Druid of the Jungle (BTD6): Difference between revisions
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'''Druid of the Jungle''' is the [[Druid (BTD6)|Druid]]'s path 2 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. It now spawns a vine that has infinite range | '''Druid of the Jungle''' is the [[Druid (BTD6)|Druid]]'s path 2 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. It now spawns a vine that can catch and pop a single Bloon target. The vine has infinite range and damages all affected Bloons that pass through. After destroying its target, it leaves a thorn pile on the track that damages Bloons that pass over it. If [[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] is present on screen and at least level 5, all Druids of the Jungle gain 40% more range. | ||
With [[Hard Thorns (BTD6)|Hard Thorns]], both the vine grab and leftover vine can pop Frozen and Lead, and the vine grab is able to target Frozen and Lead.<!--what about that weird digestion time reduction thing that possibly am not aware of?--><!--also, leftover vine ALWAYS targets frozen and lead--> [[Druidic Reach (BTD6)|Druidic Reach]] improves duration of the leftover vine by +33%. [[Heart of Vengeance (BTD6)|Heart of Vengeance]], like all speed buffs, doesn't affect the digestion time of the vine grab, but does decrease the cooldown of the attack itself and the pierce refresh interval of the thorn pile. | With [[Hard Thorns (BTD6)|Hard Thorns]], both the vine grab and leftover vine can pop Frozen and Lead, and the vine grab is able to target Frozen and Lead.<!--what about that weird digestion time reduction thing that possibly am not aware of?--><!--also, leftover vine ALWAYS targets frozen and lead--> [[Druidic Reach (BTD6)|Druidic Reach]] improves duration of the leftover vine by +33%. [[Heart of Vengeance (BTD6)|Heart of Vengeance]], like all speed buffs, doesn't affect the digestion time of the vine grab, but does decrease the cooldown of the attack itself and the pierce refresh interval of the thorn pile. | ||
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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. Its power comes from being able to one-shot Ceramics, albeit very slowly, and the resulting thorn piles | 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 become decent cleanup. However, it becomes much weaker on later rounds and kills end-of-round stalls. | ||
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]]). | 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]]). | ||