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BTD6

For the crates in Bloons Monkey City, see Supply Crate.
Supply Drop ability: Drops a crate full of cash. Regular attack also damages Lead Bloons and increases Shrapnel popping power.
~ In-game description

Supply Drop is the fourth upgrade on Path 2 for the Sniper Monkey in Bloons TD 6. Like the BTD5 counterpart, the Sniper gains an ability to call for a crate worth cash. Upon activation, the monkey briefly stops attacking to call a plane that drops a crate worth $1,200. The ability has a cooldown of 90 seconds per use, and a max of 3 ability activations per Sniper per round. Additionally, the Sniper's bullets now pop Frozen and Lead Bloons, even if the Full Metal Jacket upgrade has not been purchased. Shrapnel now pops up to 5 bloons per shot instead of just 2, and bullets bounce up to 3 times instead of 2 (hitting up to 4 bloons instead of 3).

This upgrade costs $6,120 on Easy, $7,200 on Medium, $7,775 on Hard, and $8,640 on Impoppable.

Description[]

Overview[]

Supdrop ods and crate

0-4-0 Supply Drop Sniper with an O:DS and a parachuting crate

The monkey now replaces its camper-style hat into a black-and-brown wig, the black-colored parts being rather coarse and wide whereas the light brown fibres are fine and thin. The monkey carries a supplies backpack with a remote aerial on the bag, with a traditional black-colored wired landline telephone (at least in the upgrade portrait it does). The sniper barrel turns black all over. When the ability is activated, the Sniper fires a harmless signal flare to call out a support role Operation: Dart Storm. The crate will then fly down with a white parachute towards the ground somewhere near the Sniper.

With crosspathing, the color of the brown fibres turn into different colors according to their corresponding crosspath color schemes. Full Metal Jacket turns the fibres red, while Large Calibre turns them purple. Likewise, fibre color becomes grey with Fast Firing, while the color of the fibres becomes orange with Even Faster Firing.

Like many Snipers, the Supply Drop shares similar idle animations. When idle, it may sometimes reload the rifle, chugging out bullet shells off in the process.

Supply Drop shoots bouncing bullets that can bounce up to 3 times each, hitting up to 4 targets with each bullet, as it is the upgrade after Bouncing Bullet. Every time a bullet damages a bloon, the bloon produces a cone of shrapnel in the direction of the bullet prior to collision with the bloon. Supply Drop's improves the pierce of each shrapnel from 2 to 5, and bullets can pop Frozen Bloons and Lead Bloons, popping any bloon type. Shrapnel still requires Full Metal Jacket in order to pop any bloon type.

Supply Drop gains an ability that drops a crate worth $1,200, with a cooldown of 90 seconds. It takes about 3 seconds for the crate to arrive in a pickable state. Dropped crates are considered collectables, which can be picked up by touch/cursor but can expire if not collected soon enough. It can only be activated 3 times per round per Sniper, and these abilities grey out after 3 minutes since the start of a round.

Activated Abilities[]

See also: Activated Abilities (BTD6)#Supply Drop
CashDropUpgradeIcon

Supply Drop Ability

This is the 4th tier special ability for the Sniper Monkey. It calls an Operation: Dart Storm that flies in and drops a crate full of cash worth a straight $1,200 per crate. It will stop attacking temporarily as it deploys the ability. It has a cooldown of 90 seconds, and it takes ~3 seconds before the crate arrives to pick up.

Like most income-only abilities, Supply Drop Ability has a full initial cooldown. In addition, Supply Drop can only be used up to 3 times per round. Starting from Version 28.0, Supply Drop abilities are disabled after 3 minutes in a single round.

Supply Drop's ability cooldowns can accept cooldown reduction buffs from the global Energizer buff. It can also accept the cooldown reset of Geraldo's Rejuv Potion. It also accepts cooldown reduction bonuses from Monkey Knowledge and Relic Knowledge.

If an Elite Sniper ability is activated, all currently active Supply Drop abilities are simultaneously activated.

Targeting Priorities[]

Supply Drop targets bloons using the standard targeting priorities. Its main attack shoots a snipe attack.

  • 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.

Supply Drop's ability produces a crate as a spawned collectable that can be manually picked up by the player. Placement of the crate is erratic. The ability has no interaction with any targeting priorities.

Because it is an upgrade above Night Vision Goggles, Supply Drop receives Camo Prioritization, allowing it to prioritize Camo Bloons over other types when active.

Full Popology[]

Statistics[]

Updated as of Version 36.0
Base stats
  • Bullet:
    • Snipe projectile, sharp type, infinite range, 1.59s attack cooldown, 2 damage, +2 (4) Camo damage, 4 impact pierce, bounces within 40 range from target. Upon damage, creates Shrapnel parallel to bullet direction, before bouncing again if Bullet contains sufficient leftover pierce.
  • Shrapnel:
    • Shrapnel (derives from Bullet, cannot hit parent bloon), sharp type, spray of 5, 1 damage, +2 (3) Camo damage, 5 pierce.
Ability stats
  • Crate Drop:
    • Spawn, passive type, Sniper stops attacking briefly and generates a Crate within about 0-50 units from the Sniper. Cooldown of 90 seconds, max 3 times per round per Sniper, can only be used within 3 minutes from the start of each round.
  • Crate:
    • Collectable spawn, passive type, generates $1200 when picked up. Lifespan of about 15 seconds.
Crosspathing interactions
  • 1-4-0: Shrapnel damage type changed from sharp to normal. Bullet damage increased from 2 to 4.
  • 2-4-0: Bullet damage increased from 4 to 7 and bounce distance increased from 40 to 50. Shrapnel damage increased from 1 to 2.
  • 0-4-1: Bullet attack cooldown reduced from 1.59s to 1.11s.
  • 0-4-2: Bullet attack cooldown reduced from 1.11s to 0.779s.
Monkey Knowledge interactions
  • EliteMilitaryTrainingIcon Elite Military Training: All Military Monkeys get a one-off +1000 XP and earn XP in-game 5% faster permanently.
  • CeramicShockIcon Ceramic Shock: Ceramic Bloons shot by all Snipers are slowed down for 2 seconds.
  • FlankingManeuversIcon Flanking Maneuvers: Attacks 10% faster when set targeting priority to "Last".
  • MilitaryConscriptionIcon Military Conscription: First military tower costs only ⅔ of the original cost.
    • Sniper Monkey base cost from $300, $350, $380, and $420 → $200, $235, $255, and $280 on Easy, Medium, Hard, and Impoppable, respectively.
  • AdvancedLogisticsIcon Advanced Logistics: All Military Monkeys base costs reduced by 5%.
    • Sniper Monkey base cost from $300, $350, $380, and $420 → $285, $330, $360, and $400 on Easy, Medium, Hard, and Impoppable, respectively.
      • If Military Conscription is also enabled, the final cost will be $185, $215, $235, and $260.
  • MonkeyEducationIcon Monkey Education: All Monkeys XP earn rate increased by 8%.
  • BetterSellDealsIcon Better Sell Deals: All Monkeys sell for 5% more. Increases sell potency from 70% to 75%.
  • VeteranMonkeyTrainingIcon Veteran Monkey Training: All Monkeys reload time reduced by 3%.
  • GlobalAbilityCooldownsIcon Global Ability Cooldowns: All Ability cooldowns for all Monkeys reduced by 3%.

Attack Interactions[]

See also: Attack Interactions/Bloons TD 6/Primary
Updated as of Version 36.0
Base attack(s)
  • Bullet:
    • Normal Type (pops Black, White, Purple, Lead, Frozen) Normal
    • Also affects Camo Bloons Camo Detection
    • Single Projectile Single Projectile
    • Snipe Snipe
    • Impact Impact (4)
    • Full Map Range (unspecified description of how the tower can attack beyond basic range) Full Map Range
    • Aggressive Seeking Aggressive Seeking
    • Ricochet (unspecified variant behavior) Ricochet
    • Extra damage to all bloon types (2) Extra Damage (2)
    • Extra damage to Camo Bloons (+2) Extra Damage to Camos (+2)
  • Shrapnel:
    • Sharp Type (pops Black, White, Purple) Sharp
    • Also affects Camo Bloons Camo Detection
    • Shrapnel (unspecified quantity and angle) Shrapnel
    • Angular Spray (5) Angular Spray (5)
    • Extra damage to Camo Bloons (+2) Extra Damage to Camos (+2)
Ability
  • Crate:
    • Passive Type (no attack) Passive
    • Single Projectile Single Projectile
    • Spawn On-Map (spawns a crate parachuting to map anywhere close to the Sniper) Spawn
    • Erratic Movement (lands anywhere around Sniper) Erratic Movement
    • Generates Bonus Income (generates in-game currency per round, often in-game cash) Bonus Income ($1200)

Costs[]

Updated as of Version 41.0. 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) $6,120 $7,200 $7,775 $8,640 -
Total (0-4-0) $9,385 $11,050 $11,935 $13,260 $6,570 $7,735 $8,355 $9,282
Crosspath (1-4-0) $9,680 $11,400 $12,315 $13,680 $6,776 $7,980 $8,621 $9,576
Crosspath (2-4-0) $10,785 $12,700 $13,720 $15,240 $7,550 $8,890 $9,604 $10,668
Crosspath (0-4-1) $9,765 $11,500 $12,420 $13,800 $6,836 $8,050 $8,694 $9,660
Crosspath (0-4-2) $10,145 $11,950 $12,905 $14,340 $7,102 $8,365 $9,034 $10,038

This upgrade's prices (or included crosspath's prices) are affected by the following MK: MilitaryConscriptionIcon Military Conscription, AdvancedLogisticsIcon Advanced Logistics, BetterSellDealsIcon Better Sell Deals

Strategy[]

Summary[]

Supply Drop takes a similar role in BTD5, providing income based on time. However, there are many more viable forms of income generation that take less micromanagement, making Supply Drop one of the weaker income generation options in the game. It is not outclassed by the other income options present in BTD6, however. The highlights of Supply Drop Snipers are their innate camo detection, all having full-map range, possessing accurate grouped popping power, and having one of the the highest income per footprint ratios in the absence of Banana Farms.

Even if Supply Drop’s ability doesn’t work on CHIMPS, the Supply Drop upgrade can be used to assist in high grouped popping power. As it gains an extra bounce per bullet, it pairs slightly better with Alch buffs than the preceding Bouncing Bullet upgrade but worse with higher-level Sharpening Stone. It also comes with lead-popping power from its bullets, making it usable on Round 59. It serves a decent stepping stone to the Elite Sniper upgrade.

Tips[]

  • Out of all income-based towers, Supply Drop has the highest income per footprint ratio outside of high-sacrifice Monkeyopolis and Farm-supported Jungle's Bounty Druids. This makes them the best options to pair with Monkey City, and they additionally benefit hugely from Monkey Town's income-per-pop generation.
  • Depending on the purpose of this upgrade, Supply Drop may be crosspathed or not depending on the need. If using Supply Drops just to farm money, the best Supply Drop crosspath would be 0-4-0, as this minimizes its damage to stall rounds for longer. If extra damage is a necessity, upgrade a few to 2-4-0 and/or 0-4-2.
  • Intentionally de-optimizing Line of Sight for some Supply Drop Snipers can increase stalling of the round.
  • Because there is now only a maximum of 3 uses of the Supply Drop ability per Sniper per round, it should take a maximum of 180 seconds to reach the income-generating cap. In most cases, there should be little worry to reaching the ability use limits.
  • Although cash cannot be earned on CHIMPS, it is possible to activate the Supply Drop ability on any game mode. Doing so will temporarily stop the Sniper from attacking for around ~1.0s. This can sometimes be used to deliberately de-sync Sniper attacks.
  • There is some purpose of Supply Drop in CHIMPS Mode, even if it cannot make money. It essentially works like a more-than-double-cost Bouncing Bullet with extra shrapnel pierce and bounces, making them pair better with Alch buffs. However, they don’t pair so well with higher-level Sharpening Stone due to the damage type change of the bullets.

Version History[]

Balance Changes[]

Supply Drop's income-producing aspect has been buffed in BTD6 history with several price buffs to the upgrade itself and slightly to its previous upgrade. Compared to other income-producing options, Supply Drop has evolved to become strong damage option while producing a generous flow of income based on time. It has even become practical on CHIMPS Mode with a significant Shrapnel pierce buff added on Version 23.0. Version 28.0 standardized cash generation of Supply Drop in addition to capping uses within a single round.

Initial release
  • BUFF Supply Drop cost decreased compared to BTD5 ($12,000 → $8,000)
7.0
  • BUFF Supply Drop cost decreased ($8,000 → $7,200)
8.0
  • NERF Supply Drop (along with other income-based abilities) now undergo the full initial cooldown before initial ability usage
11.0
  • BUFF Main bullets from the Supply Drop Sniper now deal +2 damage to Camo Bloons.
17.0
  • Change Shrapnel Shot reworked to eject in a 45 degree arc instead of 360
  • NERF Shrapnel Shot now shoots 5 shrapnel pieces instead of 8.
  • BUFF Shrapnel Shot now produces shrapnel whenever the bullet damages bloons instead of only when entire bloon is destroyed
20.0
This tower felt like it's strength too heavily required the xx2 upgrade, and that this harmed crosspath choices. So we increased the base attack rate while nerfing the increase from these upgrades. This is a slight overall buff
~ Ninja Kiwi, referring to base Sniper
  • BUFF Affected by base Sniper attack speed buff
22.0
[...] Bouncing Bullet has also had its shrapnel pierce increased as it was the only T3 sniper that did not have 3 pierce shrapnel.
~ Ninja Kiwi, referring to Bouncing Bullet
  • BUFF Supply Drop shrapnel pierce increased (2 → 3)
23.0
Small improvements for underloved sniper upgrades with respective path specialties intact. As bottom path sniper has proven superiority for group damage dealing in many situations and middle T4 on the group-damage path has only offered a farming option, the pierce of shrapnel has been doubled at this T4 to add offensive value as well.
~ Ninja Kiwi
  • BUFF Supply Drop's shrapnel pierce increased (3 → 6)
28.0
No wrist enjoys spamming cash drops, so sniper's random cash drop has been standardized around a higher amount with slower cooldown for an overall buff. As middle path sniper has been feeling to be in a good spot with alchemist buffs, but other uses of sniper shrapnel weak due to lack of alchemist buff, we have decided to swap alchemist buffability over from the number of bounces to the power of the shrapnel itself.
~ Ninja Kiwi
  • BUFF Affected by Night Vision Goggles granting Camo Prioritization
  • NERF Supply Drop: Cash Generating abilities now have a 3 minute timeout
  • NERF Supply Drop ability cooldown increased from 60s → 90s
  • BUFF Supply Drop Sniper cash produced increased from a range of $500-$1000 to a flat $1200
    • BUFF On average, Supply Drop income is increased from $750/min to $800/min
  • BUFF Shrapnel Shot, shrapnel on all crosspaths is now able to receive any external buffs
  • NERF Pierce buffs no longer increase the amount of bounces that a bouncing bullet can make.
30.0
Elite Sniper bouncing bullet jump distance has been reduced so that it can't quite bridge small track splits so easily, however to change up use this lost distance has been added back to crosspathing. [...]
~ Ninja Kiwi, referring to Bouncing Bullet and Elite Sniper
  • NERF Affected by Bouncing Bullet without Large Calibre smaller bounce nerf
32.0
Sniper middle path is too strong for how easy to use it is, while having infinite range & cash production as well. We have removed the free +1 pierce increase shrapnel gains at T3 in addition to the added bounce. [...]
~ Ninja Kiwi
  • NERF Supply Drop shrapnel pierce reduced from 6 → 5
35.0
[...] Bouncing bullet synergises too effectively with some buffs too early, and we don’t want to raise the price here and make the saveup from T2 to 3 any more tedious so the number of bounces is going down but remaining unchanged at T4. [...]
~ Ninja Kiwi
  • Change Indirect buff, as it was not affected by the Bouncing Bullet reduction of bullet pierce

Bug Fixes and General Changes[]

24.0
  • Change Description added additional information: "[...] Regular attack also damages Lead Bloons and increases Shrapnel popping power."

Sounds[]

When activating Supply Drop Ability:

When collecting cash from the Cash Crate:

Gallery[]

Official artwork[]

Trivia[]

  • Compared to its BTD5 counterpart, it has a much cheaper price and is on a different path than Semi-Automatic. Its BTD5 counterpart does triple attack speed instead of improved Bouncing Bullet attacks.
  • Supply Drop costs a lot less in BTD6 compared to BTD5. It is also no longer the only types of towers with time-based income generation, as other towers like Jungle's Bounty and Support Chinook have a very similar functionality.
  • In BTD6, Supply Drop has always been more expensive than Maim MOAB by upgrade price alone regardless of updates. In BTD5, Maim MOAB's corresponding Cripple MOAB upgrade (before becoming a Tier 5 in BTD6) was always more expensive than Supply Drop in the same game, no matter if the "price" is in terms of total tower costs or by upgrade prices alone.
    • Between when Supply Drop's price was dropped to $7,200 and when Maim MOAB's price was dropped to $5,000, Supply Drop's total price was more expensive than Maim MOAB's total price.
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