Strategy:Magic Monkeys Only

Magic Monkeys Only features the same rules as Hard Mode, but only Magic towers and the Hero can be used. The limited tower selections increase the difficulty of gameplay, but the ability to use the hero and the variety of good Magic towers make this game not excruciatingly difficult.
For purposes of clarity, the following definitions will be made for this article:
Early-game = Rounds 3-40
Mid-game = Rounds 41-60
Late-game = Rounds 61-80
General tips
Preparation
- Monkey Knowledge greatly simplifies this game mode, so it is recommended to get a good amount of Monkey Knowledge upgrades before attempting Magic Monkeys Only.
- Defeating Hard Standard on many maps before playing Magic Monkeys Only is optimal to get both the experience of playing 80 rounds and obtain Monkey Knowledge efficiently.
- Watch out for difficult rounds in Magic Monkeys Only, which are listed here.
The most challenging rounds in Magic Monkeys Only
| Round # | Bloons spawned | Reasoning |
|---|---|---|
| 40 |
|
The MOAB necessitates a well-prepared setup with good single-target and grouped popping power. The hero must be utilized here as well, and if not, the MOAB may necessitate many sell-and-rebuys that hurt the rest of the game. |
| 63 | The 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively pose a tall task. If placed towers perform poorly against grouped Bloons, many sell-and-rebuys may need to be performed. Doing so may create a dead-end with Round 64's rush of MOABs (including Fortified). | |
| 75 | The 6 BFBs in 3 separate packs (especially the last dense pack of 3 BFBs), fortified MOABs, and Leads (which block projectiles) require a very well-rounded defense suited for blimps and Bloon clumps. Total ability usage can make defeating Round 76's Regrow Ceramics impossible. | |
| 78 | Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will easily break through the defense, with each Ceramic wave being even denser than those of Rounds 63 and 76. |
Gameplay
- Berserker Brew and Stronger Stimulant should be used in nearly all cases for the most powerful tower on the screen, starting in the late early game.
- The hero must be utilized for the best chances of success, as the selection of towers is more limited.
- Due to most income towers being banned (leading to a greater shortage of cash), attempt to minimize selling by placing down towers that can upgraded into towers useful later on.
Towers & heroes suited for most maps
| Name | Portrait | Reasoning & how to use |
|---|---|---|
| Geraldo | If Geraldo is purchased before Round 10, Rare Quincy Action Figure can make greater than $23,000 by Round 60, allowing for the early purchase of towers that greatly simplify the rest of the game, such as Spirit of the Forest. In addition, See Invisibility Potion simplifies Camos by allowing one tower to pop all Camos on Rounds 33-58 if used on Rounds 33, 42, 47, and 53, Sharpening Stone and Gerry's Fire work well with Bloonjitsu + Shinobi army and Poplust army, Tube of Amaz-o-Glue simplifies rounds such as 63, and Genie Bottle breezes through the most difficult rounds, such as 75, 76, and 78. | |
| Obyn | Obyn's buffs to Magic towers, especially Druids, are very useful in Magic Monkey Only. Wall of Trees is also a powerful asset, as it can tank many Bloons or several blimps and explodes to make much-needed extra money. Brambles can also take out early Camos (albeit needing some luck on multi-lane maps) and do good single-target damage, and Nature's ward totem provides good support by slowing down Bloons and blimps. | |
| Bloojitsu | Bloonjitsu + Berserker Brew performs well in the early game and early mid-game, popping all Bloon types, with Double Shot being a decent stepping stone. When going for the setup, purchase Berserker Brew for Double Shot before upgrading the latter to Bloonjitsu. Later on, Bloonjitsu can be given a 20x Shinobi army with other Bloonjitsus also being buffed, making for a powerful late-game strategy. | |
| Druid of the Storm, Ball Lightning | Druid of the Storm is a powerful supporting tower for its cost in the mid-game and late-game, especially when given Obyn's buffs. Ball Lightning further improves the support role of Druid of the Storm while also being a solid clean-up tower in its own right, easily catching nearly all Bloon leaks. | |
| Symphonic Resonance | Symphonic Resonance is an extremely potent supporting tower in the late 60s and 70s, catching MOABs and BFBs into its melody, allowing many more towers to reach them and giving the towers more time to take them down. | |
| Dragon's Breath, Summon Phoenix | 0-3-2 Dragon's Breath is a very solid mid-game tower, reliably popping all Bloons (except hyperclumped ones and Purples) that touch is fire and dealing decent MOAB damage with its flames. Its power is further amplified by a 3-2-0 Berserker Brew. Upgrading to Summon Phoenix grants a powerful ability and an extra flame, with the ability to keep one Phoenix up at all times with two Summon Phoenixes. | |
| Lead to Gold, Rubber to Gold | Lead to Gold and Rubber to Gold are among the only remaining money-making options in Magic Monkeys Only, and they perform well for their roles. Lead to Gold converts large amounts of early-game and mid-game Leads into cash, especially on rounds such as 37, 38, and 63. Rubber to Gold improves on that by applying gold to all Bloons, making large amounts of cash and easing the difficulty of the late-game. | |
| Spirit of the Forest | Spirit of the Forest guarantees victory up to Round 80 on many maps, easily cleaning up all Bloons and blue MOABs while doing decent damage to BFBs and the ZOMG with its vines and thorns. It also makes $1,000 at the end of every round, allowing for the easy affording of the assistance it needs against higher-tier blimps on difficult maps. |