Druid of the Jungle (BTD6): Difference between revisions
Qwertyxp2000 (talk | contribs) →Strategy: i would hope people would know the implication that super ceramics are just too often for dotj to catch up, and yes I must reiterate that dotj kills end of round stalls |
→Strategy: reword. Removed DLC content, that should be in rogue strategies no? |
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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 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. | 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. Its power comes from being able to one-shot Ceramics, albeit very slowly, and the resulting thorn piles being decent cleanup. However, it becomes much weaker on later rounds and kills end-of-round stalls. | ||
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 | In [[Race Event]]s and {{BTD6|Contested Territory}} Time Attack, it is an effective way to consistently hit groups of weak Bloons or to instakill the final Bloons on screen. 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 thorn pile DPS. If anti-stalling is not a concern, Druid of the Jungle synergizes well with [[Relic]]s that take advantage of the sharp, fast-rate piles (e.g. [[Flint Tips]]). | ||
1-3-0 is often preferred for its innate Lead popping, while 0-3-1 increases thorn pile uptime. 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. | |||
==Update history== | ==Update history== | ||