Magic tower
Druid
Creates a blast of thorns for each attack. Upgrades can call forth powers of the Jungle, Storm, or Wrath.
Info
The Druid is a Magic Monkey that throws a volley of five thorns with a random spread. It costs $400 on Medium. Each thorn pops one Bloon and deals Sharp damage, so by default the Druid cannot pop Lead or Frozen Bloons and cannot see Camo Bloons. Its upgrades turn it into a storm caller, a jungle guardian that also makes money, or a wrathful damage dealer that gets faster the longer it fights.
The three paths
- Top path (Hard Thorns to Monarch of Storms): Hard Thorns adds pierce and switches the thorns to Normal damage so they pop Lead and Frozen Bloons, Heart of Thunder adds chain lightning that jumps between Bloons and through obstacles, Druid of the Storm adds tornadoes that blow Bloons backwards, Ball Lightning adds Camo detection and a slow lightning ball that zaps and freezes Bloons, and Monarch of Storms adds a superstorm and massively stronger lightning.
- Middle path (Thorn Swarm to Spirit of the Forest): Thorn Swarm throws 8 thorns, Heart of Oak removes the Regrow property from Bloons it damages, Druid of the Jungle sends a vine that grabs a Bloon from anywhere on screen, Jungle's Bounty adds the Vine Crush ability and generates cash and a life at the end of each round (more with nearby Banana Farms), and Spirit of the Forest grows damaging vines along the track.
- Bottom path (Druidic Reach to Avatar of Wrath): Druidic Reach adds range, Heart of Vengeance adds attack speed (more when you have lost lives), Druid of Wrath gets faster with every bit of damage it deals during a round, Poplust boosts the attack speed and pierce of other Druids in range, and Avatar of Wrath gets stronger the more Bloons are on screen.
Camo and Lead within its own upgrades
- Lead: Hard Thorns (1-x-x). That is why so many Druid crosspaths include one top path upgrade.
- Camo: Ball Lightning (4-x-x) gives the Druid Camo detection, and Spirit of the Forest's vines also hit Camo. Most other builds need a Camo source from another tower.
Paragon
The Druid's Paragon is the Root of All Nature ($475,000 on Medium). It fires electrified thorns that ricochet between Bloons and speed up over time, covers the track in a damaging forest, stops Regrow map-wide, and generates cash and a life each round based on your Banana Farms.
Quick summary
- Category: Magic
- Base cost: $400 (Medium)
- Damage type: Sharp (Normal with Hard Thorns)
- Best at: Regrow removal, cheap stacking DPS with Poplust, income with Jungle's Bounty, stalling with tornadoes
- Weak at: Camo without Ball Lightning, inconsistent thorn spread at low tiers
Upgrades
Stats
Main attack
- Damage
- 1
- Pierce
- 1
- Attack speed
- 1.1s
- Range
- 35
Monkey Knowledge
Knowledge upgrades that change Druid.

Longer projectile lifespan for Wizard Monkey, Super Monkey, Ninja Monkey, and Druid.



Ball Lightning's additional lightning bolts also freeze Bloons.
Requires: 4 Knowledge Points Warm Oak 250

Grants Spirit of the Forest Druid a new ability to burst all track vines, doing big damage to all non-lead Bloons. New vines will regrow after each Rupture.
Requires: 8 Knowledge Points Cold Front 500

Druid tornadoes spawn 3 smaller tornadoes when they expire.
Requires: 8 Knowledge Points Deadly Tranquility Vine Rupture 1000
How to use Druid
The Druid is one of the most varied towers in the game. Its paths do completely different jobs: crowd control and big lightning damage on top, Regrow removal and income in the middle, and stacking damage buffs on the bottom. Many of its builds rely on placing several Druids together.
Best crosspaths
1-3-0 or 0-3-1 Druid of the Jungle
Druid of the Jungle sends a vine that grabs a single Bloon from anywhere on screen and leaves a thorn pile behind. Heart of Oak removes Regrow. With Hard Thorns (1-3-0) everything pops Lead. A cheap and reliable mid-game support.
1-4-0 Jungle's Bounty
Jungle's Bounty generates cash and a life at the end of every round, plus more cash for every Banana Farm in its range, and adds the Vine Crush ability that grabs many Bloons at once. A strong economy tower in modes that allow income.
1-0-3 or 2-0-3 Druid of Wrath
Druid of Wrath gets faster with every bit of damage it deals during the round, up to double attack speed. Hard Thorns adds Lead popping and pierce. A cheap, strong DPS tower for long rounds.
1-0-4 or 2-0-4 Poplust
Each Poplust boosts the attack speed and pierce of every other Druid in its range, stacking up to five times. A group of Poplust Druids buffing each other is a classic strategy. 0-1-4 is also used when you want eight thorns per volley and accept that you need another Lead answer.
3-0-1 or 3-2-0 Druid of the Storm
Druid of the Storm adds tornadoes that blow Bloons backwards. A good stall for rush rounds, with lightning damage on top.
4-0-1 or 4-2-0 Ball Lightning
Adds Camo detection and a slow-moving ball of lightning that zaps and freezes Bloons. A strong mid-game tower that also covers Camo.
2-0-5 Avatar of Wrath and 5-0-1 Monarch of Storms
Avatar of Wrath gains damage based on how much is on screen, and Monarch of Storms adds a superstorm with massive lightning. Both are late-game carries.
Early game
A plain Druid is not the most efficient round 1 tower because its thorns spread randomly. On maps with a tight bend, it works. Buy Hard Thorns first if you will face Lead soon, or Thorn Swarm if you need more coverage.
In CHIMPS, a Druid is usually added in the 20s or 30s. Remember it cannot see Camo until Ball Lightning, so plan the camo green on round 24 elsewhere.
Mid game
Choose a job:
- Regrow: Heart of Oak (x-2-x) removes Regrow from every Bloon the Druid damages, which makes Regrow rounds much easier for your whole defense.
- DPS: 1-0-3 or 2-0-3 Druid of Wrath, or a group of Poplust Druids.
- Stall: 3-0-1 Druid of the Storm for tornadoes that push Bloons back.
- Camo: 4-0-1 Ball Lightning.
Lightning cannot pop Purple Bloons, so top path Druids need help on Purple rounds. Thorns with Hard Thorns can.
Poplust and Druid spam
Poplust buffs every other Druid in its range by 15% attack speed and pierce, up to five stacks. Place several Druids close together so each one is inside the others' ranges. Mixing a few Poplusts with a strong Druid of Wrath or Avatar of Wrath gives a lot of damage for the price.
Using Vine Crush and Druid of the Jungle
Druid of the Jungle's vine grabs one Bloon from anywhere on screen, following the Druid's targeting priority, so set it to Strong if you want it to remove Ceramics and to First if you want it to catch leaks. Jungle's Bounty adds Vine Crush, an ability that grabs many Bloons at once. Save it for the moment a dense group is about to break through, or for a group of Ceramics late in a round. Because the vines reach the whole screen, one Jungle Druid is a useful safety net even on maps where it sits far from the action.
Late game
Late-game Druids include:
- Avatar of Wrath: strong damage that grows with how much is on screen. Very good with Poplust buffs.
- Monarch of Storms: huge lightning damage and a superstorm.
- Spirit of the Forest: damaging vines along the track that also hit Camo and deal bonus damage to Ceramics.
The Root of All Nature Paragon is a late-game and boss option that also produces income each round.
Druid in CHIMPS
The Druid is a solid CHIMPS tower, especially for Regrow and DPS:
- Add a Druid in the mid game, usually with Hard Thorns for Lead.
- Build Druid of Wrath, Poplust or Ball Lightning depending on your needs.
- Use Heart of Oak if Regrow is giving you trouble.
- In the late game, Avatar of Wrath with Poplust support is a strong finisher.
Jungle's Bounty's cash and lives do not help in CHIMPS. For full CHIMPS walkthroughs, see our videos on the BTD6 Master YouTube channel.
Best heroes and tower combos
- Obyn Greenfoot: the Druid's own hero. From level 11 he buffs every Magic Monkey in range, and from level 18 Druids of Wrath and above get much stronger. He plays especially well with Avatar of Wrath and Poplust.
- Banana Farms: Jungle's Bounty earns extra cash for every farm in its range.
- Monkey Village: Radar Scanner for Camo on builds without Ball Lightning.
- Mermonkey: The Final Harmonic boosts the pierce of Magic towers in its range.
Tier 5 upgrades: are they worth it?
Monarch of Storms (5-x-x). Strong late-game damage with built-in Camo. Expensive, but a real carry.
Spirit of the Forest (x-5-x). Steady damage along the track and good against Ceramics. Strong on long maps.
Avatar of Wrath (x-x-5). One of the best Magic tier 5s with Obyn and Poplust support.
Common mistakes
- Skipping Hard Thorns. Without it the thorns cannot pop Lead or Frozen Bloons.
- Spreading Poplusts too far. The buff only reaches Druids inside its range.
- Forgetting Camo. Only Ball Lightning and Spirit of the Forest's vines handle Camo.
- Expecting lightning to pop Purples. It cannot; thorns can.
Frequently asked questions
What is the best Druid path?
1-0-3 or 2-0-3 Druid of Wrath for cheap DPS, Poplust groups for stacking damage, 1-3-0 Druid of the Jungle for support, and 2-0-5 Avatar of Wrath late.
Can Druid pop camo?
Yes, with Ball Lightning (4-x-x). Spirit of the Forest's vines also hit Camo.
Can Druid pop lead?
Yes, with Hard Thorns (1-x-x), which switches its thorns to Normal damage.
Does Druid remove regrow?
Yes. Heart of Oak (x-2-x) removes the Regrow property from Bloons the Druid damages.
What does Poplust do?
Poplust boosts the attack speed and pierce of every other Druid in its range by 15%, stacking up to five times. It does not buff itself, so build several Druids close together.
Is Druid good in CHIMPS?
Yes, especially Druid of Wrath, Poplust and Heart of Oak builds.
What is the Druid Paragon?
Root of All Nature, which costs $475,000 on Medium.
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