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“ | Hurls magical bolts of energy at the Bloons. Can upgrade to a variety of powerful spells. | ” |
~ In-game Description |
The Wizard Monkey is a Magic-class tower that will be released in the initial release of Bloons TD Battles 2. It is the Battles counterpart to its Bloons TD 6 counterpart (refer on this page).
Wizard Monkeys produce bolts every 1.1s (?) that pop up to 3 bloons each. It is slower than the Engineer Monkey but it can pop Frozen Bloons at the cost of not popping Purple Bloons, due to its Energy damage type. Many of the Wizard Monkey's upgrades either enhance its magical bolt or add additional powerful attacks.
The base price for Wizard Monkey is $250. It is unlocked by spending 750, unlocking all upgrades up to Tier 4, plus another 1,500 to unlock all its Tier 5 upgrades.
Description[]
It appears much like its BTD6 counterpart, with several differences such as minor graphics differences.
Path 1 allows the monkey to attack anywhere in its range with Guided Magic, ignoring Line of Sight. Arcane Spike allows the Wizard Monkey to pop lead bloons, as well as increasing the DPS it does to MOAB-Class bloons, and as Archmage, it inherits the Dragon's Breath and Shimmer of the second and third paths respectively. It mainly specializes in DPS
Path 2 makes the Wizard Monkey wield fire-based attacks. However, Purple Bloons will pose a problem for it. Further down Path 2 will allow it to summon a phoenix that can also pop purple bloons at its 5th tier.
Path 3 centralizes the Wizard Monkey to focus more a support role with the Shimmer Upgrade that decamos bloons. It's Necromancer upgrade transforms the Shimmer into an effective cleanup tower and even more so with Prince of Darkness.
The Wizard Monkey is classed as a Magic Monkey.
Target Priorities[]
The base Wizard Monkey uses the standard target priorities: First, Last, Close, Strong. Many of the Wizard's alternate attacks have target priorities that are integrated into the Wizard's own target priorities.
- First: Targets the first bloon visible within its range.
- Last: Targets the last bloon visible within its range.
- Close: Targets the closest bloon visible within its range.
- Strong: Targets the strongest bloon visible within its range.
Certain alternate attacks have a different set of target priorities:
- Wall of Fire always sets on Close by default. Adding Guided Magic can adjust location of where the Wall of Fire spawns based on target priority if there is a bloon within range at the time of creating the attack.
- Summon Phoenix's phoenix's flight path is always set on Centered Path, similar to the Centered Path upgrade for the Monkey Ace. It will continue to travel clockwise around the center of the map indefinitely until it disappears.
- Wizard Lord Phoenix's transformation always has its flight path set on Centered Path. The WLP Phoenix will continue to travel clockwise around the center of the map indefinitely until it transforms back into a monkey. Wizard Lord Phoenix's permanent phoenix acts exactly the same as Summon Phoenix's phoenix but lasts indefinitely.
- Undead Bloons spawn quite differently from other attacks. They will spawn from as back of the bloon tracks as possible, will be smartly be spawned on lanes where bloons are nearing the exit, and will attempt to only spawn on active lanes if applicable.
Upgrades[]
Path 1[]
Guided Magic COST: $100 UNLOCK: Unlock Wizard Monkey | ||
Description: Magic shots seek out the Bloons, even behind cover.
Effect: All magical bolts can ignore Line of Sight and can seek at bloons. Most other attacks also ignore Line of Sight and gain further projectile lifespan. |
Arcane Blast COST: $250 UNLOCK: Unlock Wizard Monkey | ||
Description: Bigger more powerful magic blasts pop through 2 layers of bloon.
Effect: Main bolt now deals 2 damage. |
Arcane Mastery COST: $1,200 UNLOCK: Unlock Wizard Monkey | ||
Description: Faster attacks with increased range, damage, and lead popping power.
Effect: Gains +20 range, 2x attack speed, +2 damage, +4 pierce, and Plasma damage type. |
Arcane Spike COST: $9,000 UNLOCK: Unlock Wizard Monkey | ||
Description: Faster firing magic does huge damage to most Bloon types.
Effect: x2 attack speed and deals 8 damage per shot, 12 to Lead properties, and 18 versus MOAB-class. |
Archmage COST: $32,000 | ||
Description: A true master of magical wizardry.
Effect: Even higher damage bolts deal 10 damage, 18 to Lead properties and 35 MOAB-class damage and attack twice as fast as Arcane Spike with even more pierce. Additionally gains enhanced Dragon's Breath and Shimmer attacks. |
Path 2[]
Fireball COST: $300 UNLOCK: Unlock Wizard Monkey | ||
Description: Every few seconds casts an explosive fireball spell.
Effect: Every 2.6s, produces a fireball that explodes on impact and deals 2 damage. Fireballs have the Explosion damage type, and thus can pop Purples in all conditions. |
Wall of Fire COST: $1,000 UNLOCK: Unlock Wizard Monkey | ||
Description: Creates a super hot wall of fire across the track to roast the Bloons as they pass.
Effect: Creates a blaze of fire onto the closest region of bloon track. Bloons will be dealt damage as they pass by. Refreshment pierce of 15 per 0.15s tick, total pierce of 100 and will disappear if lost all pierce or hitting Purples. |
Dragon's Breath COST: $3,000 UNLOCK: Unlock Wizard Monkey | ||
Description: Spews endless flames at nearby Bloons and enhances Fireball and Wall of Fire.
Effect: Rapidly spews flames at bloons, deals extra damage to Ceramics, and sets affected bloons on fire for more damage. Fireball deals much more damage and Wall of Fire is spawned faster. |
Summon Phoenix COST: $4,000 UNLOCK: Unlock Wizard Monkey | ||
Description: Summon Phoenix ability: Powerful phoenix wreaks Bloon havoc for 20 seconds.
Effect: Ability generates a phoenix that rapidly spews flames that deal 6 damage each and pierce up to 8 bloons per flame. |
Wizard Lord Phoenix COST: $50,000 | ||
Description: Wizard Lord becomes a master of the flame, turning into a super powerful Lava Phoenix for a short time.
Effect: Enhances damage of all fire-related attacks, Dragon's Breath attack gains huge pierce, and phoenix is permanent. Ability now transforms the monkey into a super-phoenix that spews even stronger flames and regular volleys of powerful meteors. |
Path 3[]
Intense Magic COST: $300 UNLOCK: Unlock Wizard Monkey | ||
Description: More powerful magic shots move faster and can pop more Bloons.
Effect: Bolt gains +5 pierce and moves faster. Most fire-based attacks gain a certain amount of bonus pierce. |
Monkey Sense COST: $300 UNLOCK: Unlock Wizard Monkey | ||
Description: Allows the Wizard to hit Camo Bloons.
Effect: Self-explanatory |
Shimmer COST: $1,500 UNLOCK: Unlock Wizard Monkey | ||
Description: Gains a dark magic attack that periodically reveals location of all nearby Camo bloons permanently.
Effect: Gains a shimmer attack. Periodically produces dark waves of magic that permanently remove camo properties off bloons. |
Necromancer COST: $2,600 UNLOCK: Unlock Wizard Monkey | ||
Description: Reanimate recently popped enemies as servants to destroy the Bloons.
Effect: Stores Undead Bloons into its personal graveyard every time any tower pops bloons within its range, and spawns them out to attack bloons. Undead Bloons pop any bloon type. Undead Bloons gain further pierce, damage, and attack speed as the graveyard count grows. |
Prince of Darkness COST: $24,000 | ||
Description: Reanimate even more powerful Bloon servants to obliterate the enemy and enhances all other Necromancers.
Effect: Expands its personal graveyard greatly, Undead Bloons last longer, and can now also summon Undead MOABs and Undead BFBs that deal even more damage and pop more bloons. Improves damage and lifespan of all Undead Bloons on screen including its own. |
Total Costs[]
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | ||
---|---|---|---|---|---|---|
Path 1 | ||||||
Base Cost | 150 | 600 | 1,300 | 10,000 | 32,000 | |
Cumulative Cost | 550 | 1,150 | 2,450 | 12,450 | 44,450 | |
Base Sell | 105 | 420 | 910 | 7,000 | 22,400 | |
Cumulative Sell | 385 | 805 | 1,715 | 8,715 | 31,115 | |
Path 2 | ||||||
Base Cost | 300 | 900 | 3,000 | 4,000 | 54,000 | |
Cumulative Cost | 700 | 1,600 | 4,600 | 8,600 | 62,600 | |
Base Sell | 210 | 630 | 2,100 | 2,800 | 37,800 | |
Cumulative Sell | 490 | 1,120 | 3,220 | 6,020 | 43,820 | |
Path 3 | ||||||
Base Cost | 300 | 300 | 1,700 | 2,800 | 24,000 | |
Cumulative Cost | 700 | 1,000 | 2,700 | 5,500 | 29,500 | |
Base Sell | 210 | 210 | 1,190 | 1,960 | 16,800 | |
Cumulative Sell | 490 | 700 | 1,890 | 3,850 | 20,650 |
Strategy[]
Summary[]
This section is incomplete. You can help by expanding it. |
WIP This section or article is currently a work in progress (WIP), and therefore under construction. Please bear with us while our editors improve the page. |
The Wizard Monkey tends to be a generalist with some limited support capabilities via its Shimmer decamo. [insert more info; try the Dart article for some formatting?
Tips[]
This section is incomplete. You can help by expanding it. |
- Early game: Not a optimal tower until rounds 5-6, none of the cheap upgrades are good to deal with spaced bloons and the tower usualy gets overrun, so you should consider using another tower to defend these rounds for example a tack-shooter (2-3-0).
- Wall of Fire (WoF): The second upgrade in the Path 2 costing 900$ is very strong to deal with spaced and grouped bloons and it is a good option for the rounds(5-12) and can later be used as the crosspath for a Necromancer. Also there is the need to be carefull when purple bloons aproach the WoF since those can ends its duration earlier by puting it out.
- Necromancer: The 0-2-4 wizard is great to defend until round 18, which then your oponent can send fortified MOABs and in most maps this upgrade wont be able to defend the fortified MOAB alone.
- Prince of Darkness: This tier 5 upgrade is strong to deal with DDTs in round 26 since it can decamo them and deal great amounts of damage but usualy is not enough to deal with Fortified DDTs and it may need another tower to help.
- ArchMage: The archmage is probably the more cost-effective tier 5 upgrade for the wizard since it does great damage to most bloons including the MOAB-class, allowing this tower to be usefull until round 32 which then it starts to fall-off and struggles to deal with BADs.
Further Strategies[]
This tower is popularly used in combination with Tack Shooter and the Banana Farm. This 3 tower combination makes it easy to defend early game and lacks damage late game. In the earlier rounds players tend to go for the 0-3-0 and crosspath to the 2-3-0 tack shooter in combination with a Hero it usualy defends all the way until zebra bloons. At this point players have the tendency to go for the 0-2-0 wizard to help out the tack shooter and follow it by going for the necromancer upgrade which serves as the decamo tower and also defendes. To deal with the MOAB class bloons 2-0-4 tack shooters are the usual go to. The 0-3-0 wizard or the 3-0-2 tack-shooter are good option to deal with ceramic bloons and serve as clean up for the insides of the MOAB-Class. (Prince of Darkness + 3-0-2 Wizard ) (Prince of Darkness + a few 2-0-4 Tack Shooters) should be enough to deal with DDTs in round 26 in most maps. The ArchMage is usualy the go to for BAD damage since it is superior to the 2-0-5 tack shooter in most scenarios.
- Strategies
- General Strategy
- Optimization Strategy
- Countermeasures Strategy
Monkey Mastery[]
Monkey Mastery is unlocked once all of its upgrades are unlocked. Monkey Mastery gives customization which is purchased using XP and Monkey Money. Has a total of 9 customizations available.
Version History[]
Balance Changes[]
Just like its Battles 1 counterpart, the Wizard is a tower used especially by players in lower trophy ranges. Similarly, he has received a large number of buffs in an attempt to make him stronger. However, just like its counterpart, he generally becomes more inferior the higher the arena you go due to having many weaknesses that can be exploited, with many people mentioning him was among the worst towers. Purple Bloons in particular have made it extremely hard to get past the midgame with just Wizard, and thus now requires heavy support to deal with this weakness (not helped by the fact that Purples are one of the most common bloons used in rushes).
In top levels of play, there is only one Wizard loadout that is used, which is extremely popular in all trophy ranges as well. This loadout is Tack-Farm-Wizard, which is well known for its intense, aggressive playstyle. In terms of Hero choice to pair up with, Ezili is most notable due to her Heartstopper ability now granting Wizards with the purple-popping power they need, at least occasionally. Wizard-Bomb-Farm is also somewhat used.
- Initial release (compared to BTD6 Version 28.0)
- Wall of Fire contact damage cooldown increased (0.10s → 0.15s)
- Wall of Fire now has a 100 pierce limit alongside the refreshment pierce of 15 (or 20 with 0-2-1)
- Necromancer number of Undead Bloons per summon changed from 1-4 to 1-5
- 1.0.6
- Fireball damage increased (1 → 3)
- Fireball blast radius increased (10 → 20)
- Fireball attack cooldown reduced (3 → 2.6)
- Fireball can now pop Purple Bloons
- Intense Magic pierce bonus increased (+4 → +5)
- Summon Phoenix ability damage increased (4 → 5)
- Wizard Lord Phoenix ability flame attack damage increased (20 → 30)
- 1.1.0
- Arcane Blast price reduced ($600 → $350)
- Shimmer decamo cooldown reduced (2 → 1.5)
- Archmage MOAB damage increased (22 → 26)
- 1.1.1
- Dragon's Breath fireball damage increased (3 → 9)
- Arcane Spike price reduced ($10,900 → $10,000)
- Arcane Spike base damage increased (5 → 8)
- 1.2.0
- Arcane Spike MOAB damage increased (16 → 18)
- Archmage MOAB damage increased (26 → 30)
- 1.4.0
- Arcane Mastery price reduced ($1,300 → $1,200)
- Arcane Mastery can now pop Lead Bloons
- Arcane Spike price reduced ($10k → $9k)
- Arcane Spike gains bonus Lead/DDT damage (+0 → +4)
- Archmage gains bonus Lead/DDT damage (+0 → +8)
- Shimmer price reduced ($1,700 → $1,500)
- 1.5.0
- Archmage MOAB damage increased (30 → 35)
- 1.6.0
- Summon Phoenix ability damage increased (5 → 6)
- 1.7.0
- Wizard Lord Phoenix price reduced ($54k → $50k)
- Monkey Sense now gives the new Camo Prioritization option
- 1.8.0
- Wizard Lord Phoenix ability now gives 2x damage to all Phoenixes
- 120 Wall of Fire no longer auto-targets, but instead gains a target marker
- Necromancer now spawns Bloons like the Smart targeting on Spike Factory (targets the farthest spot back on active paths)
- 1.8.1
- Wizard Lord Phoenix no longer buffs itself on ability
- 1.9.0
- 5-1-0 Archmage: fireball damage 3 → 9
- Archmage’s fireball, wall of fire, dragon’s breath and shimmer have their attack speed doubled.
- Archmage's dragon's breath now does +2 damage to MOABs
- 5-1-0 Fireball now does +9 damage to MOABs
- 5-2-0 Wall of Fire now does +1 damage to MOABs
- 1.10.0
- Necromancer: Max graveyard capacity 500 → 450 (Prince of Darkness capacity unchanged)
- Summon Phoenix: Phoenix pierce 10 → 8
“ | Wizard has become one of the most used towers in all arenas, with its necromancer and phoenix attacks standing out as its strong points. | ” |
~ Ninja Kiwi |
- 1.10.3
- 0-2-4 Necromancer: Wall of Fire no longer receives a damage buff from bloons in the graveyard.
“ | On reflection, the previous nerf to Necromancer was not impactful enough, because the graveyard capacity mostly remains at/near full capacity, meaning that the nerf did not change too much. A lot of Necromancer’s strength also comes from the wall of fire, so we have decided to weaken that attack. | ” |
~ Ninja Kiwi |
- 2.0.0
- Necromancer: Upgrading to 1-0-4 now allows manual targeting of the zombie bloon spawn point.
- Fireball: damage 3 → 2 (x-3-x fireball damage unchanged)
“ | Wizard remains a dominant force in all arenas with its fireball being one of its early-game strengths, so we are moving some of its damage from the tier 1 to the tier 3. Additionally, allowing manual targeting for zombie bloons was a popular change in BTD6 so we are implementing it here too, except with 1xx required for this targeting option. Both of these changes should make choosing between Necromancer’s crosspaths a more meaningful decision. | ” |
~ Ninja Kiwi |
- 2.0.4
- 1-1-0 Fireball: The fireball can now shoot through blockers with the Guided Magic crosspath.
“ | Guided Magic allows other Wizard attacks to shoot through blockers so it should work for Fireball as well. | ” |
~ Ninja Kiwi |
- 3.1
- Base: $400 → $300
- Arcane Blast: $350 → $250
- Arcane Mastery: $1,200 → $1,400
- Wall of Fire: $900 → $1,000
- Shimmer: $1,500 → $1,600
“ | Arcane Mastery seems to be in a decent spot, but it has poor stepping stones in the early game, so we have buffed the lower tiers leading up to it. Arcane Mastery, Wall of Fire, and Shimmer have all had their price increased so that they do not indirectly get buffed from the price cuts. | ” |
~ Ninja Kiwi |
- 3.2
- Guided Magic: seeking/turning rate 360 → 600
- Arcane Mastery: $1,400 → $1,200
- Wizard Lord Phoenix: ability main projectile damage 30 → 40
“ | Wizard’s top path has high pierce but often struggles to make use of it all due to its slow turning speed, so that has been increased quite a bit. Alongside this, it has received a minor price cut so that it can perform better as a starting tower. Wizard Lord Phoenix’s damage has always felt a little bit underwhelming when faced with BAD’s, so we’ve upped its damage. | ” |
~ Ninja Kiwi |
- 3.3
- Base cost decreased from $300 to $250
- Archmage pierce bonus increased from +4 to +6, base pierce of bolt increased from 11 to 13.
- Wizard Lord Phoenix's Phoenix Lord main projectile damage increased from 40 to 55
“ | Wizard deserved some attention after being out of the limelight for a while now. Note that we have also indirectly buffed Wizard with the Ezili change, and we fixed a bug which allowed x5x to be much stronger than intended. | ” |
~ Ninja Kiwi |
- 4.0.2
- Guided Magic: Seeking angle 270 → 360 and turning rate 600 → 720
- Guided Magic: $150 → $100
- Necromancer: $2,800 → $2,600
“ | Wizard seems to be in a fairly decent spot in the meta, however we want to give it a little bump to encourage its usage. We’ve made a couple of small changes to Guided Magic so that it’s more dependable early on, as well as a small price buff to Necromancer for slightly cheaper purple popping power. | ” |
~ Ninja Kiwi |
- 4.1
- Shimmer: $1,600 → $1,500
- 2-1-0: fireball damage increased 2 → 3
- 0-1-1: fireball pierce increased 15 → 22
- Wizard Lord Phoenix: Wall of Fire attack damage 3 → 5
- Prince of Darkness: its buff to other Necromancers (+1 damage and +50% duration to zombie bloons) now applies to itself
“ | We still feel that Wizard Monkey could do with some minor improvements, with a slightly cheaper decamo and some added crosspathing changes that make sense. Prince of Darkness' buff now applies to itself, as it was never intended for this not to be the case | ” |
~ Ninja Kiwi |
- 4.2
- Necromancer: As long as graveyard count is above 18, then 18 pops will consistently be deducted from the graveyard count every second. The number of spawned bloons will still randomly be between 1 and 5, however their collective pierce will always total 18. Previously, the pops deducted from the graveyard (and collective pierce of spawned bloons) was not consistent.
- Wizard Lord Phoenix: all projectiles from ability Phoenix now deal +15 damage to Fortified bloons
“ | The randomness made Necromancer very unreliable and inconsistent - sometimes it’d wipe out rushes easily, other times it’d let the rush by. The community has expressed their issues with this and so we have changed it to limit the randomness. Wizard Lord Phoenix has been buffed so that it can more effectively deal with beefy Fortified BADs or ZOMGs. | ” |
~ Ninja Kiwi |
Bug Fixes and General Changes[]
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Gallery[]
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Official artwork[]
Trivia[]
- When it got its base cost first decreased in Version 3.1, it became the fourth-cheapest base tower, third to Tack, Glue, and Dart. After getting price-buffed yet again in Version 3.3, it became the third-cheapest base tower, third to Dart and Glue.
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