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.
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.
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.
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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
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
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
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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
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
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Upgrade cost reduced ― $5,000 → $4,900
Overall cost is unchanged (due to cost changes for previous tiers)
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
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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
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
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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
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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
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
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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."
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
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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.
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)
مكافأة الغابةتؤدي 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.
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Danish
Junglens skatteRanker skaber stærkere tornebunker. Junglens skatte-evne: Genererer penge og 1 liv ved hvert brug, og giver ekstra penge pr. bananfarm i nærheden af druiden.
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German
DschungelbeuteSchlingpflanzen erstellen stärkere Dornenranken. Dschungelbeute-Fähigkeit: Erzeugt bei jedem Einsatz Geld und 1 Leben, plus Extrageld pro Bananenfarm in der Nähe des Druiden.
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Spanish
La abundancia de la selvaLas 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.
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Spanish (LA)
La abundancia de la selvaLas 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.
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Finnish
Viidakon anteliaisuusKöynnökset luovat voimakkaampia piikkikasoja. Viidakon anteliaisuus -kyky: luo rahaa ja 1 elämän jokaisella käyttökerralla, plus lisärahaa jokaista druidin lähellä olevaa banaanifarmia kohden.
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French
Abondance de la jungleLes 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.
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Italian
Dono della giunglaI 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.
정글의 축복넝쿨이 생성하는 가시 더미가 더 강해집니다. 정글의 축복 능력: 사용할 때마다 캐시와 목숨 1개를 생성하며, 드루이드 주변 바나나 농장의 수에 따라 추가 캐시를 생성합니다.
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Dutch
Schat van de jungleRanken 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.
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Norwegian
Jungelens dusørVinranker lager sterkere tornehauger. Jungelens overflod-evne: Genererer penger og 1 liv hver gang den brukes, pluss ekstra penger per banangård i nærheten av druiden.
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Polish
Nagroda dżungliWinorośle 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.
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Portuguese (Brazil)
Dom da SelvaVinhas 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.
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Russian
Подарок джунглейЛозы выращивают более надежные колючки. Способность «Подарок джунглей»: приносит деньги и 1 жизнь при каждом применении, плюс дополнительные деньги за каждую банановую ферму вблизи друида.
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Swedish
Djungelns rikedomarVinrankor skapar starkare taggpilar. Djungelskattförmåga: Genererar pengar och 1 liv vid varje användning, plus extra pengar per Bananodling nära Druiden.
Ormanın HediyesiÜzüm 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.