects camo by default, and as such does not require the parent Wizard to have Monkey Sense nor require external camo detection whatsoever. This crosspath is basically a 0-3-2 Wizard with an ability.

Wizard Lord Phoenix



 * 0-5-0: Wizard Lord Phoenix massively improves all its fire attacks, gains a permanent Phoenix, and replaces its old ability with the Wizard Lord Phoenix ability, which when activated transforms the wizard into a Lava Phoenix temporarily. The transformation remains unaffected by crosspathing, but its main fire attacks while untransformed do. While its transformation is the most powerful part of this upgrade, crosspathing is still worthy here.
 * 1-5-0: Dragon's Breath attack last much longer, which utilizes the flames' huge pierce especially along straightaways. Walls of Fire and Fireballs can pass through walls and Walls of Fire can become targeted. All of these enhance its fire attacks greatly.
 * 2-5-0: Only its magical bolts are affected, but like all other Upper Path 2 crosspaths this is a useless upgrade unless a remnant of earlier upgrades.
 * 0-5-1: Dragon's Breath attack gains +2 pierce, but pitiful compared to the massive base 50 pierce. Wall of Fire can benefit from +5 pierce for 20 pierce total, but that's basically all that is provided because Fireball doesn't receive a pierce buff.
 * 0-5-2: The Lava Phoenix transformation already detects camo by default regardless of crosspathing or external camo detection. Rather, this is for its main attacks.

Shimmer



 * 0-0-3: Gains a shimmer attack that decamos all bloons in range. Strangely, the shimmer attack is not affected by any crosspath, as it somehow doesn't ignore Line of Sight when it comes to the Wizard itself triggering the shimmer attack; the Wizard's detection radius must detect a Camo Bloon in order to activate a shimmer attack, and is independent of the main Wizard itself.
 * 1-0-3: This can mess up new players who assume that the Shimmer can affect through walls when in reality, it cannot.
 * 2-0-3: Go for this upgrade if you are planning to go Necromancer.
 * 0-1-3: In essence, this is basically a Shimmer Wizard with a lead-popping option.
 * 0-2-3: Gains extra DPS via Wall of Fire, and because it also detects camo it is effective at popping Camos. Combining this with towers that have no camo detection can form a synergy with 0-2-3 Shimmer.

Necromancer: Unpopped Army



 * 0-0-4: Necromancer can summon Undead Bloons, which spawn from having bloons popped within up to a fair distance from the Necromancer. Giving crosspathing benefits strongly for its own independent summoning of bloons, as well as giving itself some assistance for when the graveyard count becomes low.
 * 1-0-4: If you need to keep to keep up your graveyard count in areas with a lot of Line of Sight issues, then use this crosspath.
 * 2-0-4: This increase the pierce so that it can pop more bloons with its main attack and therefore have an easier time keeping it's graveyard count up
 * 0-1-4: If Necromancer doesn't have an bloons in its graveyard and leads are the only option. Go for this crosspath so that it can start its graveyard much easier.
 * 0-2-4: Gains a superior amount of damage potential. Because the Wall of Fire is only ever spawned within range of the Necromancer, any bloons popped by its own Wall of Fire will scale that Necromancer's undead bloons very quickly, especially during the mid-game.

Prince of Darkness



 * 0-0-5: Prince of Darkness improves its Undead Bloons by expanding its graveyard capacity, and being able to summon both Undead MOABs and Undead BFBs alongside normal Undead Bloons. Prince of Darkness also improves all Undead Bloons by making them last longer and deal +1 damage, including for itself. Crosspathing rarely matters as Prince of Darkness's main power comes from its Undead Bloons, and none of the crosspaths affect Undead Bloons in any way shape or form. Crosspathing can help make it summon Undead Bloons better on its own, however.
 * 1-0-5: Guided Magic does not affect the Undead Bloons because they ignore Line of Sight anyway. Shimmer attack triggering over walls is not affected by this crosspath. The 1-0-5 Prince of Darkness crosspath is helpful for the magical bolt to pass over walls, however.
 * 2-0-5: Gains a much stronger bolt. Basically deals +1 pierce, but this can make a decent difference for the Prince of Darkness gaining damage buffs quicker.
 * 0-1-5: The Fireball attack helps let the Prince of Darkness pop leads if on an empty graveyard.
 * 0-2-5: The Wall of Fire attack can be buffed for the Prince of Darkness if its graveyard count reaches each bonus damage buff threshold. The Wall of Fire damage bonus can vary based on timing at which it spawns, but nonetheless deals a huge amount of damage, even if Prince of Darkness itself is the main source of damage.