Magic tower
Wizard Monkey
Hurls magical bolts of energy at the Bloons. Can upgrade to a variety of powerful spells.
Info
The Wizard Monkey is a Magic Monkey that casts small magic bolts at Bloons. It costs $250 on Medium, has decent range, and its bolts deal Energy damage with 3 pierce. It is cheap, accurate, and its paths offer some of the best value upgrades in the game, from Wall of Fire early to Archmage and Necromancer late.
By default the Wizard cannot pop Lead or Purple Bloons, and cannot see Camo Bloons. It can pop Frozen Bloons.
The three paths
- Top path (Guided Magic to Archmage): stronger bolts. Guided Magic makes bolts seek Bloons, even behind cover, Arcane Blast and Arcane Mastery add damage, pierce, range and speed, Arcane Spike doubles attack speed with big MOAB damage and lets the bolts pop Lead, and Archmage adds Dragon's Breath and Shimmer to its arsenal.
- Middle path (Fireball to Wizard Lord Phoenix): fire. Fireball adds an explosive fireball, Wall of Fire places a burning wall across the track, Dragon's Breath spews endless flames, Summon Phoenix adds an ability that summons a phoenix for 20 seconds, and Wizard Lord Phoenix keeps a phoenix permanently and can turn into a Lava Phoenix.
- Bottom path (Intense Magic to Prince of Darkness): dark magic. Monkey Sense adds Camo detection, Shimmer removes Camo from nearby Bloons, Necromancer: Unpopped Army raises popped Bloons as undead servants that run back along the track, and Prince of Darkness raises even stronger ones.
Camo, Lead and Purple within its own upgrades
- Camo: Monkey Sense (x-x-2). Shimmer (x-x-3) permanently removes Camo from Bloons near the Wizard.
- Lead: Fireball and Wall of Fire (x-1-x, x-2-x) are fire and explosion attacks that pop Lead. Arcane Spike (4-x-x) lets the main bolt pop Lead.
- Purple: Purple Bloons ignore Energy, fire and Plasma. The Necromancer's undead Bloons are the Wizard's main answer to Purple.
Paragon
The Wizard Monkey's Paragon is Magus Perfectus ($800,000 on Medium). It has a large arsenal of spells, two powerful abilities, a permanent Dark Lord Phoenix and a mana system that it fills by popping Bloons.
Quick summary
- Category: Magic
- Base cost: $250 (Medium)
- Damage type: Energy (fire on the middle path)
- Best at: cheap early damage with Wall of Fire, Camo removal with Shimmer, late-game carry with Archmage or Necromancer
- Weak at: Purple Bloons, Lead before the right upgrades
Upgrades
Stats
Main attack
- Damage
- 1
- Pierce
- 3
- Attack speed
- 1.1s
- Range
- 40
Monkey Knowledge
Knowledge upgrades that change Wizard Monkey.

Longer projectile lifespan for Wizard Monkey, Super Monkey, Ninja Monkey, and Druid.

Guided Magic and Intense Magic cost 25 less.



Arcane Spike does extra damage to MOAB-Class and Ceramic Bloons.
Requires: 4 Knowledge Points Flame Jet 250
How to use Wizard Monkey
The Wizard Monkey is one of the best-value towers in Bloons TD 6. A cheap Wall of Fire Wizard is a classic early-game tower, Shimmer removes Camo for your whole defense, and Archmage and Prince of Darkness are both strong late-game carries. The main thing to watch is Purple Bloons.
Best crosspaths
0-2-0 to 0-2-2 Wall of Fire
Wall of Fire places a burning wall on the track that pops everything passing through it, including Lead. It is very strong for its price in the early game. Adding Monkey Sense (0-2-2) gives Camo detection for the main bolt.
0-2-3 Shimmer
Shimmer periodically removes Camo from every Bloon near the Wizard. Paired with Wall of Fire, this is a cheap and popular Camo answer for the whole defense in CHIMPS.
0-2-4 or 2-0-4 Necromancer: Unpopped Army
The Necromancer raises popped Bloons as undead servants that travel back along the track and pop Bloons they meet. The undead pop Purple Bloons, which makes this the Wizard's best Purple answer. 0-2-4 adds Wall of Fire; 2-0-4 makes the undead last longer.
4-2-0 or 4-0-2 Arcane Spike
Arcane Spike doubles attack speed, deals big MOAB damage and lets the bolts pop Lead. 4-2-0 adds Fireball and Wall of Fire; 4-0-2 adds Camo.
5-2-0 or 5-1-0 Archmage
Archmage gets Dragon's Breath and Shimmer on top of its arcane bolts, and the middle path crosspath adds triple Fireballs and a stronger Wall of Fire. A strong late-game carry.
0-4-2 or 2-4-0 Summon Phoenix
Summon Phoenix adds an ability that summons a phoenix for 20 seconds. Strong burst damage for hard rounds.
0-2-5 or 2-0-5 Prince of Darkness
Raises stronger undead Bloons and buffs all other Necromancers. A powerful late-game tower, especially on long tracks.
Early game
A 0-0-0 Wizard costs less than a Dart Monkey with one upgrade, and Wall of Fire comes cheap. On many maps, a 0-2-0 Wizard aimed at a long stretch of track can hold the early rounds on its own, and the fire pops Lead too.
Placement is everything for Wall of Fire. The Wizard drops the wall on the track inside its range, so place it next to a long stretch where Bloons pass in a line, not at a crossroads where the wall might land on a short segment. On multi-lane maps, one Wizard per lane often beats a single stronger tower in the middle.
Plan Camo before round 24. Monkey Sense (x-x-2) is cheap, and a 0-2-3 Shimmer later removes Camo for every tower nearby.
Mid game
From the 30s onward, choose a role:
- Camo support: 0-2-3 Shimmer near the start of your defense.
- Damage: 4-2-0 Arcane Spike for MOAB damage, Lead popping and Ceramics.
- Purple Bloons and long tracks: 0-2-4 Necromancer. Its undead Bloons pop Purples and travel back along the track.
Watch for Purple Bloons. They ignore Energy, fire and Plasma, so a Wizard without Necromancer cannot pop them at all. Add a Sharp or Normal damage tower if your Wizard is not a Necromancer.
How the Necromancer works
Necromancer: Unpopped Army keeps a graveyard counter that fills as Bloons are popped near the Wizard. It spends that counter to summon groups of undead Bloons that walk backwards along the track, dealing Normal damage to anything they meet, which is why they can pop Purple Bloons. When the graveyard is full, the Wizard attacks faster and deals more damage with all of its attacks. Place a Necromancer where many Bloons are popped nearby, ideally near your main damage, so its graveyard stays full. It also gets a targeting option that lets you choose where the undead are deployed.
Late game
Late-game Wizards are carries:
- Archmage (5-x-x): strong bolts plus Dragon's Breath and Shimmer, with bonus MOAB damage.
- Wizard Lord Phoenix (x-5-x): a permanent phoenix and a Lava Phoenix transformation.
- Prince of Darkness (x-x-5): strong undead Bloons and buffs to other Necromancers.
The Magus Perfectus Paragon is a late-game and boss option.
Wizard Monkey in CHIMPS
The Wizard is a very common CHIMPS tower:
- Open with Dart Monkeys or a hero, then add a 0-2-0 Wall of Fire Wizard.
- Upgrade to 0-2-3 Shimmer for Camo coverage.
- Add a Necromancer or Arcane Spike for the mid game, depending on whether you need Purple answers or MOAB damage.
- Finish with Archmage or Prince of Darkness.
For full CHIMPS walkthroughs, see our videos on the BTD6 Master YouTube channel.
Best heroes and tower combos
- Obyn Greenfoot: the Magic hero. From level 11 he buffs every Magic Monkey in his range, including Wizards.
- Monkey Village: range and attack speed help Wall of Fire and Archmage.
- Sharp or Normal damage towers: cover Purple Bloons for non-Necromancer Wizards.
- Glue Gunner: slowed Bloons spend longer in the Wall of Fire.
Tier 5 upgrades: are they worth it?
Archmage (5-x-x). Strong late-game carry with built-in Camo removal and good MOAB damage. Worth it in most late-game setups.
Wizard Lord Phoenix (x-5-x). Strong damage with a permanent phoenix, but fire cannot pop Purple Bloons. Good if your Purple answer is elsewhere.
Prince of Darkness (x-x-5). Very strong on long tracks and against Purple Bloons. One of the cheaper Magic tier 5s.
Common mistakes
- Ignoring Purple Bloons. Only Necromancer's undead pop them within the Wizard's own tree.
- Placing Wall of Fire on a short track section. Place the Wizard so the wall covers a long stretch where Bloons pass.
- Skipping Monkey Sense. It is cheap and gives Camo detection.
- Using Summon Phoenix on easy waves. Save the ability for the hardest moments.
Frequently asked questions
What is the best Wizard Monkey path?
0-2-3 Shimmer for Camo, 0-2-4 Necromancer for Purples and long tracks, 4-2-0 Arcane Spike for damage, and 5-2-0 Archmage as a late-game carry.
Can Wizard Monkey pop camo?
Yes, with Monkey Sense (x-x-2). Shimmer (x-x-3) also removes Camo from Bloons around the Wizard.
Can Wizard Monkey pop lead?
Yes, with Fireball or Wall of Fire, or with Arcane Spike (4-x-x) for the main bolt.
Can Wizard Monkey pop purple bloons?
Only with Necromancer: Unpopped Army (x-x-4) and above, through its undead Bloons.
Is Archmage worth it?
Yes, in most late-game setups. It is a strong carry on its own, removes Camo with Shimmer, and its MOAB damage got several buffs in recent updates. It still cannot pop Purple Bloons with fire, so keep another answer for them.
Does Wall of Fire pop lead?
Yes. Wall of Fire is a fire attack, so it pops Lead Bloons. It cannot pop Purple Bloons, and the wall disappears early if it touches one.
Is Wizard Monkey good in CHIMPS?
Yes. Wall of Fire, Shimmer and Necromancer are all common CHIMPS picks.
What is the Wizard Monkey Paragon?
Magus Perfectus, which costs $800,000 on Medium.
Most used in our guides
Video guides
Guides that use Wizard Monkey
The 12 newest of 22 guides.
How to Beat Half Cash on Lost Crevasse
How to Beat Magic Monkeys Only on Lost Crevasse
How to Beat Impoppable on Three Mines ‘Round
How to Beat Half Cash on Three Mines ‘Round
How to Beat Double HP Moabs on Three Mines ‘Round
How to Beat Magic Monkeys Only on Three Mines ‘Round
How to Beat Apopalypse on Three Mines ‘Round
How to Beat Reverse on Three Mines ‘Round
How to Beat Deflation on Three Mines ‘Round
How to Beat Standard (Medium) on Three Mines ‘Round
How to Beat Level 100+ (Hard) on Three Mines ‘Round
How to Beat CHIMPS on Three Mines ‘Round



































