Cash Drop Sniper has mediocre damage and cash generation for its cost, but allows the player to steadily build Gold while the opponent builds up resources in other ways. An aggressive player can outrush a single Cash Drop Sniper placed early, and the cash generation is too slow and inconsistent to be kept for the mid-to-lategame due to max Economy (+10 Gold) not needing the cash burst of the On Reload effect.
Cash Drop Sniper does 25 less damage than the normal Sniper Monkey but 15 more damage than the Leeching Shot Sniper. Notably, Cash Drop Sniper does just enough damage on a first-stage The Eternal to be 5 HP, unless on Game Night where the one-shot is favorable after The Eternal's nerf.
At 1 more Gold and making 3 Gold per 2 turns instead of 2 Gold per 1 turn, Cash Drop Sniper's cash generation is slower and less efficient than a Banana Farm, but has the advantage of an initial burst of damage. Its poor consistency at doing both makes it less suitable for tempo decks.
It has synergy with On Reload cards such as Quick Reload, but should be done as a last resort.
If affected by Buddy Bloon, it is only worth making a shot anyway if Gold generation is more important than its damage.
This card existed in the data of the Firstlook test, but it was not accessible until the Full Playable test. It was named "Supply Drop Sniper" in the Firstlook test. A teaser image released in a developer diary on Reddit showed that it originally had 70 ATK instead of 65.