Druid (BTDRN)

The Druid is a magic tower that made its debut in BTD6 and is revisualized in BTDRN. It's like we are making another bloons game just to re-visualise this tower!

Stats
Range: 34 Attack speed: 3/1s Projectile type: Sharp Pierce: 1 Damage: 1

Top path
Hard thorns ($250) (1/0/0)

Thorns pierce through 2 bloons each

Lightning bolt ($600) (2/0/0)

Conjures a lighting bolt, hitting the first 20 bloons!

Lightning attack speed: 1/3s

Summon Tornado ($2,000) (3/0/0)

Summons a tornado every-so-often, pushing back bloons.

Lightning attack speed: 1/3s -> 1/2s

Tornado attack speed: 1/3s

Tornado pierce: 10

Tornadoes push back bloons by 12 - 14 RBS, MOAB-class unaffected

Field of wind ($12,000) (4L/0/0)

Field of wind ability: Casts a wind field in the druid's range, pushing back bloons and slowing MOAB-class

Cooldown: 60s (20s the first time)

Duration: 10s

Field range: 25

Field pierce: Infinite

Field pushes back bloons by 16 - 24 RBS, slows MOAB-class by 50%, ZOMGs and up are unaffected.

Nightmare storm ($128,000) (5L/0/0)

A much more vicious storm!

Bloons in range of the storm takes 5 damage every 0.1 seconds

Storm range: 25 -> 35

Storm knockback (Non-MOAB-class): 16 - 24 RBS -> 30 RBS

Storm knockback (BFBs and weaker): 0 RBS -> 8 - 12 RBS

Storm can slow anything weaker than a BAD now.

Disaster of Bloonsvile ($1,200,000) (6L/0/0)

Conjures the worst winds a bloon has ever seen.

Storm DPS: 5/0.1s -> 20/0.05s

Storm knockbacks everything BFB and weaker to the starting point, knocks back ZOMGs and BADs by 6 RBS

''Bloons that struck this storm are electrified, taking 4% of their RBE (Min. 20) worth of damage every second for 5 seconds + Stops in place for 0.5s every time it's struck by this effect. (BADs Immune to stun, everything else is immune to this generally.)''

Ball of Lightning ($8,000) (4R/0/0)

Produces a ball of pure energy zapping bloons it hits.

Ball of lightning attack speed: 1/5s

Ball of lightning speed: 10 BPS

Ball of lightning size: 4 Units

Ball of lightning duration: 5 seconds

Ball of lightning pierce: 1,000

Ball of lightning DPS: 2/0.4s (Each time it damages a bloon this ball of energy uses up 1 pierce)

Ball of lightning special: Each time it hits a bloon, lightning bursts out of it, dealing 1 damage to the 10 closest bloons.

Superstorm ($60,000) (5R/0/0)

Generates deadly super tornadoes that push MOAB-class back!

Super tornado attack speed: 1/12.5s

Super tornado pierce: 500

Super tornado damage: 5 to non-MOAB-class, 100 to non-MOAB-class

Super tornado pushes back non-MOAB-class bloons by 20-25 RBS, MOAB-class by 5-7.5 RBS, BADs+ Unaffected.

God of weather ($1,200,000) (6R/0/0)

All weathers become their super deadly counterparts.

 Lightning bolt -> Megachain bolt 

Damage: 1 -> 20

Pierce: 20 -> 800

Each hit stuns bloons for 1 second, MOAB-class for 0.5 seconds (BADs+ immune)

Every 2nd bloon struck (Along with the first bloon) gets electrified for 10 seconds, this affects up to ZOMGs)

Rapid chain charge special: Fires 10 Megachain bolts in one second if no bloon has encountered it within 5 seconds.

 Classic tornadoes -> Super tornadoes 

Basically their Superstorm counterparts

 Ball of Lightning -> Ball of chaos 

Pierce: 1,000 -> Unlimited

Size: 4 -> 6

DPS: 2/0.4s -> 20/0.1s

Fires 4 bolts per hit, every 5th hit it fires a Megachain bolt.

 Super tornadoes -> Master diasaster tornadoes 

Is fired every 30 seconds.

Pierce: 500 -> Unlimited

Damage: 20 to non-MOAB-class, 500 to MOAB-class

Pushes back bloons and blimps twice as far, BADs now affected

Electrifies every bloon it hits!

Every unit of track it touches becomes lightning'd for 15 seconds.

Lightning'd tracks have unlimited pierce and deal 5 damage every 0.01 seconds + Electrifies bloons.

Middle path
Longer range ($150) (0/1/0)

Increased range

Range: 34 -> 42

Thorns of fury ($500) (0/2/0)

Throws heated thorns, they are thrown twice as fast and pop any bloon.

Druid of Wrath ($1,400) (0/3/0)

Increased attack speed as long as it pops bloons.

Every 10 pops made by this druid, this druid attacks +1% faster, up to +400% attack speed.

Poplust ($6,000) (0/4L/0)

Boosts nearby druids, making them attack faster for up to 4 Poplust druids.

Attack speed boost: +5% (+25% if it's a X/3+/X)

Poplure ($40,000) (0/5L/0)

Poplust buff increases globally while this druid pops enough bloons.

Attack speed: 1/0.5s -> 1/0.2s

Every 100 bloons popped by this druid, all poplust buffs are +1% more powerful (Caps at +200%)

Field of Fury ($440,000) (0/6L/0)

Boosts all druids onscreen to feel the rage!

All druids gain x2 Attack speed and can be buffed be up to 8 Poplust Druids.

''When a life is lost, all Druids gain +1% attack speed. (Caps at 50 lives lost)''

Soul of Anger ($8,000) (0/4R/0)

Attack speed varies on a different type of progression!

''For every 1% of RBE it pops in a round, the progress goes up by 1%. Starting of at 35%.''

The progress can be at a minimum of 0% and a maximum of 100%

When the round ends, the druid loses 20% of its progress.

Every 1% of progress made, the druid attacks 5% faster.

Every 10% of progress made, the druid deals +1 more damage.

Avatar of Wrath ($35,000) (0/5R/0)

Wild anger allows it to go to powers not reached before!

Progress can now reach 110%

If the druid reaches 100% progress, it attacks 2x faster.

+1 damage is dealt every 4% of progress instead of 10%

Pierce doubles every 10% of progress.

''If a bloon leaks, the progress meter increases by 50%. Cooldown: 30s''

God of Rage ($400,000) (0/6R/0)

One angry boi

Deals 10 damage by default.

Instead of +1 damage, you get +10% damage

Attack speed buffs quadruple!

If a bloon leaks, the progress can go beyond 110% and up to 180% (Until it drops below 110%, in which another bloon has to leak to increase the progress)

If going beyond 110%, the druid loses twice as much progress when the round ends.

Every 10% beyond 110% increases damage and attack speed by 50%

Bottom path
Thorn swarm ($225) (0/0/1)

Druid throws 5 thorns instead of 3.

Heartwarming Oak ($400) (0/0/2)

Druid removes regrow off of bloons it hits.

Druid of the Jungle ($1,000) (0/0/3)

Vines come out of the ground, destroying any standard bloon.

Vine attack speed: 1/4s

Jungle Vegetation ($3,000) (0/0/4L)

The Druid produces bananas for the more you've invested in farms.

Banana worth: $20

''The druid produces 1 banana per $500 invested in bananas. (Max. 50 bananas)''

Jungle Fertilization ($20,000) (0/0/5L)

Farms in range produces +50% more bananas, farms outside range produce +20% more bananas

Jungle Shrine ($200,000) (0/0/6L)

When you purchase this, you may place down a shrine, providing buffs indepentdent on which class you've invested in the most.

Shrine range: 50

 Primary: Abstract Shrine 

Pierce boost: +4

Attack speed boost: +50%

Damage boost: +1

Towers shoot projectiles that split into 2 smaller, identical projectiles after the main projectile expires.

Smaller projectiles have half the pierce (Min: 1), damage (Min: 1), size and sometimes blast size (Min: 0.25) and seeking range (Min: 4).

 Military: Defensive Shrine 

Range boost: +100%

Pierce boost: +8

Damage boost: +20% (Min. +1, Max. +4)

''Every third shot made by towers explodes at the size of a bomb shooter's explosion. The blast pierce is twice the main projectile and the blast damage is half the main projectile.''

''When a bloon leaks, all towers in range gain double attack speed for 20 seconds. Cooldown: 40s''

 Magic: Illusional Shrine 

Range boost: +50%

Attack speed boost: +50%

Pierce boost: +4

Projectile duration boost: x2

Towers in range can see camo

Towers in range shoot seeking projectiles with a seeking range of 10

 Support: Utility Shrine 

Range boost: +25%

Attack speed boost: +25%

Pierce boost: +20% (Min: +2, Max: +8)

Damage boost: +20% (Min: +1, Max: +3)

Bananas in range are worth 50% more

Item drops are 50% more likely in this shrine

At the end of the round, you get +50 lives

Jungle's Bounty ($4,200) (0/0/4R)

Bounty ability: Gain +$100 and a bonus +$20 for every banana farm in range / Every $2,500 invested in banana farms.

Cooldown: 50s (15s the first time)

Cash boost capacity: +$500

Spirit of the Forest ($30,000) (0/0/5R)

Vines cover the entire track!

Every unit of track is covered with vines, each dealing 1 damage every 0.2 seconds.

God of Nature ($270,000) (0/0/6R)

Boosts the root of Nature!

 Vines - Super Vines 

12 vines pop out of the track instead of one

3 vines can cover a MOAB-class, up to a BFB, 6 vines required to take down up to a ZOMG.

 Jungle's Bounty - Bounty of the Forest 

Cash gained: +$100 -> +$10,000 (+$200 per $10,000 invested in farms)

Cash boost cap: +$500 -> +$50,000

Bonus: Farms in range gain a permanent +5% income boost, up to +100%

 Track vines - Track brambles 

DPS: 1/0.2s -> 5/0.1s

Bonus: MOAB-class passing through are slowed by 25% their speed (BADs+ are immune)