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. This 3 tower combination makes it easy to defend early game and lacks damage late game. This tower is popularly used in combination with Tack Shooter and the Banana Farm. 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.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.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.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. 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.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).Improves damage and lifespan of all Undead Bloons on screen including its own. 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.ĭescription: Reanimate even more powerful Bloon servants to obliterate the enemy and enhances all other Necromancers.Įffect: 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. Undead Bloons spawn quite differently from other attacks.
Wizard Lord Phoenix's permanent phoenix acts exactly the same as Summon Phoenix's phoenix but lasts indefinitely. The WLP Phoenix will continue to travel clockwise around the center of the map indefinitely until it transforms back into a monkey.
It will continue to travel clockwise around the center of the map indefinitely until it disappears.
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.
First: Targets the first bloon visible within its range.Many of the Wizard's alternate attacks have target priorities that are integrated into the Wizard's own target priorities. The base Wizard Monkey uses the standard target priorities: First, Last, Close, Strong. The Wizard Monkey is classed as a Magic Monkey. It's Necromancer upgrade transforms the Shimmer into an effective cleanup tower and even more so with Prince of Darkness. Path 3 centralizes the Wizard Monkey to focus more a support role with the Shimmer Upgrade that decamos bloons. Further down Path 2 will allow it to summon a phoenix that can also pop purple bloons at its 5th tier. However, Purple Bloons will pose a problem for it. Path 2 makes the Wizard Monkey wield fire-based attacks. 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. Path 1 allows the monkey to attack anywhere in its range with Guided Magic, ignoring Line of Sight. It appears much like its BTD6 counterpart, with several differences such as minor graphics differences.