Strategy:Wizard Monkey (Battles 2): Difference between revisions

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Wizard monkey has many strong upgrades that make it very versatile and good on a lot of maps. On maps with intersections, you can start by placing a 010 fireball alongside your hero tower. Afterwards, you can upgrade your 010 fireball into a 020 wall of fire to deal with the earlier rounds. Being careful on round 8 is important due to the new access to purple bloons which can overrun your 020 wall of fire easily. It is usually recommended at this time to invest in other defense that can deal with the purples, or pop all the purple layers consistently. This may not be a problem if your hero tower has purple popping power and consistency. A few good options for this include: 3-2-0 dart monkey, 203 bomb shooter, and the 230 tack shooter. The wall of fire isn't wizards only strong starting option. The 300 arcane mastery is a strong starting tower and is preferred over the 020 wall of fire on maps that don't include a intersection. The round 8 issue is still the same although with less emphasis on having a tower that can fully pop the purple and more on just popping the purple layer. Depending on your other towers, you can either by a 032 dragons breath or a 024 wall of fire for middle game defense. If you have a second very strong camo popping tower that can beat the purple layer on grouped purples, 032 is a good option. If not, then 024 necromancer is a good option due to having decamo due to the 003 shimmer upgrade and also having the ability to pop purple balloons using its reanimate attack. This upgrade is usually paired with a second tower due to the stockpile nature of 004. For the middle-late game, you can buy a 402 arcane spike. This is a strong moab dps option with decent non moab popping power, long range, and deals with many difficult rushes in the middle-late game. This includes: good DDT damage, good tight lead damage, and good moab damage overall. If you need a strong immediate middle game damage with good moab and bloon popping power then the 040 phoenix is a good option. The 040 phoenix has a powerful ability that can easily beat bfbs, fbfbs, tight moabs, and help with tight bfbs. For middle-late game all outs you can buy a 005 prince of darkness.This upgrade has alot of grouped damage and can easily deal with hordes of bfbs and ddts while also dealing major damage to zomgs. Although the 005 prince of darkness has good ddt damage, it's outclassed by the 502 archmage. the 502 archmage has one of the strongest ddt popping powers in the game for its cost and also has decent bad damage.The 052 wizard lord phoenix is the strongest and most expensive wizard monkey upgrade. This tower has an ability that can easily beat clumps of tight bfbs and tight zomgs while also severely damaging fbads. During the late game, the most optimal defense includes the three tier five towers and alot of 401 arcane spikes. The 401 arcane spike has good space efficiency and can pop later round fbads if you have a lot of them.
The Wizard Monkey has many strong upgrades that make it very versatile and good on a lot of maps. While not the best at what it does, it still offers a lot of utility in a loadout that cannot be matched with other towers.


== Upgrade Overview ==


Wizard monkey has many strong tower combinations including:bomb wizard farm, tack wizard farm, ace wizard farm, boomer wizard farm, boat wizard farm, druid wizard farm, dart wizard farm, druid wizard farm, sniper wizard farm, submarine wizard farm, mortar wizard farm, ninja wizard farm, engineer wizard farm, spac wizard farm,dart wizard village, boomer wizard village, bomb wizard village,sniper wizard village, boat wizard village, ace wizard village, heli wizard village, dartling wizard village, druid wizard village, spac wizard village, engineer wizard village, dart wizard engineer, boomer wizard engineer, bomb wizard engineer, tack wizard engineer, sniper wizard engineer, submarine wizard engineer, boat wizard engineer, ace wizard engineer, heli wizard engineer, mortar wizard engineer, dartling wizard engineer, super monkey wizard engineer, ninja wizard engineer, druid wizard engineer, engineer wizard spac, dart wizard spac, boomer wizard spac, bomb wizard spac, tack wizard spac, ice wizard spac, glue wizard spac, sniper wizard spac, submarine wizard spac, boat wizard spac, ace wizard spac, heli wizard spac, mortar wizard spac, dartling wizard spac, ninja wizard spac, alchemist wizard spac, druid wizard spac, and many more. Each of these strategies will get their own strategy guide here with better strategies have priority over weaker ones.
On maps with intersections, you can start by placing a 0-1-0 [[Fireball (Battles 2)|Fireball]] Wizard alongside your hero tower. Afterwards, you can upgrade your Fireball wizard into a 0-2-0 [[Wall of Fire (Battles 2)|Wall of Fire]] to deal with the earlier rounds. Be careful on round 8, as this is the round that introduces Purple Bloons which can extinguish your wall of fire easily. It is usually recommended at this time to invest in other defense that can deal with the purples, or pop all the purple layers consistently. This may not be a problem if your hero tower has purple popping power and consistency, but these heroes often do not benefit wizards outside of that niche. A few good tower choices for this include: A 3-2-0 [[Spike-o-pult (Battles 2)|Spike-O-Pult]], A 2-0-3 [[Cluster Bombs (Battles 2)|Cluster Bomb]], and a 2-3-0 [[Blade Shooter (Battles 2)|Blade Shooter]].  


Note:wizard monkey has three different strategy types for maps: intersection, easy non-intersection and hard non-intersection. Intersection maps include:Sands of Time, Star, Oasis, Banana Depot, Sun Palace and Time's Up. easy non-intersection maps include:Dino Graveyard, Garden, Castle Ruins, Cobra Command, Off-Tide, Pirate Cove, Precious Space, Salmon Ladder and Bloonstone Quarry. Hard non-intersection maps include:Glade, Basalt Columns, Koru, Ports, Inflection and Building Site. The maps Mayan, Docks, Bloontonium Mines, In The Wall, Thin Ice and Island base aren't in any category due to not being found in the hall of masters and the map bloon bot factory is excluded due to it not fitting the criteria of any other map in the game due to its gimmick that makes wizard monkey nearly completely obsolete.
However, The Wall of Fire isn't the only strong starting option, and can certainly fall short on maps without intersections. The 3-0-0 [[Arcane Mastery (Battles 2)|Arcane Mastery]] is a strong starting tower and is preferred over the 0-2-0 wall of fire on those maps. The round 8 issue is still the same although with less emphasis on having a tower that can fully pop the purple and more on just popping the purple layer. Depending on your other towers, you can either by a 0-3-2 [[Dragon's Breath (Battles 2)|Dragon's Breath]] or a 0-2-4 [[Necromancer: Unpopped Army (Battles 2)|Necromancer]] for the mid-game defense. If you have a second very strong camo popping tower that can beat the purple layer on grouped purples, Dragon's Beath is a solid option. If not, then Necromancer is a decent option due to having the ability to de-camo due to the [[Shimmer (Battles 2)|Shimmer]] upgrade and also having the ability to pop purple balloons using the zombie bloons it reanimates. This upgrade is usually paired with a second tower due to the stockpile nature of the necromancer, often needing support when the graveyard runs dry.


Wizard intersection: to start, buy a 010 with your hero, upgrade the 010 into a 020 on round 3, on round 8 get your popping tower, have a necromancer or a secondary popping tower ready by r10-11 due to the highly dangerous grouped purple send(you can upgrade your 020 wizard into a 024 necromancer). once you have a necromancer and a strong secondary tower you should be fine untill bfbs. Against bfbs, you should totem and your secondary tower+necromancer should be enough to deal with the bfb.Time's Up difficulty, however, would make me recommend for you to purchase a 031 wizard against bfbs. You can buy arcane spike against bfbs for permanent defense although not usually recommend. Against fbfbs, you can buy a 040 for a temporary solution or a 401 arcane spike for permanent defense. for Zomgs, its recommend to have another tower in the tower comp to deal with them; usually ezili hex ability. In scenarios in which this isnt available and where your secondary tower doesnt have strong zomg popping power, buying a archmage or prince of darkness is recommend.
For the mid-late game, you can buy a 4-0-2 [[Arcane Spike (Battles 2)|Arcane Spike]]. This is a strong MOAB DPS option with decent non-MOAB popping power, long range, and deals with many difficult rushes in the middle-late game, like the infamous DDTs, decent tight lead supporting fire, and great MOAB damage for ZOMGs. If you need a strong immediate mid-game damage with good moab and bloon popping power then the 0-4-0 [[Summon Phoenix (Battles 2)|Summon Phoenix]]e is a good option. The 040 phoenix has a powerful ability that can easily beat fortified BFBs, tight MOABs, and help with tight BFBs. If the opponent decides to "all out" with a massive bloon rush, you can buy a 0-0-5 [[Prince of Darkness (Battles 2)|Prince of Darkness]]. This upgrade has a good amount of grouped damage and can easily deal with hordes of BFBs and DDTs while also dealing major damage to ZOMGs depending on graveyard count. Although the Prince of Darkness has good DDT damage with the graveyard MOABs, it's not the most reliable and you should consider using the 502 [[Archmage (Battles 2)|Archmage]] instead. the Archmage has one of the strongest DDT popping powers in the game for its cost, while also providing decent BAD damage. The 0-5-2 [[Wizard Lord Phoenix (Battles 2)|Wizard Lord Phoenix]] is the strongest and most expensive wizard monkey upgrade. This tower's ability can easily beat clumps of tight rushes, even tight ZOMGs, while also severely damaging BAD bloons. During the late game, the most optimal defense includes the three tier five towers with the rest of your space taken up by 4-0-1 Arcane Spikes. The Arcane Spike has good space efficiency and can pop fortified BADS even in the late 30s if you have a lot of them, providing optimal time to win the game.


Wizard easy non-intersection: A majority of the details in Wizard intersection can be used here, however intstead of starting with 020 you build into 300. To start, place a fireball and your hero. on round 2 you can start placing a secondary wizard you will upgrade into a 300. It's not recommended to rush this upgrade and sacrifice your eco. usually, you can purchase a 200 on round 3 and sell the fireball into the 300 on round 4 or 5. A majority of the rest of the  defense is the same as intersection maps although you need to place a new wizard to upgrade into necromancer and more emphasis on buying 401 due to already having a 300 on the map.
Because of the Wizard Monkey's de-camo options, it pairs well with many towers not otherwise seen on their own due to a lack of camo detection, including Tack/Farm/Wizard, Bomb/Farm/Wizard, and Boomer/Farm/Wizard. However, one can also opt to play with a safer Eco reliant strategy by replacing the Farm with a Village or Sniper. On most loadouts with the Wizard, it is beneficial to use [[Ezili (Battles 2)|Ezili]] with them in order to boost the pierce of nearby wizards, and provide a way to temporarily counter purple rushes with the Heartstopper ability. However, the Wizard is flexible enough to be run with more loadouts, such as using [[Bonnie (Battles 2)|Bonnie]] and replacing the farm with a Spike Factory, or running other towers that don't necessarily have a camo weakness, like Dart or Ice.


Wizard hard non-intersection: the start is the same as easy non-intersection although with more more emphasis on purchasing upgrades early to avoid over leaking. On some of these maps necromancer may not be the best option and other round 11 options can be preferred. These maps have much more emphasis on buying 401 due to their sheer difficulty. You can use information on intersection and easy non-intersection here but its recommend to try and over-defend certain rushes to avoid dying early.
== Starting with the Wizard Monkey ==


Bomb wizard farm:
As mentioned above, Different maps require different strategies depending on if there is an intersection. For the purposes of this guide, "Intersection maps" include: Sands of Time, Star, Oasis, Banana Depot, Sun Palace and Time's Up. "Longer non-intersection maps" include: Dino Graveyard, Garden, Castle Ruins, Cobra Command, Off-Tide, Pirate Cove, Precious Space, Salmon Ladder and Bloonstone Quarry. "Shorter non-intersection maps" include: Glade, Basalt Columns, Koru, Ports, Inflection and Building Site. The maps Mayan, Docks, Bloontonium Mines, In The Wall, Thin Ice and Island base aren't in any category due to not being found in Hall of Masters. Bloon Bot Factory is also excluded due to the map's gimmick making the Wizard Monkey nearly obsolete, aside from the Summon Phoenix and WLP Phoenixes staying above when the wizard drops.


Bomb wizard farm (bwf) is the most versatile strategy in the game for its strength. thIs strategy works on almost every map in the game.
'''If the map has an intersection,''' A Wall of Fire start can be used.
* Buy a 010 Wizard with your hero.
* Upgrade the 010 into a 020 on round 3.
* Get your secondary popping tower by round 8.
* Upgrade to a necromancer or have a secondary popping tower that can deal with r11-12 due to the highly dangerous grouped purple rush.
Once you have a necromancer and a strong secondary tower, you should be fine until BFBs are able to be sent. Against an unfortified BFB, you should use a Sacrificial Totem and your secondary tower+necromancer should be enough to deal with the BFB. For the map Time's Up, You should also purchase a 031 wizard against them due to the short length. You can buy arcane spike against bfbs for permanent defense although it can be quite pricy for this point of the game. If the BFB is fortified, you can afford to purchase more expensive wizards like a Summon Phoenix for a temporary solution or an Arcane Spike for permanent defense. For ZOMGs, Wizards typically cannot handle this cheaply, so the secondary popping tower can help here, or alternatively wait or buy level 10 to use Ezili's Hex ability. In scenarios in which this isn't available and where your secondary tower doesn't have strong ZOMG popping power, an Archmage or Prince of Darkness can suffice.
 
'''If the map is long but does not have an intersection''', instead of starting with a Wall of Fire you build into Arcane Mastery.
* Buy a 010 Wizard with your hero.
* Place a secondary wizard on round 2. This will be the Arcane Master later. It's not recommended to rush this upgrade and sacrifice your eco from bloon sends.
* Sell your Fireball wizard to buy Arcane Mastery on rounds 4-5.
* Get your secondary popping tower by round 8.
* Place a new wizard to upgrade to necromancer by round 10, or upgrade your secondary popping tower to deal with the round 11-12 rushes.
From there, since you already have an Arcane Mastery on the field, Arcane Spike can be used to defend BFBs and above for slightly cheaper, and can last you until ZOMGs.
 
'''If the map is short but does not have an intersection,''' you will need to be fast when purchasing the Arcane Mastery.
* Buy a 010 Wizard with your hero.
* Place a secondary wizard on round 2.
* Sell your Fireball wizard to quickly buy Arcane Mastery on rounds 3-4 to avoid leaks.
* Get your secondary popping tower by round 8.
* Place a new wizard to upgrade to Necromancer by round 10, or upgrade your secondary popping tower to deal with the round 11-12 rushes.
On some of these maps, a Necromancer may not be the best option and other round 11 options are preferred over it. These shorter maps have much more emphasis on buying Arcane Spike due to their sheer difficulty. You can use same tips discussed in the other starts, but it's recommended to try and over-defend certain rushes to avoid dying early.
 
== Common Loadouts and Strategies ==
{{stub|add more of these and detail how to play them}}

Revision as of 15:56, 21 September 2024

The Wizard Monkey has many strong upgrades that make it very versatile and good on a lot of maps. While not the best at what it does, it still offers a lot of utility in a loadout that cannot be matched with other towers.

Upgrade Overview

On maps with intersections, you can start by placing a 0-1-0 Fireball Wizard alongside your hero tower. Afterwards, you can upgrade your Fireball wizard into a 0-2-0 Wall of Fire to deal with the earlier rounds. Be careful on round 8, as this is the round that introduces Purple Bloons which can extinguish your wall of fire easily. It is usually recommended at this time to invest in other defense that can deal with the purples, or pop all the purple layers consistently. This may not be a problem if your hero tower has purple popping power and consistency, but these heroes often do not benefit wizards outside of that niche. A few good tower choices for this include: A 3-2-0 Spike-O-Pult, A 2-0-3 Cluster Bomb, and a 2-3-0 Blade Shooter.

However, The Wall of Fire isn't the only strong starting option, and can certainly fall short on maps without intersections. The 3-0-0 Arcane Mastery is a strong starting tower and is preferred over the 0-2-0 wall of fire on those maps. The round 8 issue is still the same although with less emphasis on having a tower that can fully pop the purple and more on just popping the purple layer. Depending on your other towers, you can either by a 0-3-2 Dragon's Breath or a 0-2-4 Necromancer for the mid-game defense. If you have a second very strong camo popping tower that can beat the purple layer on grouped purples, Dragon's Beath is a solid option. If not, then Necromancer is a decent option due to having the ability to de-camo due to the Shimmer upgrade and also having the ability to pop purple balloons using the zombie bloons it reanimates. This upgrade is usually paired with a second tower due to the stockpile nature of the necromancer, often needing support when the graveyard runs dry.

For the mid-late game, you can buy a 4-0-2 Arcane Spike. This is a strong MOAB DPS option with decent non-MOAB popping power, long range, and deals with many difficult rushes in the middle-late game, like the infamous DDTs, decent tight lead supporting fire, and great MOAB damage for ZOMGs. If you need a strong immediate mid-game damage with good moab and bloon popping power then the 0-4-0 Summon Phoenixe is a good option. The 040 phoenix has a powerful ability that can easily beat fortified BFBs, tight MOABs, and help with tight BFBs. If the opponent decides to "all out" with a massive bloon rush, you can buy a 0-0-5 Prince of Darkness. This upgrade has a good amount of grouped damage and can easily deal with hordes of BFBs and DDTs while also dealing major damage to ZOMGs depending on graveyard count. Although the Prince of Darkness has good DDT damage with the graveyard MOABs, it's not the most reliable and you should consider using the 502 Archmage instead. the Archmage has one of the strongest DDT popping powers in the game for its cost, while also providing decent BAD damage. The 0-5-2 Wizard Lord Phoenix is the strongest and most expensive wizard monkey upgrade. This tower's ability can easily beat clumps of tight rushes, even tight ZOMGs, while also severely damaging BAD bloons. During the late game, the most optimal defense includes the three tier five towers with the rest of your space taken up by 4-0-1 Arcane Spikes. The Arcane Spike has good space efficiency and can pop fortified BADS even in the late 30s if you have a lot of them, providing optimal time to win the game.

Because of the Wizard Monkey's de-camo options, it pairs well with many towers not otherwise seen on their own due to a lack of camo detection, including Tack/Farm/Wizard, Bomb/Farm/Wizard, and Boomer/Farm/Wizard. However, one can also opt to play with a safer Eco reliant strategy by replacing the Farm with a Village or Sniper. On most loadouts with the Wizard, it is beneficial to use Ezili with them in order to boost the pierce of nearby wizards, and provide a way to temporarily counter purple rushes with the Heartstopper ability. However, the Wizard is flexible enough to be run with more loadouts, such as using Bonnie and replacing the farm with a Spike Factory, or running other towers that don't necessarily have a camo weakness, like Dart or Ice.

Starting with the Wizard Monkey

As mentioned above, Different maps require different strategies depending on if there is an intersection. For the purposes of this guide, "Intersection maps" include: Sands of Time, Star, Oasis, Banana Depot, Sun Palace and Time's Up. "Longer non-intersection maps" include: Dino Graveyard, Garden, Castle Ruins, Cobra Command, Off-Tide, Pirate Cove, Precious Space, Salmon Ladder and Bloonstone Quarry. "Shorter non-intersection maps" include: Glade, Basalt Columns, Koru, Ports, Inflection and Building Site. The maps Mayan, Docks, Bloontonium Mines, In The Wall, Thin Ice and Island base aren't in any category due to not being found in Hall of Masters. Bloon Bot Factory is also excluded due to the map's gimmick making the Wizard Monkey nearly obsolete, aside from the Summon Phoenix and WLP Phoenixes staying above when the wizard drops.

If the map has an intersection, A Wall of Fire start can be used.

  • Buy a 010 Wizard with your hero.
  • Upgrade the 010 into a 020 on round 3.
  • Get your secondary popping tower by round 8.
  • Upgrade to a necromancer or have a secondary popping tower that can deal with r11-12 due to the highly dangerous grouped purple rush.

Once you have a necromancer and a strong secondary tower, you should be fine until BFBs are able to be sent. Against an unfortified BFB, you should use a Sacrificial Totem and your secondary tower+necromancer should be enough to deal with the BFB. For the map Time's Up, You should also purchase a 031 wizard against them due to the short length. You can buy arcane spike against bfbs for permanent defense although it can be quite pricy for this point of the game. If the BFB is fortified, you can afford to purchase more expensive wizards like a Summon Phoenix for a temporary solution or an Arcane Spike for permanent defense. For ZOMGs, Wizards typically cannot handle this cheaply, so the secondary popping tower can help here, or alternatively wait or buy level 10 to use Ezili's Hex ability. In scenarios in which this isn't available and where your secondary tower doesn't have strong ZOMG popping power, an Archmage or Prince of Darkness can suffice.

If the map is long but does not have an intersection, instead of starting with a Wall of Fire you build into Arcane Mastery.

  • Buy a 010 Wizard with your hero.
  • Place a secondary wizard on round 2. This will be the Arcane Master later. It's not recommended to rush this upgrade and sacrifice your eco from bloon sends.
  • Sell your Fireball wizard to buy Arcane Mastery on rounds 4-5.
  • Get your secondary popping tower by round 8.
  • Place a new wizard to upgrade to necromancer by round 10, or upgrade your secondary popping tower to deal with the round 11-12 rushes.

From there, since you already have an Arcane Mastery on the field, Arcane Spike can be used to defend BFBs and above for slightly cheaper, and can last you until ZOMGs.

If the map is short but does not have an intersection, you will need to be fast when purchasing the Arcane Mastery.

  • Buy a 010 Wizard with your hero.
  • Place a secondary wizard on round 2.
  • Sell your Fireball wizard to quickly buy Arcane Mastery on rounds 3-4 to avoid leaks.
  • Get your secondary popping tower by round 8.
  • Place a new wizard to upgrade to Necromancer by round 10, or upgrade your secondary popping tower to deal with the round 11-12 rushes.

On some of these maps, a Necromancer may not be the best option and other round 11 options are preferred over it. These shorter maps have much more emphasis on buying Arcane Spike due to their sheer difficulty. You can use same tips discussed in the other starts, but it's recommended to try and over-defend certain rushes to avoid dying early.

Common Loadouts and Strategies

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