Jungle's Bounty (BTD6)

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Jungle's Bounty
Portrait of Jungle's Bounty
Icon of Jungle's Bounty Vines create stronger thorn piles. Jungle's Bounty Ability: Generates cash and 1 life each use, plus extra cash per Banana Farm near the Druid.
Tower Path Tier
Druid 2 4
XP cost 11,000
Cash cost $4,165 — Easy
$4,900 — Medium
$5,290 — Hard
$5,880 — Impoppable

Jungle's Bounty is the Druid's path 2 tier 4 upgrade in Bloons TD 6. It gains the Jungle's Bounty ability, has +10 range (35 to 45), and its leftover vines are improved. Activating the Jungle's Bounty ability grants extra cash per Farm in range, plus a base amount of cash and an extra life.

The leftover vine re-hits and refreshes pierce faster (from every 0.3s to 0.2s), its lifespan increased from 4.5s to 9s (12s with 0-4-1), base pierce from 20 to 30, and damage from 1 to 2.

Jungle's Bounty Ability

When activated, the Jungle's Bounty ability grants $320, plus an extra $130 per Banana Farm within range of this Druid, and 1 life. Its income can be boosted by Monkey City and Level 5+ Obyn Greenfoot. If other Jungle's Bounty abilities are available, all of them will trigger simultaneously.

This ability has a 60 second cooldown, and has a full initial cooldown. It can only be activated up to 3 times per round for each Druid, and cannot be activated after 3 minutes since the start of the round nor during the penalty timer in Boss Bloon Events and CT Boss tiles.

Stats

For a complete list of Druid stats, see Stats:Druid (BTD6).
This data was last updated for: version 55.1
Tower
Display range45 units
Footprint radius7 units
Targeting options
  • First
  • Last
  • Close
  • Strong
Attack
Cooldown1.1s
Offset (X, Y, Z)
-1.99, 8.17, 7
TargetingDepends on targeting option
Targeting range45 units
Pierce per extra life+1%
Max extra lives for pierce100
Filters
  • Cannot target Camo
Projectile
Count8
Angle25°
Pierce1
Damage1
Damage typeSharp
Speed340 units/s
Lifespan0.3s
Radius0 units
Filters
  • Cannot hit Camo
  • Removes Regrow if the target takes damage from this projectile
Vine
Cooldown2.6s
Offset (X, Y, Z)
-1.99, 8.17, 7
TargetingFirst / Last / Close / Strong
Targeting range∞ units
Pierce per extra life+1%
Max extra lives for pierce40
Filters
  • Ignores Lead or Frozen if its damage type cannot damage it
  • Cannot target off-screen Bloons
  • Cannot target Camo
  • Cannot target MOAB-Class
  • Ignores blockers
Collidable
Pierce9,999,999
Damage9,999,999
Damage typeSharp
Lifespan0.1s
Radius4 units
Filters
  • Cannot hit Camo
  • Cannot hit MOAB-Class
  • Ignores blockers
Projectile
Pierce30
Damage2
Damage typeSharp
Lifespan9s
Radius2 units
Rehit interval0.2s
Refresh pierce interval0.2s
Filters
  • Cannot hit Camo
  • Ignores blockers
  • Removes Regrow
Passive Ability
Base cash$120
Lives1
Vine Crush
Cooldown30s
Vine
Offset (X, Y, Z)
-1.99, 8.17, 7
TargetingFirst / Last / Close / Strong
Targeting range∞ units
Pierce per extra life+1%
Max extra lives for pierce40
Filters
  • Ignores Lead or Frozen if its damage type cannot damage it
  • Cannot target off-screen Bloons
  • Cannot target Camo
  • Cannot target MOAB-Class
  • Ignores blockers
Projectile
Count10
Pierce9,999,999
Damage9,999,999
Damage typeSharp
Lifespan0.1s
Radius4 units
Filters
  • Cannot hit Camo
  • Cannot hit MOAB-Class
  • Ignores blockers

1-4-0

Attack
Projectile
Pierce1 → 2
Damage typeSharpNormal
Vine
Collidable
Damage typeSharpNormal
Projectile
Damage typeSharpNormal
Vine Crush
Vine
Projectile
Damage typeSharpNormal

2-4-0

Lightning
Cooldown2.3s
Offset (X, Y, Z)
-3.52, 6.06, 7
TargetingDepends on targeting option
Targeting range45 units
Pierce per extra life+1%
Max extra lives for pierce100
Filters
  • Cannot target Camo
Lightning
Pierce5
Max pierce5
Damage2
Damage typePlasma
Bounce distance86 units
Radius0 units
Filters
  • Cannot hit Camo
  • Ignores blockers
  • Removes Regrow if the target takes damage from this projectile

0-4-1

Tower
Display range45 units → 55 units
Attack
Targeting range45 units → 55 units
Projectile
Lifespan0.3s → 0.4s
Vine
Projectile
Lifespan9s → 12s

0-4-2

Attack
Speed per life lost+1%
Speed per life lost base bonus+10%
Max lives lost for attack speed40
Vine
Speed per life lost+1%
Speed per life lost base bonus+10%
Max lives lost for attack speed40

Costs and sell values

Note: this list does not factor in Monkey Knowledge or other discounts.
Tiers Total cost Sell value
Easy Medium Hard Impoppable Easy Medium Hard Impoppable
0-4-0 $5,900 $6,950 $7,505 $8,340 $4,130 $4,865 $5,254 $5,838
1-4-0 $6,195 $7,300 $7,885 $8,760 $4,337 $5,110 $5,520 $6,132
2-4-0 $6,915 $8,150 $8,805 $9,780 $4,841 $5,705 $6,164 $6,846
0-4-1 $5,985 $7,050 $7,615 $8,460 $4,190 $4,935 $5,331 $5,922
0-4-2 $6,240 $7,350 $7,940 $8,820 $4,368 $5,145 $5,558 $6,174

Strategy

This section was last updated for: version 52.2

Jungle's Bounty does plenty of damage on non-simultaneous lane maps but falls off quickly elsewhere. Regardless, it mostly struggles at catching whole Ceramic Bloons (although the stronger vine helps with that), making it a subpar solo saveup for Spirit of the Forest in CHIMPS, and is mostly used for its income generation on game modes that allow it.

Its main strength as an income generator. While not efficient without stalling, it is the most powerful method of farming if done properly. By packing many druids together, a group of 0-0-0 farms can surround and boost their income drastically. Then, by stalling either camo bloons, lead bloons, or MOAB-class bloons, the druids can use as many abilities as possible per round. Once all the druids are upgraded, the farms can be upgraded for maximum income. Both Geraldo and Obyn help with druid farming, as Geraldo can use his Rejuv Potions on the druids and Obyn directly buffs their income. Obyn makes more money in total but makes stalling harder and, importantly, 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 in the 60s after a tier 2 boss kill. While it can be done before round 50, it is not very effective then. Rounds are much harder or impossible to stall out, and some money needed to stall rounds means a smaller percent of money can be spent on income. Additionally, Bloon Trap is very strong at making money before round 50, due to there being no pop income penalty, but the druids prevent it from making money.

0-4-1 is the preferred crosspath when optimizing farming, covering potentially more Farms. Buying 0-4-0 first before 0-4-1 should be done to begin its ability sooner. 0-4-0 may also be preferred if 0-4-1 makes it attack moabs at the entrance. 1-4-0 allows the druid to damage lead bloons and increases pierce, which is bad for stalling rounds but better for damage.

Update history

For a complete list of Druid changes, see Update history:Druid (BTD6).
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  •   Ability: Base cash generated increased ― $100 → $200
  •   Ability: Cash per Banana Farm increased ― $100 → $150
  •   Ability: Range increased ― 35 units → 75 units
  •   Ability: Now starts with its full cooldown
  •   Base range increased ― 35 → 55
  •   Jungle's bounty ability: range decreased ― 75 → 55
  •   Jungle's bounty ability: cash gained per farm reduced ― $150 → $100
Jungle Druids have been reworked to have more offensive power at both T3 and the T4 while not being quite so good at farming
— Update notes
  •   Vine grab now drops spiky thorns to the track upon popping a target
    • Damage: 1
    • Pierce: 30
    • Pierce Refresh: 0.3s
  •   Vine grab: Can now grab 2 bloons at once
  •   Ability: Cooldown increased ― 40s → 60s
  •   Ability: Base cash amount increased ― $200 → $240
  •   Ability: Cash bonus per farm increased ― $100 → $120
  •   Ability: Now has a 3 minute timeout
We are also starting to look at moving some cash farming potential with Jungle’s Bounty to favour Obyn as the ‘Druid Hero’ more than Benjamin who is meant to focus more on Banks - more on that further down in the Obyn section.
— Update notes
  •   Range reduced ― 55 → 45
    • Note: 041 range reduced from 65 to 55
  •   Overall cost reduced by $25 (due to cost changes for previous tiers)
  •   Brambles: no longer has single-layer damage (undocumented)
More needed crosspath reworking for the new 1xx Hard Thorns upgrade, as it now upgrades the druid from sharp to normal damage it doesn't make sense for the track brambles on 030 to not require this crosspath for lead popping.
— Update notes
  •   Vine bramble piles damage type ― Normal → Sharp
    • Note: 1-3-0 retains Normal type damage
Druid of the Jungle’s vines feel too strong already for this, but for quality of life the T4 Jungle’s Bounty Druid will now gain targeting options for the global vine attack, which we hope will make all players as well as Druid fans happy.
— Update notes
  •   Jungle's Bounty vine can now follow tower Target Priority
Druid’s vine brambles are very bottom-heavy in power, with high performance leading into a comparably small T4 increase, so some of the pierce is being moved up into the T4.
— Update notes
  •   Brambles: Pierce increased ― 30 → 40
Slightly shifting price down from T4 into T3 midpath, and increasing the base cash amount gained from the ability as it currently needs quite a lot of initial investment to really get going at all compared to other farming options
— Update notes
  •   Upgrade cost reduced ― $5,000 → $4,900
    •   Overall cost is unchanged (due to cost changes for previous tiers)
  •   Ability base income increased ― $240 → $320
Housekeeping - even deep in the forest, it does actually make life better.
— Update notes
  •   Jungle Vine follows target prio of tower instead of always targeting strong
  •   Jungle Vine Brambles without Hard Thorns are now destroyed by Lead/Frozen bloons
    • Note: Lead and Frozen Bloons are still targetable
  •   Now properly needs Hard Thorns crosspaths to grab lead/frozen bloons with vines (bug fix)
Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation.
— Update notes
  •   Thorn pile: Damage increased ― 1 → 2
  •   Cash bonus per farm in range increased ― $120 → $130
Experimenting more with druid ‘life play’ functionality, similar to Heart of vengeance, we’re adding new functionality to Heart of Oak along with improved means of building into this with the Jungle’s Bounty upgrade, however the base pierce of Jungle’s Bounty is being reduced slightly to account for a higher buff potential it now grants itself.
— Update notes
  •   Heart of Oak gains 1% pierce for every life gained from the starting value after the upgrade. Maxes at 100% and diminishes if lives are lost
  •   Heart of Oak applies for crosspath attacks however note lightning cannot benefit from pierce
  •   Jungle’s Bounty generates 1 life at the end of each round
  •   Track bramble pierce reduced ― 40 → 30
Same as the sniper, group triggering these spam abilities that require no timing other than ‘as soon as possible once off cooldown’ feels like a good quality of life change for those wishing to play alternate farming methods.
— Update notes
  •   Jungle's Bounty ability now triggers all available Jungle’s Bounty abilities when one is used
Passive life generation is being removed in favor of the active ability being the only source of life generation, this allows druid-focus strategies to no longer ‘accidentally’ heal their Vengeance buffs away.
— Update notes
  •   Jungle's Bounty now generates 1 life per ability activated
    • Note: Spirit of the Forest ability unchanged (25)
  •   Jungle's Bounty no longer passively generates 1 life per round
Druid of the Jungle’s vine attack rate has always been possible to be influenced by buffs though the time taken to destroy any larger Bloons is simply longer than the base cooldown so this hasn’t been relevant to it, we’ve now given it a normal attack cooldown to the point where the 031 crosspath should make some difference when grabbing larger Bloons.
— Update notes
  •   Vine minimum cooldown increased ― 0.25s → 2.6s
  •   Base attack cooldown reduced ― 2.6s → 0.25s
    • Note: x4x and x5x still depends on other vines to cool off before producing a new vine, which is unchanged
Our initial rework to Vine attack rate in v44 caused some issues at T4, to get around these issues T4 now improves the power of vines directly instead.
— Update notes
  •   Vine brambles: rate that pierce refreshes at can now be buffed by attack speed buffs
  •   Description changed ― "Calls in two vines to grab Bloons and thorn piles have extra pierce. Jungle's Bounty Ability: Generates cash and 1 life each use, plus extra cash per Banana Farm near the Druid." → "Vines create stronger thorn piles. Jungle's Bounty Ability: Generates cash and 1 life each use, plus extra cash per Banana Farm near the Druid."
  •   Vine attack: count reduced ― 2 → 1
  •   Vine brambles: lifespan increased ― 4.5s → 9s
  •   Vine attack: minimum attack cooldown increased ― 0.25s → 2.6s
  •   Vine brambles: hit refresh time reduced ― 0.3s → 0.2s
  •   Vine brambles: pierce refresh time reduced ― 0.3s → 0.2s
0-4-2
  •   Heart of Vengeance now properly applies to the vine attack (bug fix)
Druid’s Jungle Vine crush time formula has been modified, time taken to crush will now scale up slower but increase more when crushing Lead or Ceramic targets. [...]
— Update notes
  •   Grab vine: Calculation reworked to work faster against non-heavy (Ceramic, Lead) targets.
    • Note: Does not affect pre-existing 1.4s flat cooldown. Nerf versus Super Ceramics.
    • Base formula: →
    • "Heavy" extra duration (seconds):
      • Lead: 0.5 → 0.625
      • Ceramic: 0 → 1.25
    • Overall duration to digest bloons (seconds):
      • Red: 0.5 → 0.25
      • Blue: 0.60355339 → 0.30277669
      • Green: 0.68301270 → 0.34150635
      • Yellow: 0.75 → 0.375
      • Pink: 0.80901699 → 0.40450850
      • White/Black/Purple: 1.07915620 → 0.53957810
      • Zebra: 1.44895788 → 0.72447894
      • Lead: 1.94895788 → 1.34947894
      • Fortified Lead: 2.02475488 → 1.38737744
      • Rainbow: 1.96391365 → 0.981956825
      • Ceramic: 2.79950976 → 2.64975488
      • Fortified Ceramic: 2.91926956 → 2.70963478
      • Super Ceramic: 2.26556444 → 2.38278222
      • Fortified Super Ceramic: 2.41506351 → 2.45753175
0-4-1, 0-4-2
  •   Vine brambles: lifespan increased ― 9s → 12s
Druid Jungle’s Bounty ability is no more, druid cash generation is now purely a passive end of round bonus. We are looking at possible changes for other abilitized cash generation and would like to hear more thoughts on this. To be clear; we are not simply looking to swap every cash generating ability to a passive, but there should be some choice in when you time an ability activation and we do not agree there was any reason to not spam these on cooldown which makes this a tedious clicking quota. Druid’s cash generation already has interesting interaction so for this case it felt more interesting to focus on that interaction instead, and the new ability gives careful timed activation that can assist in holding off on spending money on DPS towers for longer to effectively earn more cash which is more engaging of a choice to make. More detail in balance changes section later
[...]

We want different farming methods to have different interesting ways of engaging with them, but when an ability should always be used on cooldown that’s when it really shouldn’t be an ability, while there is strategy in stall tactics there isn’t for that ability timing most don’t have fun engaging with this when they are group spam abilities. Due to this we’ve reworked the druid ability so that the farm interaction is the important mechanic to engage with here instead, and the ability is a targeting method of providing cleanup that does have strategic timing which can be used to focus more on farming with careful ability usage instead of building other defensive towers.
— Update notes

  •   Ability: Jungle's Bounty is replaced by Vine Crush
    •   The cash and lives effect is reworked to be triggered at end-of round
    •   Base amount of cash reduced ― $320 → $120
    •   Cash per farm in range reduced ― $130 → Depends on the Farm tier:
      • Note: In certain situations the extra Farms will not produce extra income or produce more than intended
      • Base: +$10
      • Tier 1: +$20
      • Tier 2: +$40
      • Tier 3: +$60
      • Tier 4: +$120
      • Tier 5: +$120
    •   Cash is now capped to $10,000 (no cap before)
    •   If moved with a Support Chinook to a position where it has a Farm in range while also also being in the range of a Level 5+ Obyn, when the ability activates, it won't produce any cash and instead report an extremely negative amount of cash in the advanced info panel (bug)
    •   Now shows an icon indicating the amount of farms on range
  •   Description changed ― Vines create stronger thorn piles. Jungle's Bounty Ability: Generates cash and 1 life each use, plus extra cash per Banana Farm near the Druid. → Vines create stronger thorn piles. Druid generates cash and lives at the end of each round, plus extra cash per Banana Farm near the Druid. Vine Crush Ability: Vines grab many Bloons at once, following Druid's target priority.
Levels Changes
5+
  •   Nature's Wrath: In certain situations, when selling and re-buying Obyn while it has Jungle's Bounty Druids in range, the cash buff will not be removed properly from the Druids and can stack with itself. It can persist across games and even cause a cash overflow and report an extreme negative value if repeated several times (bug)
  •   Jungle's Bounty: Resolved a series of issues where it didn't award extra cash for Farms in range or produce an extremely negative amount of cash under certain circumstances (bug fix)
  •   Ability: No longer has a full cooldown when upgraded (bug fix)
    • Note: Initial cooldown set to 2/3 like most towers: ― 30s → 10s
  •   Main attack: Projectile spread can now be affected by accuracy buffs
For more Druid images, see Gallery:Druid.

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Assets

In other languages

Language Name / Description Notes
Arabic مكافأة الغابة
تؤدي الكروم أكوامًا أقوى من الأشواك. قدرة مكافأة الغابة: تولد نقودًا وحياة واحدة في كل استخدام، بالإضافة إلى نقود إضافية لكل مزرعة موز بالقرب من الدرويد.
Danish Junglens skatte
Ranker skaber stærkere tornebunker. Junglens skatte-evne: Genererer penge og 1 liv ved hvert brug, og giver ekstra penge pr. bananfarm i nærheden af druiden.
German Dschungelbeute
Schlingpflanzen erstellen stärkere Dornenranken. Dschungelbeute-Fähigkeit: Erzeugt bei jedem Einsatz Geld und 1 Leben, plus Extrageld pro Bananenfarm in der Nähe des Druiden.
Spanish La abundancia de la selva
Las enredadoras crean pilas de espinas más fuertes. Habilidad La abundancia de la selva: genera dinero y 1 vida cada vez que se usa, y suma dinero adicional por cada platanar cerca del druida.
Spanish (LA) La abundancia de la selva
Las zarzas crean pilas de espinas más fuertes. Habilidad La abundancia de la selva: genera dinero y 1 vida cada vez que se usa y suma dinero adicional por cada platanar cerca del druida.
Finnish Viidakon anteliaisuus
Köynnökset luovat voimakkaampia piikkikasoja. Viidakon anteliaisuus -kyky: luo rahaa ja 1 elämän jokaisella käyttökerralla, plus lisärahaa jokaista druidin lähellä olevaa banaanifarmia kohden.
French Abondance de la jungle
Les plantes grimpantes créent des tas de ronces plus puissants. Aptitude Abondance de la jungle : génère de l'argent et 1 vie à chaque utilisation, plus de l'argent supplémentaire pour chaque bananeraie près du druide.
Italian Dono della giungla
I rampicanti creano delle pile di spine più resistenti. Abilità Dono della giungla: genera contante e 1 vita a ogni utilizzo, più contante extra per ciascun vivaio di banane accanto al druido.
Japanese ジャングルのめぐみ
ツルがより強力な「とげの山」を作り出す。ジャングルのめぐみアビリティ:使うたびにキャッシュとライフ1個を生成し、ドルイド付近のバナナ農園がそれぞれ追加キャッシュを作り出す。
Korean 정글의 축복
넝쿨이 생성하는 가시 더미가 더 강해집니다. 정글의 축복 능력: 사용할 때마다 캐시와 목숨 1개를 생성하며, 드루이드 주변 바나나 농장의 수에 따라 추가 캐시를 생성합니다.
Dutch Schat van de jungle
Ranken maken sterkere doornstapels. Schat van de jungle-vaardigheid: genereert geld en één leven bij elk gebruik, plus extra geld per Bananenboerderij in de buurt van de Druïde.
Norwegian Jungelens dusør
Vinranker lager sterkere tornehauger. Jungelens overflod-evne: Genererer penger og 1 liv hver gang den brukes, pluss ekstra penger per banangård i nærheten av druiden.
Polish Nagroda dżungli
Winorośle tworzą silniejsze stosy cierni. Umiejętność nagroda dżungli: generuje gotówkę i 1 życie za każdym wykorzystaniem plus dodatkową gotówkę za każdą bananową farmę w pobliżu druida.
Portuguese (Brazil) Dom da Selva
Vinhas criam pilhas de espinhos mais fortes. Habilidade Dom da Selva: gera dinheiro e 1 de vida a cada uso, e dinheiro extra por Fazenda de Bananas perto do Druida.
Russian Подарок джунглей
Лозы выращивают более надежные колючки. Способность «Подарок джунглей»: приносит деньги и 1 жизнь при каждом применении, плюс дополнительные деньги за каждую банановую ферму вблизи друида.
Swedish Djungelns rikedomar
Vinrankor skapar starkare taggpilar. Djungelskattförmåga: Genererar pengar och 1 liv vid varje användning, plus extra pengar per Bananodling nära Druiden.
Thai พืชผลจากพงไพร
เถาวัลย์สร้างหนามที่แข็งแกร่งกว่า สกิลพืชผลจากพงไพร: สร้างเงินสดทุกครั้งที่กดใช้ 1 ชีวิต พร้อมสร้างเงินสดเพิ่มเติมต่อจำนวนฟาร์มกล้วยที่อยู่ใกล้ลิงดรูอิด
Turkish Ormanın Hediyesi
Üzüm asmaları daha güçlü diken yığınları oluşturur. Ormanın Hediyesi Yeteneği: Her kullanımda ve ayrıca Medyumun yanındaki her Muz Çiftliği için ekstra nakit ve 1 can sağlar.
Chinese (simplified) 丛林赏金
藤蔓生成更强大的荆棘桩。丛林赏金技能:每次使用时可生成现金和1点生命,并且德鲁伊附近的每座香蕉农场都会生成额外现金。
Chinese (traditional) 叢林賞金
藤蔓可創造威力更強的荊棘堆。叢林賞金技能:每次使用後生成現金和1條生命,此外,督伊德附近香蕉農場越多,則所獲現金越多。
This list was last updated for: version 45.1