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

m common loadouts should be listed and described at Strategy:Bloons TD Battles 2/Loadouts, that way you don't need to repeat the description of the loadouts for every tower/hero they involve
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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.
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.


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.
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]] 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.


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.
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.