Supply Drop (BTD6): Difference between revisions

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==Strategy==
==Strategy==
Supply Drop's primary purpose is money generation. It performs best when rounds are being stalled, allowing for 2 usages of its ability per round, making it more efficient than all {{BTD6|Banana Farm}}s. This strategy requires placing it behind a line-of-sight blocker to prevent its shots from hitting Bloons and ending the stall, making it not practical on some maps. Without stalling, Supply Drop's money generation is sub-par.
{{BTD6 last updated|52.2|section=y}}
Supply Drop's main purpose is money generation. It performs best when rounds are being stalled, allowing for at least 2 usages of its ability per round, making it more efficient than all {{BTD6|Banana Farm}}s. This strategy requires placing it behind a line-of-sight blocker to prevent its shots from hitting Bloons and ending the stall, making it not practical on some maps. Without stalling, Supply Drop's money generation is sub-par.


In [[CHIMPS]], where money generation is disabled, it is not recommended to stop at Supply Drop. The extra shrapnel pierce and bounces are not worth its steep cost, leading it only being recommended as a stepping stone to {{BTD6|Elite Sniper}}. 0-4-2 is the optimal crosspath for Supply Drop's damage, synergizing well with {{BTD6|Berserker Brew}} and attacking much faster (thus cleaning up more reliably) compared to 2-4-0.
In modes where income is disabled (e.g. [[CHIMPS]]), it is not recommended to stop at Supply Drop. The extra shrapnel pierce and bounces are not worth its steep cost, being only recommended as a stepping stone to {{BTD6|Elite Sniper}}.  
 
When used for damage, 0-4-2 is preferred for consistency and better synergy with {{BTD6|Berserker Brew}}, while 2-4-0 is more self-sufficient.


==Update history==
==Update history==