|“||Gusts of wind blow Bloons off the track away from the exit.||”|
Druid of the Storm is the 3rd upgrade of the 1st path for the Druid in Bloons TD 6. It allows the Druid to shoot gusts of wind similar to a 3-x Monkey Apprentice is BTD5. These storms have no damage but each storm can blow back up to 30 bloons and are shot every 2.5 seconds.
Druid of the Storm is an interesting upgrade for the Druid, adding a gust of wind to push back Bloons to the exit and removes ice and glue on top of its thorn and lightning attacks. This allows for an odd method for combating Bloons by itself, as his short range benefits greatly by having Bloons be forced back and re-enter his range, letting for more attacks by itself to go though before the Bloons exit the range.
What is more commonly used for Druid of the Storm is to be used with the assistance of other towers. With others focusing on MOAB-Class Bloons, the Druid can help to facilitate bloons back to the entrance and buy time for the other towers to either finish off the M.O.A.B. Class Bloons first or for taking care of those few that get past the main offensive. Since Bloons are pushed back, harder targets with more layers like Ceramics are a good target to push back.
Compared to the Monkey Apprentice version in BTD5, Druid of the Storm suffers in one area: Camo Detection. Without the ability to gain a cheap equivalent to Monkey Sense, it requires a secondary tower to strip or cover Camo status. Otherwise, Camo Bloons can slip through without repercussion compared to the Apprentice variant.
- If given camo detection or any upgrade that removes Camo is used, such as Shimmer, this can be used in normal games on Round 90.
- Bloons will be blown back at different speeds, dependant on their default speed. i.e. Pink Bloons will be blown back and begin moving quicker than a Red Bloon.
- Similar to the original upgrade for the Monkey Apprentice in BTD4 and BTD5, the gusts of wind will blow ice and glue off of bloons.