Jungle's Bounty Druid: Difference between revisions
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Pymonkibot (talk | contribs) m Text replacement - "The '''" to "'''" |
Qwertyxp2000 (talk | contribs) updated as of the Tempo update, still strong but not strong against competent opponents, which is basically only 10% or so of the playerbase in Ranked. still keeping the "what to do to max benefit from the jbd" because things like boss event exist, not sure if the qaf interaction thing is necessary but I'm removing it bc it's confusing af. also dready mention, I recommend bounty moreso for avalanche dready and also maybe removal dready |
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==Tips== | ==Tips== | ||
{{BCS last updated| | {{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. | ||
*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. | |||
*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. | |||
*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 | *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. | ||
* | *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. | ||
* | *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== | ||
Revision as of 08:08, 19 March 2026
For other uses of "Jungle's Bounty", see Jungle's Bounty (disambiguation).
Jungle's Bounty Druid
| Heal your Hero by 10 for each Gold gained |
| Amongst the few who know the curative properties of the humble banana. |
| Class | ||
|---|---|---|
| Card Pack | ||
| Rarity | Rare | |
| Keywords | — | |
| Introduced | Launch | |
| Stats | |||
|---|---|---|---|
| Cost | Ammo | 1 | |
| Charges | 1 | ATK | 15 |
| Type | Druid | Reload | 1 |
Jungle's Bounty Druid is a Magic Monkey card in Bloons Card Storm. While in play, it restores 10 health for the player's Hero for each Gold earned, including the Gold from the start of each turn. If the player earns more Gold than they can hold, it does not heal from any excess Gold, only the Gold the player actually keeps. It cannot raise the Hero's health above the starting amount (usually 500). It can prevent a fatality from Avalanche(s) if its life heal exceeds these life losses.
Tips
This section was last updated for: version 6.2
- 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.
- 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 is the most susceptible against this, since she lacks any 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.
- 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.
- 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 Stage 2 ("Avalanche") decks, having multiple Jungle's Bounties is essential to handle the final phase, as Avalanches 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.
- For example, multiple MOAB and 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.
- Gold generation of any kind, such as Banana Farm, can accelerate life healing from Jungle's Bounty Druid.
Update history
Cost increased ― 5 → 7
Ammo reduced ― 2 → 1
- Jungle's Bounty Druid now animates while granting lives from Gold gains
Gallery
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Icon
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Jungle's Bounty Druid in-game
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Jungle's Bounty Druid targeting a bloon
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Jungle's Bounty Druid attacking
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Jungle's Bounty Druid reloading
-
v4.0 animation when granting extra lives from Gold gains
In other languages
This section was last updated for: version 3.2
| Language | Text | Notes |
|---|---|---|
| Danish | Junglens skatte-druide | — |
| German | Dschungelbeute-Druide | — |
| Spanish (Latin America) | Druida de la selva abundante | — |
| French | Druide Abondance de la jungle | — |
| Italian | Druido Dono della giungla | — |
| Japanese | ジャングルの恵みドルイド | — |
| Korean | 정글의 축복 드루이드 | — |
| Norwegian | Jungelens dusør-druide | — |
| Polish | Druid dżunglowej obfitości | — |
| Portuguese (Brazil) | Druida Dom da Selva | — |
| Russian | Друид с подарком джунглей | — |
| Swedish | Djungelns rikedomar-druid | — |
| Chinese (traditional) | 叢林之寶督伊德 | — |
| Language | Text | Notes |
|---|---|---|
| Danish | Helbred din helt med 10 for hver opnået guld | — |
| German | Heilt deinen Helden für jedes erhaltene Gold um 10. | — |
| Spanish (Latin America) | Cura 10 a tu héroe por cada oro ganado | — |
| French | Soigne ton héros à hauteur de 10 points de santé par pièce d’or gagnée. | — |
| Italian | Curi il tuo eroe di 10 salute per ogni unità di oro ottenuta | — |
| Japanese | ゴールドを1枚獲得するごとにヒーローを10回復する | — |
| Korean | 골드를 획득할 때마다 1골드당 아군 영웅의 생명력을 10씩 회복합니다. | — |
| Norwegian | Helbred helten din med 10 for hvert gull du har fått. | — |
| Polish | Przywraca twojemu bohaterowi 10 pkt. zdrowia za każdą zdobytą sztukę złota | — |
| Portuguese (Brazil) | Cura seu herói em 10 por cada ouro ganho. | — |
| Russian | За каждую полученную ед. золота лечит вашего героя на 10 | — |
| Swedish | Hela din hjälte med 10 för varje intjänad Guld | — |
| Chinese (traditional) | 每獲得1枚金幣,英雄的生命值可恢復10點 | — |