Druid of the Jungle (BTD6): Difference between revisions

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Strategy: chimps outclassment idk it sounded too wordy and theres loads of other ways, stall kill is worth highlighting, you can use other stuff for chimps early-game excel but people still use it because it's "easy" with long range brambles, also we already discussed why speed buffs are minimal (that is implied). Comment necessary because some stubborn editors would try to reiterate what's already written in the top of the article
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==Strategy==
==Strategy==
{{BTD6 last updated|52.0|section=y}}
{{BTD6 last updated|52.0|section=y}}
Druid of the Jungle is a decent early-game carry on single or alternating lane maps, bypassing Line of Sight with its vine grabs and leftover vines that damage passing bloons. However, it attacks too slowly to be usable on any multi-lane map. Additionally, it does not build into any useful towers for the late game and can actively hurt defenses that rely on stall by popping the last Ceramic. For its purpose in [[CHIMPS]], it is generally outclassed by [[Heart of Thunder (BTD6)|Heart of Thunder]], and [[Druid of the Storm (BTD6)|Druid of the Storm]] is preferred for Ceramics. It's still helpful in [[Race Event]]s and CT Time Attack for consistent popping, but its vine must be controlled to not go too far away from crowds.
Druid of the Jungle is an easy-to-use early-game carry on maps with one active lane per round (e.g. [[Bazaar]]) but it falls off on maps with simultaneous lanes, and kills end-of-round stalls. Most of its power comes from the piles that clean up, along with being able to one-shot Ceramics. In [[Race Event]]s and CT Time Attack, it is an effective way to consistently hit groups of weak Bloons (if vines stay close to them) or to instakill the final Bloons on screen.


Besides upgrades that can increase its damage, Druid of the Jungle and its subsequent upgrades are limited in how it can be buffed. Although it cannot decrease the time it takes for the vines to crush bloons, the vine attack and pierce refresh of the thorn piles being affected by attack speed buffs could help improve Druid of the Jungle's cleanup potential.
Druid of the Jungle and subsequent upgrades have limited attack speed synergies except against groups,<!--we already discussed how, see other sections--> but damage and pierce buffs maximize the DPS of piles. If anti-stalling is not a concern, Druid of the Jungle synergizes well with [[Relic]]s and [[Artifact]]s that take advantage of the sharp, fast-rate piles. [[Growing Steady]] and [[Flint Tips]] are among them.


If anti-stalling is not a concern, Druid of the Jungle synergizes well with [[Relic]]s and [[Artifact]]s that take advantage of the sharp, fast-rate leftover vine. [[Growing Steady]] and [[Flint Tips]] are among them.
For crosspaths, 1-3-0 is often preferred for its innate lead-popping, while 0-3-1 increases general pile DPS by increasing uptime of the piles. Lightning can be bought if needing to handle groups within range, but [[Heart of Vengeance (BTD6)|Heart of Vengeance]]'s speed buffs have low impact.
 
For crosspaths, 1-3-0 is more practical because of its innate lead-popping, while 0-3-1 is for general vine DPS due to increased lifespan. Lightning can be bought if needing to handle groups within range, but [[Heart of Vengeance (BTD6)|Heart of Vengeance]]'s speed buffs don't really impact much.


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