Jungle's Bounty Druid: Difference between revisions

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==Tips==
==Tips==
{{BCS last updated|5.2|section=y}}
{{BCS last updated|6.2|section=y}}
*With Jungle's Bounty, rushing an opponent is difficult. By round 10, players using one Jungle's Bounty Druid will end up healing at least 100 health per turn, assuming they do not overflow in gold.
*With Jungle's Bounty, rushing an opponent is difficult. By round 10, players using one Jungle's Bounty Druid will end up healing at least 100 health per turn, assuming they do not overflow in gold. Any competent deck can bypass or outpace the Jungle's Bounty Druid's life regeneration. It's also very expensive for early rounds while dealing minimal damage, and competent control decks don't need its healing.
**Its life regeneration cannot keep up against constant pressure from aggro players, who aim to end the game early by sending bloons almost all the time. Jungle's Bounty Druid is also very expensive for early rounds while dealing minimal damage.
**Compared to [[Quick Break]], Jungle's Bounty Druid needs time to gain value and is vulnerable to removals, and the guaranteed healing from Quick Break is preferred against aggressive decks.
*Jungle's Bounty is vulnerable against [[Bed Time]], making it one of the cheapest counters to Jungle's Bounty. Besides Bed Time, most removal excluding [[Expert Negotiator]] is cheaper than Jungle's Bounty.
*A player overrelying on Jungle's Bounty can be overwhelmed by dealing 500 or more damage in a single turn, assuming they lack a way of dealing with swarms, zero delay strategies, or high-health bloons. [[Amelia the Amazing (BCS)|Amelia]] is the most susceptible against this, since she lacks any Bloon-damaging abilities or signature cards.  
*A player overrelying on Jungle's Bounty can be overwhelmed by dealing 500 or more damage in a single turn, assuming they lack a way of dealing with swarms, zero delay strategies, or high-health bloons. [[Amelia the Amazing (BCS)|Amelia]] is the most susceptible against this, since she lacks any direct bloon damaging abilities or signature cards.  
*While somewhat strong against Tempo, Jungle's Bounty Druid is not effective against heavy Tempo cards like [[Lead Zeppelin]] and [[Golden Blimp]], and attempting to leak a 250+ Health Bloon may make it vulnerable to a [[Double Trouble]] finisher. Competent OTK decks also have ways to bypass the Hero's max health, and anything that lowers max health (e.g. [[Life Drain Bloon]]) weakens the value of Jungle's Bounty Druid.
**Area removal cards such as [[Thunder Druid]], [[Firestorm]], and [[Super Monkey Storm (BCS)|Super Monkey Storm]] can compensate for the Jungle's Bounty Druid's weakness against swarms.
*Jungle's Bounty has many weaknesses to both removals and very high-health Bloons. [[Bed Time]] is the cheapest removal, and most removals except [[Expert Negotiator]] are cheaper than Jungle's Bounty.
**Some strategies specifically rely on Jungle's Bounties plus maximized Gold generation (especially with multiple [[Banana Farm (BCS)|Banana Farm]]s), and combining with frequent bloon rushes to spend plenty of Gold and limit the opponent from setting up a win condition.
*Aggro decks that can rush quick enough will prevent Jungle's Bounty from gaining value, to the point that cheap removals aren't necessary.
*Having more than one Jungle's Bounty can limit the capability to defend directly against rushes as more Monkey slots are occupied. However, in slow-paced [[Dreadbloon (BCS)|Dreadbloon]] Stage 2 ("Avalanche") decks, having multiple Jungle's Bounties is essential to handle the final phase, as [[Avalanche (BCS)|Avalanche]]s deal excessive chip damage per round.
*Because Jungle's Bounty Druid cannot heal if Gold is maxed, regularly spending Gold in the mid-to-late game is recommended.
*Because Jungle's Bounty Druid cannot heal if Gold is maxed, regularly spending Gold in the mid-to-late game is recommended.
**For example, multiple [[MOAB (BCS)|MOAB]] and [[BFB (BCS)|BFB]] cards offer constant pressure to the opponent and constantly supplying Bloontonium to the player.
**For example, multiple [[MOAB (BCS)|MOAB]] and [[BFB (BCS)|BFB]] cards offer constant pressure to the opponent and constantly supplying Bloontonium to the player. Per Gold Spent cards like [[Extra-Super Monkey]] and [[Golden Blimp]] also offer a way to use as much Gold as possible.
**Infinitely generated cards such as [[Long Range Rang]] (if always not popping Bloons) are easy ways to frequently spend Gold.
**Infinitely generated cards such as [[Long Range Rang]] (if always not popping Bloons) are easy ways to frequently spend Gold.
*Replacing [[Quincy Action Figure]] with Jungle's Bounty will immediately heal the player. At max Economy, this is guaranteed 70+ lives.
*Gold generation of any kind, such as [[Banana Farm (BCS)|Banana Farm]], can accelerate life healing from Jungle's Bounty Druid.


==Update history==
==Update history==