“ | 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. | ” |
~ In-game description |
Jungle's Bounty is the fourth upgrade of Path 2 for the Druid in Bloons TD 6. It grants an activated ability that generates $320 extra cash plus $130 more per Banana Farm within its range, plus a bonus 1 life. In addition to this, it gains a substantial range increase from 35 to 45, plus a maximum of an extra one vine grab that operates independently from the first vine grab. The cooldown of the second vine grab is dependent on the cooldown on the first vine. However, unlike its previous upgrade, the contact tick pierce of the spiky brambles increases from 20 to 30 and deal 2 damage. With the Heart of Oak benefit, aftervines can gain as high as 60 pierce. The base cooldown of the vine grab is reduced from 2.6s to 0.3s, although the total digestion cooldown remains the same as its predecessor (i.e. 1.4s + digestion cooldown).
There is an initial cooldown of 60 seconds prior to the initial activation, along with a 60 second cooldown for the tower after each activation of the ability. Additionally, each Jungle's Bounty Druid can only use its ability up to 3 times per round, or 3 minutes from when the round elapsed, whichever comes first. Because of its long range, Jungle's Bounty on most maps can reach approximately 4-6 Farms at max within base range, and its ability coverage can be increased with range bonuses such as Druidic Reach, Monkey Village, and so on, and also from Heroes such as Level 5+ Obyn Greenfoot or Geraldo's Level 14+ See Invisibility Potion. When the ability is activated, other bounties will trigger too.
This upgrade costs $4,165 on Easy, $4,900 on Medium, $5,290 on Hard, and $5,880 on Impoppable.
Description[]
Overview[]
Jungle's Bounty exchanges the Druid of the Jungle's cloak for a beige-colored cloak and a leafy cape. The Druid's olive-colored wreath has much noticeably larger features, made from a thicker branch and decorated with larger leaves. With this upgrade, the Druid's pupils literally become curves in a concave down shape, most likely implying eternal joy.
On the upgrade portrait, the Jungle's Bounty appears to be joyful at the fruitful harvest of bananas and oranges, implied to be from a summoned blessing from nature. The Druid also sits on a branch.
Jungle's Bounty gains +10 range and gains an ability that gives $320 per use plus another $130 per Banana Farm in range. If there is Level 5+ Obyn, Jungle's Bounty also gains +20% range on top of the now 45 range. As a bonus, Jungle's Bounty improves its global range vine grab, which ignores line-of-sight, by adding a second independent vine.
At a long cooldown, the targeted visible bloons on screen up to Ceramic are ensnared and effectively instakilled. Like Druid of the Jungle, its previous upgrade, a thorny vine is then left on the track for 4.5 seconds, which damages bloons on contact; in comparison to its previous upgrade, these after-vines deal 2 damage and have 30 pierce. Each vine grab has a separate cooldown, although both of their cooldowns are dependent on each other to start grabbing new bloons if both vine grabs are active.
The Druid cannot cast another vine until the initial targets are fully popped; stronger bloons take longer to breakdown. For digestion cooldown, the tower spends (√rbe + 2 (if the bloon is lead) + 1)/4 seconds destroying a bloon, plus an extra digestion time of 1.4s. The base cooldown is 0.3s. Another vine grab can be produced after 0.3s, up to two active vine grabs.
Activated Abilities[]
Jungle's Bounty Ability is the activated ability for the Tier 4 Druid, Jungle's Bounty. The ability instantly generates $320 plus +$130 more cash per Banana Farm within range. Cooldown of 60 seconds. If multiple Jungle's Bounty Abilities are ready to be activated, all of them will trigger at once.
Like most income-only abilities, Jungle's Bounty ability has a full initial cooldown. In addition, Jungle's Bounty ability can only be used up to 3 times per round for each Druid. Starting from Version 28.0, Jungle's Bounty abilities are disabled after 3 minutes in a single round.
Like most magic-based activated abilities, Jungle's Bounty's ability cooldowns can be reduced by adding a global Energizer buff or Obyn Level 12+. It can have its ability cooldowns reset with Geraldo's Rejuv Potion.
Targeting Priorities[]
Jungle's Bounty targets bloons using the standard targeting priorities. It shoots straight movement projectiles.
- First: Targets the first bloon visible within its range.
- Last: Targets the last bloon visible within its range.
- Close: Targets the closest bloon visible within its range.
- Strong: Targets the strongest bloon visible within its range.
The simultaneous vine attacks are bounded to standard targeting priorities, unlike Druid of the Jungle.
Costs[]
- Updated as of Version 44.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] | Purchase | Sell | ||||||
---|---|---|---|---|---|---|---|---|
Costs | Easy | Medium | Hard | Impoppable | Easy | Medium | Hard | Impoppable |
Upgrade (X-4-X) | $4,165 | $4,900 | $5,290 | $5,880 | - | |||
Total (0-4-0) | $5,900 | $6,950 | $7,505 | $8,340 | $4,130 | $4,865 | $5,254 | $5,838 |
Crosspath (1-4-0) | $6,195 | $7,300 | $7,885 | $8,760 | $4,337 | $5,110 | $5,520 | $6,132 |
Crosspath (2-4-0) | $6,915 | $8,150 | $8,805 | $9,780 | $4,841 | $5,705 | $6,164 | $6,846 |
Crosspath (0-4-1) | $5,985 | $7,050 | $7,615 | $8,460 | $4,190 | $4,935 | $5,331 | $5,922 |
Crosspath (0-4-2) | $6,240 | $7,350 | $7,940 | $8,820 | $4,368 | $5,145 | $5,558 | $6,174 |
This upgrade's prices (or included crosspath's prices) are affected by the following MK: Warm Oak, Better Sell Deals
Strategy[]
Summary[]
Surrounding Jungle's Bounty Druids with Banana Farms can be one of the fastest options for generating money. Additionally, the much improved attacks make it better at defending while also making money and lives. Jungle's Bounty does anti-stall exceptionally well with its well-improved vines, however, which can be a problem when trying to optimize its own ability. In Boss Bloon Events, it can be helpful in conjunction with additional defenses and specifically effective versus Gravelord Lych to cushion lives.
While Jungle's Bounty's ability is useless on CHIMPS, the Jungle's Bounty upgrade still has its uses for CHIMPS. Firstly, it is a more flexible upgrade of the Druid of the Jungle, having softcoded targeting of two simultaneous vines and much higher pierce of each bramble, allowing them to become more effective against general groups of bloons and assist better for cleanup. Additionally, Jungle's Bounty can be used as a transition to Spirit of the Forest. The lack of life regeneration can be a minor problem, since it can't increase its own pierce via the Heart of Oak benefit in game modes that ban life regeneration.
Tips[]
- When it comes to optimal crosspathing, the 0-4-1 upgrade is better for farming to enhance the ability's reach via Druidic Reach, allowing more Farms to enhance the ability's income. If needing more offense, 1-4-0 crosspath is better, although the vine instakills already pop Lead, the aftervines produced can pop lead with this crosspath. Heart of Thunder has some interaction with Jungle's Bounty in the extra range to trigger the lightning attack, otherwise matching the 2-2-0 Druid.
- In Co-Op, other players' Banana Farms are counted in this tower's ability.
- The Warm Oak MK can be used to save $100 per Jungle's Bounty Druid.
- Jungle's Bounty without its ability is essentially just a Druid of the Jungle with much greater range, a second vine, and higher pierce and damage brambles.
- This makes Jungle's Bounty more usable for clearing out bloons in general with greater flexibility.
- Alch-buffing a Jungle's Bounty is more effective especially when set on First, taking advantage of the many brambles dropped from targeting weaker bloons.
- Starting from Version 28.0, which disables income farming abilities after 3 minutes from the start of a round in addition to completely reworking Jungle's Bounty's income generation and damage, Jungle's Bounty is much stronger at offense, allowing for much more money to be saved due to not needing as much bloon defense, at the cost of a slightly worse overall income per time.
- Stalling rounds with MOAB Shove pushing away single blimps from the main defense can help maximize Jungle's Bounty income usages, although each Jungle's Bounty Druid is limited to 3 per round as a way to reduce infinite stalling. This strategy is simple to execute and does not require Regrow Farming.
- The life regeneration from the ability helps improve its own effectiveness against bloons and other Heart of Oak Druids but also worsens synergies with Heart of Vengeance.
Version History[]
Balance Changes[]
Jungle's Bounty had a significant evolution throughout history. Initially, it was a superior income generator over time that relied on massive stalling, having been buffed in Version 2.0 to give more money per Farm but nerfed again in Version 16.0, 28.0, and 29.0 to encourage other methods of income generation. However, Version 28.0 revolutionized a turnover in its use, harming its income-generating function in multiple ways in exchange for a much stronger offensive option, by adding an aftervine to each instakill vine. These new secondary attacks, in effect, caused Regrow Farming stalling to become almost impossible via Druid farming, but greatly saves money in normal scenarios due to having much more reliable bloon-popping power. Later updates further improved the offensive power of Jungle's Bounty, compared to the much more popular Druid of the Jungle upgrade, and also gave a life-regeneration functionality to benefit more dynamically.
- 2.0
- Jungle's Bounty ability now generates more money per Banana Farm in range (+$100 per Farm → +$150).
- Jungle's Bounty ability is now limited to three uses per round, to prevent infinite stalling income.
- 3.0
- Jungle's Bounty ability no longer works in CHIMPS Mode.
- 8.0
- Jungle's Bounty ability (along with other income-based abilities) now undergo the full initial cooldown before initial ability usage.
- 16.0
- Jungle's Bounty base range increased from 35 to 55.
- Jungle's Bounty ability range reduced to match base tower range, from 75 to 55.
- Jungle's Bounty cash gained per farm reduced from $150 to $100.
- 28.0
“ | [...] Jungle Druids have been reworked to have more offensive power at both T3 and the T4 while not being quite so good at farming | ” |
~ Ninja Kiwi |
- Vine grab now drops spiky thorns to the track upon popping a target
- Damage: 1
- Pierce: 30
- Pierce Refresh: 0.3
- Jungle's Bounty can now grab 2 different Bloons at once
- Jungle's Bounty ability cooldown increased from 40s → 60s
- Jungle's Bounty ability cash amount increased from $200 → $240
- Jungle's Bounty ability cash bonus per farm in radius increased from $100 → $120
- Jungle's Bounty: Cash Generating abilities now have a 3 minute timeout preventing further use in any single round
- 29.0
“ | While having fun with the new Druid of the Vine changes, we want this new power to scale further with the T5. 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. | ” |
~ Ninja Kiwi |
- Jungle's Bounty base range reduced from 55 → 45
- 0-4-1 Jungle's Bounty range reduced from 65 → 55
“ | As a 'druid buffing' hero, Obyn has in actuality been a bottom path druid buffing hero, so we've tweaked a couple extra levels to give more path specific bonuses to other druid paths that weren't benefiting as much from his wizened presence, regardless of whether your Obyn says "Fries" or "Clive". [...] | ” |
~ Ninja Kiwi, referring to Obyn |
- Jungle's Bounties gain +20% range if Obyn Level 5+ is on screen.
- x-4-0: 45 → 54
- x-4-1: 55 → 66
- 32.0
“ | 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. [...] | ” |
~ Ninja Kiwi |
- Affected by 0-3-x Druid of the Jungle nerf
- 33.0
“ | [...] 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. | ” |
~ Ninja Kiwi |
- Jungle's Bounty vine can now follow tower Target Priority instead of always set to Strong
- 34.0
“ | 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. | ” |
~ Ninja Kiwi |
- Jungle's Bounty brambles pierce increased (30 → 40)
- New bramble pierce increase in Version 34.0 compared to Druid of the Jungle is actually (20 → 40) due to Druid of the Jungle bramble pierce nerf.
- 36.0
“ | 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. | ” |
~ Ninja Kiwi |
- Jungle's Bounty price reduced $5000 → $4900
- Total price reduction is $0 due to the Druid of the Jungle price nerf by $100
- Jungle’s Bounty ability base cash generation $240 → $320
- 37.3
- Jungle's Bounty's instakill vine no longer targets Leads and no longer damages Frozen
- 38.0
“ | [...] Middle path T4 isn't a very good improvement over the T3 so is getting small improvements to both its offense and cash generation. | ” |
~ Ninja Kiwi |
- Jungle's Bounty vine brambles damage increased from 1 → 2
- Jungle's Bounty cash bonus per farm in range from +$120 → +$130
- Jungle Bounty's instakill vine no longer targets Frozen Bloons without Hard Thorns, since it cannot damage them without 1-4-0 crosspath
- 39.0
“ | 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. | ” |
~ Ninja Kiwi |
- Jungle's Bounty now gains 1% pierce for every life gained from the starting value after the upgrade. Maxes at 100% and diminishes if lives are lost. Pierce-adjusting benefit applies for crosspath attacks except lightning (which cannot benefit from pierce).
- Jungle’s Bounty generates 1 life at the end of each round
- Jungle’s Bounty track bramble pierce reduced (40 → 30)
- 42.0
“ | 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. | ” |
~ Ninja Kiwi |
- Jungle’s Bounty ability now triggers all available Jungle’s Bounty abilities when one is used
- 43.0
“ | 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. [...] | ” |
~ Ninja Kiwi |
- Jungle's Bounty now generates 1 life per ability activated instead of passively generating 1 life per round.
- 44.0
“ | [...] 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 [sic] crosspath should make some difference when grabbing larger Bloons. | ” |
~ Ninja Kiwi, referring to Druid of the Jungle |
- Jungle's Bounty vine grab minimum attack cooldown increased from 0.25s to 2.6s, now activating the base cooldown of the vine grab as a secondary practical factor in determining the cooldown of the vine grab. Cooldown of the digestion formula still remains 1.4 + (√lifelost + 2 (if the bloon is lead) + 1)/4 seconds (e.g. Red: 1.9s, Zebra: 2.85s, normal Ceramic: 4.12s). Also affect 0-5-x Spirit of the Forest (vine grab min: 0.25s → 2.6s, bonus digestion: 0.3s) but affects Jungle's Bounty (vine grab min: 0.25s → 2.6s, bonus digestion: 1.4s).
- [undocumented] Jungle's Bounty vine grab now requires the "vine grab minimum attack cooldown" to pass before producing a second active vine grab; vine grab cooldowns are no longer independent per vine grab.
- 44.1
- Jungle's Bounty's Druid of the Jungle vine grab minimum attack cooldown reduced back from 2.6s to 0.3s, but still requires an interconnected vine grab cooldown per vine grab.
Bug Fixes and General Changes[]
- 21.0
- Description changed from "Jungle's Bounty Ability: Generates extra cash per Banana Farm near the Druid." to "Jungle's Bounty Ability: Generates cash each use, plus extra cash per Banana Farm near the Druid."
- 28.0 (?)
- Upgrade description added "Can also grab two Bloons with vines at once."
- 34.0
- Upgrade description also changed in second half of description from "Can also grab two Bloons with vines at once." to "Call in two vines to grab Bloons and thorn piles have extra pierce.
- 39.0
- Changed from "Jungle's Bounty Ability: Generates cash each use, plus extra cash per Banana Farm near the Druid. Calls in two vines to grab Bloons and thorn piles have extra pierce." to "Calls in two vines to grab Bloons and thorn piles have extra pierce. Generates 1 life at the end of each round. Jungle's Bounty Ability: Generates cash each use, plus extra cash per Banana Farm near the Druid."
- 43.0
- Description changed from "Calls in two vines to grab Bloons and thorn piles have extra pierce. Generates 1 life at the end of each round. Jungle's Bounty Ability: Generates cash each use, plus extra cash per Banana Farm near the Druid." to "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."
Extra Notes (Version History)[]
Sounds[]
When activating Jungle's Bounty Ability:
- [Blessing]
Gallery[]
Official artwork[]
Videos[]
Trivia[]
- Before the Version 16.0 nerfs, a single Jungle's Bounty could make $3200 with 20 nearby Farms if buffed far enough.
- Before Version 16.0, Jungle's Bounty's ability range was 2.1 times as large as the base tower range (75). In 16.0, the base tower's range is increased, but the ability range is the same as the base tower range instead of an increased one, being 55.
- There formerly existed a bug whereby the money counter did not increase if using the Jungle's Bounty ability. A similar bug occurred for Spirit of the Forest, although the +$1000 per round feature still worked correctly. This has been fixed for this upgrade and Spirit of the Forest since Version 22.0.
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