Game Modes
Magic Monkeys Only
How to beat Magic Monkeys Only in BTD6 on Hard: allowed towers, Purple bloon problems, best crosspaths for rounds 63 and 80, heroes and FAQ.
Only Magic Monkeys can be used.
Guide
Magic Monkeys Only is a Hard mode where you can only place Magic Monkeys and your hero. You play rounds 3 to 80 with 100 lives and Hard prices. Magic towers have strong options at every stage, but Purple bloons, lead and the round 63 ceramic rush punish lazy builds.
Magic Monkeys Only rules
- Allowed towers: Wizard Monkey, Super Monkey, Ninja Monkey, Alchemist, Druid and Mermonkey.
- Heroes: any hero.
- Rounds: 3 to 80, ending with the ZOMG.
- Lives and prices: 100 lives, prices 8% above Medium, $650 starting cash.
- Still allowed: Monkey Knowledge, Powers, selling, Continues and Magic Insta Monkeys. Banana Farms are Support towers and cannot be placed.
Unlocking and rewards
Magic Monkeys Only unlocks after Hard Standard, and beating it unlocks Double HP MOABs. The first win pays the Hard amount of Monkey Money: 200 Beginner, 400 Intermediate, 600 Advanced and 800 Expert, plus a gold Magic medal.
Why Magic Monkeys Only is hard
- Purple bloons: Purples ignore fire, energy and plasma damage. That covers many Wizard spells and Super Monkey lasers and plasma. Ninja shurikens and Druid thorns are the dependable answers.
- Lead: several magic attacks cannot pop Lead without the right upgrade.
- Hard settings: higher prices, faster bloons and 20 more rounds than Medium, including rounds 63, 76 and 78.
- No farms: income has to come from pops or from towers like Alchemist and Druid.
Rounds to watch
- Round 24: first camo Green. Ninjas see camo naturally.
- Round 28: six Lead bloons.
- Round 32 and 45: Purples, and on 45 camo Purples with fortified Leads.
- Round 40: the MOAB.
- Round 59: 50 camo Leads with regrow Ceramics. You need support beyond a single Ninja here.
- Round 60: the BFB.
- Round 63: 122 Ceramics and 75 Leads. The biggest wall in this mode.
- Rounds 76 and 78: regrow Ceramic and camo Ceramic rushes.
- Round 80: the ZOMG.
Best towers and crosspaths
- Ninja Monkey: natural camo detection and great early value. A Bloonjitsu Ninja (4-0-x) buffed by a Stronger Stimulant Alchemist (4-0-0) can solo most rounds up to the early 60s, though round 59 camo Leads still need help.
- Druid: cheap early popping. Heart of Thunder (2-0-0) and Druid of the Storm (3-0-0) clear groups, Druid of the Jungle (0-3-0) adds track damage, and Hard Thorns (1-0-0) helps thorns pop Lead. Ball Lightning (4-0-0) is one of the few reliable ways through round 63. Jungle's Bounty (0-4-0) adds income.
- Wizard Monkey: Wall of Fire (0-2-0) is a superb early tower, Fireball pops Lead, Shimmer (0-0-3) removes camo in an area, and Arcane Mastery (3-0-0) shoots over walls.
- Alchemist: Berserker Brew (3-x-x) and Stronger Stimulant (4-x-x) buffs carry this mode. Rubber to Gold (0-0-4) turns pops into extra cash, and Bloon Master Alchemist (0-0-5) can delete the round 80 ZOMG if you sell into it.
- Super Monkey: Sun Avatar (3-0-0) is a powerful mid-game carry. A Sun Avatar with Knockback (3-0-1) handles round 63 well. Two Sun Avatars under a Permanent Brew Alchemist (5-x-x) can reach round 100.
- Mermonkey: can be placed where other towers cannot, Echosense Precision gives early camo damage, and its upper upgrades buff nearby Magic Monkeys.
Best heroes for Magic Monkeys Only
- Obyn Greenfoot: the standout pick. He raises Druid pierce and, from level 11, buffs all Magic Monkeys near him.
- Geraldo: strong early, and his shop items cover camo and damage gaps.
- Sauda and Quincy: reliable starts if you prefer a Ninja opening.
Step-by-step game plan
- Open with your hero and a Ninja or Druid at the entrance.
- Add a Wall of Fire Wizard by round 10.
- Make sure a Ninja covers camo before round 24 and a Fireball or Hard Thorns covers Lead before round 28.
- Build an Alchemist with Berserker Brew next to your main Ninja or Druid around round 30.
- Prepare MOAB damage for round 40 and 50; buffed Ninjas and Wizards usually manage.
- Upgrade to a Sun Avatar or Ball Lightning before round 60, and add Knockback or extra area damage for round 63.
- For round 80, either stack damage around a Sun Avatar or sell into a Bloon Master Alchemist.
Common mistakes
- Building only Wizards and Super Monkeys and leaking Purples.
- Relying on one Ninja for round 59.
- Saving for a Sun Avatar so long that rounds 40 to 50 leak.
Which maps to start with
Start on Beginner maps with a long single path. Druids and Ninjas love long tracks. Our Magic Only videos on the BTD6 Master YouTube channel show builds for harder maps.
Frequently asked questions
Which towers are Magic Monkeys in BTD6?
Wizard Monkey, Super Monkey, Ninja Monkey, Alchemist, Druid and Mermonkey.
How do you pop Purple bloons in Magic Monkeys Only?
Use sharp attacks like Ninja shurikens or Druid thorns, since Purples ignore fire, energy and plasma.
How do you beat round 63 in Magic Only?
Ball Lightning Druids, or a Sun Avatar with Knockback supported by an Alchemist, are the most reliable answers.
What does Magic Monkeys Only unlock?
It unlocks Double HP MOABs on the same map, which leads on to Half Cash.
Can you farm in Magic Monkeys Only?
Not with Banana Farms. Rubber to Gold Alchemists and Jungle's Bounty Druids are the magic income options.








