Strategy:Wizard Monkey (Battles 2)

Revision as of 14:28, 21 September 2024 by Foxyops (talk | contribs) (added a description on how to play wizard on each map)

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.


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.

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.

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.

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.

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.

Bomb wizard farm:

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.