Creates a super hot wall of fire across the track to roast the Bloons as they pass.
~ Wall of Fire upgrade description

The Wall of Fire is the second upgrade of Path 2 for the Wizard Monkey in BTD6. It creates a crater of fire randomly on the track nearby that lasts for 4.5 seconds, refreshing every 5.5 seconds (4.5 seconds for Dragon's Breath and subsequent upgrades). The Wall of Fire can pop up to 15 bloons (+5 with Intense Magic) every 0.1 seconds, which is a substantial amount of popping power for a relatively low cost. However, the firewall's placement is completely randomized, unless crosspathed with Guided Magic, making it somewhat unreliable. It also cannot pop Purple Bloons without support, and any Purple Bloon that touches a Wall of Fire placed onto the track will destroy it. Unlike most attacks, the Wall of Fire attack undergoes a 5.5s initial cooldown before creating its first Wall of Fire.

It costs $765 on Easy, $900 on Medium, $970 on Hard, and $1,080 on Impoppable.

Strategy[edit | edit source]

Summary[edit | edit source]

Wall of Fire is a low-cost method for general bloon cleanup for a rather lower price. It is effective at weakening a large wave of relatively weak bloons, or it can be used to clean up a few spaced bloons that sneak by. With 0-2-2, it is also a very cheap reliable solution against Camo Leads. To use the Wall of Fire upgrade to its maximum potential, use multiple groups of 0-2-0 Wizard Monkeys from as far from the placeable track as possible so that the consistency of Wall of Fire placements are optimized. Upgrade to 0-2-1 if there are extra grouped bloons and 0-2-2 if there are Camos. Beware of Purple Bloons – if any of them touch the Walls of Fire, then they will become extinguished! Ensure good Purple popping power is also included in the main defense, such as a 3-0-2 Ninja.

Traditionally, Wall of Fire was one of the most popular upgrades used for Race Events due to its low price and relatively high pierce, but due to various nerfs for the upgrade and the rise of upgrade restrictions on Race Events, Walls of Fire have seen less overall usage. However, it remains a useful source of cheap damage, as long as Purple Bloon popping power is managed properly so as to retain the Walls of Fire.

Tips[edit | edit source]

  • One Wall of Fire can be used near the exit to catch any leaking bloons.
  • Wall of Fire is very good DPS for bloon rounds, and fairly good support DPS for MOABs and Ceramics.
    • However, it can be inconsistent, as there is a small downtime where no Walls of Fire are set.
  • One 0/2/2 Wall of Fire is a low-cost, reliable way to deal with Camo Leads.
  • It should be noted that Wall of Fire extinguishes when Purple Bloons touch Wall of Fire, as of Version 8.1. It is useful not to place Wall of Fire too close to the entrance, as well as to be sure that other towers can pop Purples before reaching any Walls of Fire.
  • When a Wall of Fire Wizard is used exclusively for the Wall of Fire attack, choosing to place the Wall of Fire only touching one point of the track means that it is easy to tell where the Wall of Fire will be and improve its consistency. However, there is a chance a Wall of Fire placed touching multiple tracks can resummon its fire in front of a bloon that has already taken damage, but this is still inconsistent.
  • Guided Magic allows Wall of Fire to specifically target bloons based upon target priority. As long as bloons pass by the Wizard, it will always smartly place a Wall of Fire at a spot that corresponds to its target priority settings.
    • 1-2-0 Walls of Fire can be used to anti-stall bloons coming from the entrance provided that the Wizard itself can cover the track's entrance.
  • Because of the new Version 22.0 changes, selling and rebuying the Wall of Fire is useless because the Wall of Fire attack undergoes initial cooldown before spawning its first firewall, and firewalls disappear upon selling of the parent Wizard Monkey.

Update History[edit | edit source]

  • Nerf.png Wall of Fire no longer has infinite pierce. Instead, it now has 20 pierce per frame.
  • Nerf.png Cost of Wall of Fire increased ($1,100 → $1,300)
  • Buff.png Guided Magic allows Wall of Fire to ignore Line of Sight
  • Nerf.png Wall of Fire does damage half as often.
  • Buff.png Cost of Wall of Fire decreased ($1,300 → $900)
  • Buff.png Wall of Fire (unintentionally) pops Purple Bloons.
  • Nerf.png Wall of Fire no longer pops Purple Bloons without support.
  • Nerf.png Wall of Fire now disappears upon becoming impacted by a Purple Bloon instead of simply allowing the Purple Bloon to pass by untouched.
  • Buff.png Wall of Fire now (correctly) can be deployed/shot further when the Wizard Monkey has increased range.
  • Buff.png 120 Wizard now uses tower targeting priority to guide the Wall of Fire
  • Nerf.png x2x Wall of Fire pierce reduced from 20 -> 15. Requires Intense Magic for 20 Wall of Fire pierce.
  • Nerf.png Wall of Fire attack begins on cooldown when the upgrade is purchased
  • Nerf.png Wall of Fire now saves the time remaining on its attack cooldown, rather than always immediately spawning upon starting a round from a game save.
  • Nerf.png Wall of Fire attack projectiles are removed when the tower is sold

Gallery[edit | edit source]

Trivia[edit | edit source]

  • In Version 8.0, there was a bug where all Walls of Fire could pop Purples as a result of the Blooncineration buff. This has been fixed on Version 8.1.
  • With the Guided Magic crosspath, the Walls of Fire are still placed randomly if no bloon is in range of the Wizard during the time of deployment.
  • Before Version 22.0, Wall of Fire formerly always spawned upon leaving a game save and reloading the save, but now Wall of Fire projectiles save their remaining attack cooldown. Because the attack cooldown always passed through between rounds without leaving a save and going back to the save, it's considered a full nerf.
  • The addition of an initial cooldown for the Wall of Fire attack prevents sell-and-rebuy spamming strategies. The sell-and-rebuy strategy for Wall of Fire was extremely dependent on RNG, and made players complain about its combined unfair sequentially precise micro and RNG-dependency in Race Events and therefore most players wanted it to be nerfed. In fact, using a macro to apply the sell-and-rebuy spamming would be considered cheating according to the BTD6 fanbase.
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