Druid of Peace: Difference between revisions
Hubianzhen (talk | contribs) No edit summary |
Qwertyxp2000 (talk | contribs) Maybe this might work better |
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**For all Heroes, use removal cards. [[Shrink]] is a common example. | **For all Heroes, use removal cards. [[Shrink]] is a common example. | ||
**If an OTK combo is not too expensive, [[Return to Sender]] can work. For instance, [[Zee Jay (BCS)|Zee Jay]]'s [[Rad Bloon]] OTK can be done with at least 16 Gold with three [[MOAB Construction Facility|MOAB Construction Facilities]] and a Return to Sender, or 20 Gold with one of them substituted with [[Quick Ready]]. | **If an OTK combo is not too expensive, [[Return to Sender]] can work. For instance, [[Zee Jay (BCS)|Zee Jay]]'s [[Rad Bloon]] OTK can be done with at least 16 Gold with three [[MOAB Construction Facility|MOAB Construction Facilities]] and a Return to Sender, or 20 Gold with one of them substituted with [[Quick Ready]]. | ||
*Bloons with naturally 0 delay, especially [[Pink Bloon (BCS)|Pink Bloon]], | *Bloons with naturally 0 delay, especially [[Pink Bloon (BCS)|Pink Bloon]], become useless while Druid of Peace is active. They'll essentially have a minimum delay of 1. | ||
*Druid of Peace does weak damage on its own, so it will need support from other Monkeys to deal with Bloons with 1 or more delay. | *Druid of Peace does weak damage on its own, so it will need support from other Monkeys to deal with Bloons with 1 or more delay. | ||
*Avoid using if your strategy involves OTK or a Pink finisher, because likewise it prevents your 0-delay rushes attacking on the same turn they're played. | *Avoid using if your strategy involves OTK or a Pink finisher, because likewise it prevents your 0-delay rushes attacking on the same turn they're played. | ||