Highest DPS
Zero Point Turret — 26.25M DPS (52.5M damage at 0.50/s). It is also the longest-range turret at 33 studs, which is why the community treats it as the best overall roll.
Every turret the Randomizer can offer, with odds, prices, damage and range — plus mutations, roll slots, Bonus Spins and the four dynamic turrets. Checked 2026-11-08.
The Randomizer lever rolls one offer per roll slot; you buy the turrets you want at their listed price. There are 34 rollable turrets across 12 rarity tiers — Common (1/3) up to Eternal (Zero Point Turret, 1/4.5T) — and every roll independently carries a 3% Flame, 3% Electric or 3% Frozen mutation chance. Effective Luck multiplies your odds up to each turret's "switch-on" point (roughly 150 effective luck covers the whole pool), six roll slots show six offers per pull, and at three slots Bonus Spins can add up to three extra prizes per roll. Four more turrets — the dynamic ones — never appear in rolls and scale off your best normal turret instead.
Base odds ranges per tier (community wiki, checked 2026-11-08) — Luck moves these dramatically.
| Rarity | Base odds range | Turrets | Notes |
|---|---|---|---|
| Common | 1/3 to 1/70 | 3 | Basic Turret, RangerCrossbow, Archer Tower — your first defenders. |
| Uncommon | 1/26 to 1/90 | 3 | Improved, Frozen and Mushroom Turrets; Frozen starts the slow utility line. |
| Rare | 1/110 to 1/640 | 5 | Duck, Modern, Tesla, RoyalCrossbow, Pirate Barrel — the mid-game workhorses. |
| Epic | 1/1.9K to 1/5.7K | 3 | Antenna (the buff tower), Cactus and Burger Cannon. |
| Legendary | 1/17K to 1/51K | 3 | Light Cannon (beam), Beehive (swarm), Quad Launcher. |
| Secret | 1/153K to 1/460K | 2 | Minigun (fastest fire rate, 5 shots/s) and Flame Charge Turret. |
| Prismatic | 1/1.38M to 1/4.1M | 3 | Tank, Popcorn and VolcanicCrossbow. |
| Divine | 1/12.4M to 1/37M | 2 | Alien Turret and Raygun. |
| Exotic | 1/112M to 1/336M | 2 | PlasmaCrossbow and Volt Rocket Launcher. |
| Transcended | 1/1B to 1/3B | 2 | Charge Cannon and Pirate Super Cannon. |
| Celestial | 1/9B to 1/27B | 2 | Plasma Turret and Military Lasergun (beam). |
| Eternal | 1/81B to 1/4.5T | 4 | Heavenly, Oblivion, OblivionyxCrossbow and Zero Point — the ceiling of the pool. |
Price, base odds, damage, fire rate, DPS and range per turret (community wiki, checked 2026-11-08). DPS = damage × fire rate before multipliers; Mastery, upgrades, Antenna, Index and world bonuses stack on top.
| Turret | Rarity | Price | Base odds | Damage | Fire rate | DPS | Range |
|---|---|---|---|---|---|---|---|
| Basic Turret | Common | $100 | 1/3 | 50 | 0.67/s | 33.5 | 23 |
| RangerCrossbow | Common | $400 | 1/5 | 160 | 0.59/s | 94.4 | 29 |
| Archer Tower | Common | $3K | 1/70 | 800 | 0.50/s | 400 | 23 |
| Improved Turret | Uncommon | $600 | 1/26 | 200 | 0.53/s | 106 | 27 |
| Frozen Turret | Uncommon | $1.2K | 1/51 | 600 | 0.48/s | 288 | 31 |
| Mushroom Turret | Uncommon | $6K | 1/90 | 1,000 | 0.60/s | 600 | 25 |
| Duck Turret | Rare | $12K | 1/110 | 1,250 | 0.40/s | 500 | 18 |
| Modern Turret | Rare | $20K | 1/128 | 1,500 | 0.77/s | 1,155 | 25 |
| Tesla | Rare | $45K | 1/256 | 3,000 | 0.50/s | 1,500 | 29 |
| RoyalCrossbow | Rare | $80K | 1/427 | 4,550 | 0.48/s | 2,184 | 29 |
| Pirate Barrel | Rare | $180K | 1/640 | 6,000 | 0.67/s | 4,020 | 23 |
| Antenna | Epic | $400K | 1/1.9K | — | — | buff only | 23 |
| Cactus Turret | Epic | $600K | 1/3.3K | 11,000 | 0.60/s | 6,600 | 27 |
| Burger Cannon | Epic | $800K | 1/5.7K | 13,500 | 0.65/s | 8,775 | 25 |
| Light Cannon | Legendary | $1.8M | 1/17K | 3,000 | 3.50/s | 10,500 | 29 |
| Beehive Turret | Legendary | $2.6M | 1/30K | 9,500 | 1.50/s | 14,250 | 25 |
| Quad Launcher | Legendary | $4M | 1/51K | 30,000 | 0.60/s | 18,000 | 29 |
| Minigun | Secret | $9M | 1/153K | 8,000 | 5.00/s | 40,000 | 31 |
| Flame Charge Turret | Secret | $20M | 1/460K | 67,500 | 0.50/s | 33,750 | 27 |
| Tank | Prismatic | $45M | 1/1.38M | 100,000 | 0.40/s | 40,000 | 25 |
| Popcorn Turret | Prismatic | $70M | 1/2.4M | 24,000 | 2.20/s | 52,800 | 23 |
| VolcanicCrossbow | Prismatic | $100M | 1/4.1M | 150,000 | 0.45/s | 67,500 | 31 |
| Alien Turret | Divine | $220M | 1/12.4M | 225,000 | 0.55/s | 123,750 | 29 |
| Raygun | Divine | $500M | 1/37M | 340,000 | 0.65/s | 221,000 | 31 |
| PlasmaCrossbow | Exotic | $1.1B | 1/112M | 500,000 | 0.45/s | 225,000 | 23 |
| Volt Rocket Launcher | Exotic | $2.5B | 1/336M | 750,000 | 0.50/s | 375,000 | 23 |
| Charge Cannon | Transcended | $5.5B | 1/1B | 1.1M | 0.60/s | 660,000 | 23 |
| Pirate Super Cannon | Transcended | $12B | 1/3B | 1.7M | 0.55/s | 935,000 | 31 |
| Plasma Turret | Celestial | $28B | 1/9B | 2.5M | 0.45/s | 1.125M | 27 |
| Military Lasergun | Celestial | $60B | 1/27B | 540,000 | 3.50/s | 1.89M | 27 |
| Heavenly Turret | Eternal | $140B | 1/81B | 5.7M | 0.40/s | 2.28M | 29 |
| Oblivion Turret | Eternal | $320B | 1/243B | 8.5M | 0.45/s | 3.825M | 31 |
| OblivionyxCrossbow | Eternal | $800B | 1/500B | 12.5M | 0.60/s | 7.5M | 29 |
| Zero Point Turret | Eternal | $4T | 1/4.5T | 52.5M | 0.50/s | 26.25M | 33 |
The Antenna (Epic, 1/1.9K) does not attack — it buffs nearby turrets: level 1: ×1.15 fire rate and ×1.25 damage for turrets within 23 studs, scaling to each buff gains +0.004 per level above 1 (level 100: ×1.546 fire rate, ×1.646 damage). Antenna buffs do not stack — only the strongest applies, and Antennas do not buff each other, so one Antenna per turret cluster is the efficient layout.
Zero Point Turret — 26.25M DPS (52.5M damage at 0.50/s). It is also the longest-range turret at 33 studs, which is why the community treats it as the best overall roll.
Minigun — 5 shots per second, making it the best fit for Flame mutations (each hit can light a burn).
Antenna — the only Epic that does not attack. It boosts nearby turrets' damage and fire rate instead (see the roll page).
Duck Turret — 18 studs. Place it close to the path or its uptime suffers.
11 sample rows from the community wiki's luck table, Luck level 1 versus Luck 150+. Source: community wiki, checked 2026-11-08.
| Turret | Odds at Luck 1 | Odds at Luck 150+ |
|---|---|---|
| Basic Turret | 1/2.1 | 1/10.3 |
| Tesla | 1/135 | 1/20 |
| Antenna | 1/1K | 1/27 |
| Light Cannon | 1/9K | 1/37 |
| Minigun | 1/82K | 1/52 |
| Tank | 1/740K | 1/73 |
| Alien Turret | 1/6.7M | 1/101 |
| Charge Cannon | 1/542M | 1/195 |
| Heavenly Turret | 1/44B | 1/376 |
| Oblivion Turret | 1/133B | 1/444 |
| Zero Point Turret | 1/2.5T | 1/688 |
The full formula and the Luck upgrade cost bands are on the luck mechanics page.
Slots cost cash once and work forever; Bonus Spins unlock at three slots.
| Roll slot upgrade | Cost |
|---|---|
| Slot 1 → 2 | $5K |
| Slot 2 → 3 | $25K |
| Slot 3 → 4 | $150K |
| Slot 4 → 5 | $750K |
| Slot 5 → 6 (max) | $2.5M |
Rolled separately from the turret and unaffected by Luck. A mutated turret keeps all base stats and shares Mastery with its normal version.
Burns the target for 5 ticks (1 per second), each dealing 20% of the hit that lit it — a full burn adds +100% of one hit. Best against bosses and single tough enemies.
Each hit deals 50% of its damage to every other enemy within 15 studs. Best against packed groups.
Slows the target to 50% speed for 3 seconds; re-hits reset the timer. Best for keeping enemies inside turret range.
Storm events (Thunderstorm, Firestorm, Snowstorm) can mutate turrets you already placed — the only way to mutate an owned turret. Event timing is covered on the wiki hub.
Their damage scales off your best normal turret's damage × their multiplier — so they never go obsolete, and they do not count as your 'best turret' for Bonus Spins or daily rewards.
| Turret | Multiplier | Source | World travel |
|---|---|---|---|
| Volcano Turret | ×1.25 | Daily Rewards Day 2 (weekly) | No world travel |
| Meteor Cannon | ×1.5 | Astronaut Shop (1% per spin) | Travels between worlds |
| Toon Turret | ×2.0 | Retired — no longer obtainable | Travels between worlds |
| 8BitTurret | ×4.0 | Robux Limited shop | Travels between worlds |
Source: the community wiki's Turrets page, checked 2026-11-08.
Pull the Randomizer lever on your plot. Each roll slot produces one turret offer with a price tag, and you buy whichever results you want — a roll is a shop, not an auto-grant. Odds shown in-game are base values; your effective Luck moves them sharply (see the luck page).
The Eternal tier: Heavenly Turret (1/81B), Oblivion Turret (1/243B), OblivionyxCrossbow (1/500B) and Zero Point Turret (1/4.5T). The Zero Point is the best turret in the game — 26.25M DPS and the longest range at 33 studs.
Raise effective Luck toward 150 (its odds improve from 1/2.5T at Luck 1 to about 1/688 at Luck 150+), run six roll slots so each roll shows six offers, and use Bonus Spins. At Luck 1 the odds are effectively zero — Luck is not optional for the top tiers.
Four turrets that cannot be rolled and do not count as your 'best turret': Volcano Turret (×1.25, Daily Rewards Day 2), Meteor Cannon (×1.5, Astronaut Shop 1%), the retired Toon Turret (×2.0), and 8BitTurret (×4.0, Robux Limited shop). Their damage scales off your best normal turret, and most travel between worlds.
The Sell Shop (added in V1.1.0, September 23, 2026) pays 25% of the buy price, up to 1,000 of one item per sale. Selling is for clearing inventory, not profit.
Every roll independently has a 3% Flame, 3% Electric and 3% Frozen mutation chance. Flame burns (five ticks of 20% each), Electric chains 50% damage to nearby enemies, and Frozen slows to 50% speed for 3 seconds. Mutation is separate from Luck.
The effective-luck formula, cost bands, and when Luck stops helping.
How to judge the rolls you actually have.
Turret level costs once you have bought the turret.
Where each turret's DPS matters.
Plan around the rolls you own.
Free rewards would land here first.