Jungle's Bounty (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|52.2|section=y}} | {{BTD6 last updated|52.2|section=y}} | ||
Jungle's Bounty | Jungle's Bounty's main strength is as an income generator. While inefficient without stalling, it is the most powerful method of farming if done properly. By packing many Jungle's Bounty Druids together, a group of 0-0-0 {{BTD6|Banana Farm}}s can surround and boost their income drastically. Then, by stalling either {{BTD6|Camo Bloon}}s, {{BTD6|Lead Bloon}}s, or [[MOAB-Class Bloon]]s, the Druids can use as many abilities as possible each round. Once all the Druids are upgraded, the Banana Farms can be upgraded for maximum income. Both {{BTD6|Geraldo}} and {{BTD6|Obyn}} help with Druid farming, as Geraldo can use his [[Rejuv Potion]]s on the Druids and Obyn directly buffs their income. Obyn makes more money in total but makes stalling harder and is far weaker for any [[Boss]] kill the money affords. This strategy can start as early as round 50 but is most commonly set up after a tier 2 boss kill; any earlier than round 50 is unfeasible and is better delegated to {{BTD6|Bloon Trap}}. It should be kept in mind that Bloon Trap will not work with Druids stealing pops. | ||
As a damage dealer, Jungle's Bounty does plenty on maps with only one active lane, but falls off quickly elsewhere. Regardless, it mostly struggles at catching whole Ceramic Bloons, making it a subpar solo saveup for {{BTD6|Spirit of the Forest}} in [[CHIMPS]]. | |||
0-4-1 is preferred when farming, and the T4 should be bought before crosspathing due to ability cooldown; this can be skipped if it causes the Druid to reach blimps. 1-4-0 is preferred when using it for damage. | |||
0-4-1 is | |||
==Update history== | ==Update history== | ||