|“||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 Tier 2 upgrade of Path 2 for the Wizard Monkey in Bloons TD 6. It creates a wall of fire on the track closest to the Wizard that lasts for 4.5 seconds, refreshing every 5.5s (4.5 seconds for Dragon's Breath and subsequent upgrades). Wall of Fire blazes constantly damage bloons every 0.1s. It will deal damage onto up to 15 bloons at a time (+5 with Intense Magic) in a contact radius of 15. For a relatively low cost, it damages bloons quite quickly. Walls of Fire also cannot pop Purple Bloons without support, and any Purple Bloon that touches it will destroy it. Unlike most attacks, the Wall of Fire attack undergoes a 1.0s initial cooldown before creating its first Wall of Fire.
Once deployed, the Wall of Fire blaze will receive its power based on the Wizard at the time of deployment. Aside from further upgrades, crosspaths can change how that attack will behave. For Path 1 crosspathing, Guided Magic adjusts placement based on target priority if the Wizard sees bloons within its range at the time of deployment. Intense Magic adds +5 pierce, while new Walls of Fire from a Wizard with Monkey Sense can target and pop Camo Bloons.
The Wizard Monkey now wears red gloves and his hat is now a wide-rimmed red wizard cap. The celestial patterns on his hat are kept yellow. On the official upgrade portrait, the Wizard holds up a flame with his right hand.
The following is a list of statistics of a Wizard Monkey with Dragon's Breath. It includes its base statistics and all associated crosspathing interactions. Expand the box on the right to see further information.
- Updated as of Version 27.3
- Base stats
- Projectile, energy type, detects partial hitbox, 40 range, 1.1s attack cooldown, 1 damage, 3 pierce.
- Projectile, fire type, detects partial hitbox, 40 range, 3.0s attack cooldown, 1 damage, 18 pierce, 10 blast radius.
- On-track item, fire type, 40 range, 1.0s initial cooldown, 5.5s attack cooldown, 1 damage per 0.1s, 15 pierce, ~10 (?) projectile size, 4.5s lifespan. Locked on Close targeting.
- Crosspathing interactions
- Bolt ignores Line of Sight
- Fireball ignores Line of Sight
- Firewall ignores Line of Sight and can be targeted at nearby bloons based on target priority
- Bolt pierce increased to 8 (+5), and projectile speed increases
- Firewall pierce increased to 20 (+5).
- Base tower gains camo detection, and all new attacks can affect camo
- See also: Damage Types/Bloons TD 6/Magic
The following are a list of wiki-written damage types associated by a Wizard Monkey with Dragon's Breath. These damage type statistics include how it attacks and how these attacks would affect bloons. Expand the box on the right to see further information.
- Updated as of Version 27.3
- Base attack(s)
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 nearby track where it is desirable to place Walls of Fire onto. 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 Wall of Fire, it will instantly 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.
- 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.
- The Wall of Fire attack always targets Close by default. Choose a location where the Wall of Fire attack would benefit the best for the Wizard, preferably a location where it acting as a chokepoint would be optimal.
- 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.
- It is worth adding the "Lingering Magic" MK to make Wall of Fire last for 5.4s instead of 4.5s, a +20% lifespan increase. Instead of 82% uptime, the Wall of Fire attack has 98% uptime. Also, 0.1s downtime means almost no problem, compared to 1.0s downtime.
- 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 closest to the Wizard if no bloon is in range of the Wizard during the time of deployment.
- Before Version 22.0, Wall of Fire formerly always spawned immediately upon beginning a reloaded save file, but now Wall of Fire projectiles save their remaining attack cooldowns. Because the attack cooldown naturally always could pass over rounds even if not going back to the save, the change where the save file saves the remaining attack cooldown for the Wall of Fire attack is considered a full nerf.
- The addition of both an initial cooldown for the Wall of Fire attack and removal of the Wall of Fire blaze upon selling prevents sell-and-rebuy spamming strategies. The sell-and-rebuy strategy for Wall of Fire at the time 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.