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DefendYourTreehouse
Roll reference

Defend Your Treehouse Turret 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.

Quick answer: how the roll system works

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.

Rarity ladder

Twelve tiers, Common to Eternal

Base odds ranges per tier (community wiki, checked 2026-11-08) — Luck moves these dramatically.

RarityBase odds rangeTurretsNotes
Common1/3 to 1/703Basic Turret, RangerCrossbow, Archer Tower — your first defenders.
Uncommon1/26 to 1/903Improved, Frozen and Mushroom Turrets; Frozen starts the slow utility line.
Rare1/110 to 1/6405Duck, Modern, Tesla, RoyalCrossbow, Pirate Barrel — the mid-game workhorses.
Epic1/1.9K to 1/5.7K3Antenna (the buff tower), Cactus and Burger Cannon.
Legendary1/17K to 1/51K3Light Cannon (beam), Beehive (swarm), Quad Launcher.
Secret1/153K to 1/460K2Minigun (fastest fire rate, 5 shots/s) and Flame Charge Turret.
Prismatic1/1.38M to 1/4.1M3Tank, Popcorn and VolcanicCrossbow.
Divine1/12.4M to 1/37M2Alien Turret and Raygun.
Exotic1/112M to 1/336M2PlasmaCrossbow and Volt Rocket Launcher.
Transcended1/1B to 1/3B2Charge Cannon and Pirate Super Cannon.
Celestial1/9B to 1/27B2Plasma Turret and Military Lasergun (beam).
Eternal1/81B to 1/4.5T4Heavenly, Oblivion, OblivionyxCrossbow and Zero Point — the ceiling of the pool.
Full roster

All 34 rollable turrets

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.

TurretRarityPriceBase oddsDamageFire rateDPSRange
Basic TurretCommon$1001/3500.67/s33.523
RangerCrossbowCommon$4001/51600.59/s94.429
Archer TowerCommon$3K1/708000.50/s40023
Improved TurretUncommon$6001/262000.53/s10627
Frozen TurretUncommon$1.2K1/516000.48/s28831
Mushroom TurretUncommon$6K1/901,0000.60/s60025
Duck TurretRare$12K1/1101,2500.40/s50018
Modern TurretRare$20K1/1281,5000.77/s1,15525
TeslaRare$45K1/2563,0000.50/s1,50029
RoyalCrossbowRare$80K1/4274,5500.48/s2,18429
Pirate BarrelRare$180K1/6406,0000.67/s4,02023
AntennaEpic$400K1/1.9K——buff only23
Cactus TurretEpic$600K1/3.3K11,0000.60/s6,60027
Burger CannonEpic$800K1/5.7K13,5000.65/s8,77525
Light CannonLegendary$1.8M1/17K3,0003.50/s10,50029
Beehive TurretLegendary$2.6M1/30K9,5001.50/s14,25025
Quad LauncherLegendary$4M1/51K30,0000.60/s18,00029
MinigunSecret$9M1/153K8,0005.00/s40,00031
Flame Charge TurretSecret$20M1/460K67,5000.50/s33,75027
TankPrismatic$45M1/1.38M100,0000.40/s40,00025
Popcorn TurretPrismatic$70M1/2.4M24,0002.20/s52,80023
VolcanicCrossbowPrismatic$100M1/4.1M150,0000.45/s67,50031
Alien TurretDivine$220M1/12.4M225,0000.55/s123,75029
RaygunDivine$500M1/37M340,0000.65/s221,00031
PlasmaCrossbowExotic$1.1B1/112M500,0000.45/s225,00023
Volt Rocket LauncherExotic$2.5B1/336M750,0000.50/s375,00023
Charge CannonTranscended$5.5B1/1B1.1M0.60/s660,00023
Pirate Super CannonTranscended$12B1/3B1.7M0.55/s935,00031
Plasma TurretCelestial$28B1/9B2.5M0.45/s1.125M27
Military LasergunCelestial$60B1/27B540,0003.50/s1.89M27
Heavenly TurretEternal$140B1/81B5.7M0.40/s2.28M29
Oblivion TurretEternal$320B1/243B8.5M0.45/s3.825M31
OblivionyxCrossbowEternal$800B1/500B12.5M0.60/s7.5M29
Zero Point TurretEternal$4T1/4.5T52.5M0.50/s26.25M33

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.

Records

What the numbers say is best

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.

Fastest fire rate

Minigun — 5 shots per second, making it the best fit for Flame mutations (each hit can light a burn).

Buff tower

Antenna — the only Epic that does not attack. It boosts nearby turrets' damage and fire rate instead (see the roll page).

Shortest range

Duck Turret — 18 studs. Place it close to the path or its uptime suffers.

Luck effect

How Luck rewrites the odds

11 sample rows from the community wiki's luck table, Luck level 1 versus Luck 150+. Source: community wiki, checked 2026-11-08.

TurretOdds at Luck 1Odds at Luck 150+
Basic Turret1/2.11/10.3
Tesla1/1351/20
Antenna1/1K1/27
Light Cannon1/9K1/37
Minigun1/82K1/52
Tank1/740K1/73
Alien Turret1/6.7M1/101
Charge Cannon1/542M1/195
Heavenly Turret1/44B1/376
Oblivion Turret1/133B1/444
Zero Point Turret1/2.5T1/688

The full formula and the Luck upgrade cost bands are on the luck mechanics page.

Slots and bonuses

Roll slots and Bonus Spins

Slots cost cash once and work forever; Bonus Spins unlock at three slots.

Roll slot upgradeCost
Slot 1 → 2$5K
Slot 2 → 3$25K
Slot 3 → 4$150K
Slot 4 → 5$750K
Slot 5 → 6 (max)$2.5M

Bonus Spins

  • • With 3+ roll slots, each slot has a 5% chance per roll to become a Bonus slot — up to 3 per roll.
  • • The prize tier scales with the rarest turret you have ever rolled (dynamic turrets excluded).
  • • Guaranteed Bonus Spin sources also exist: the Wishing Star (Star Shard Shop), the Token Wheel, and the Void Guardian's top-hitter prize.
  • • During the tutorial, every roll gives Basic Turrets — the real pool starts after.
Mutations

Flame, Electric, Frozen — 3% each

Rolled separately from the turret and unaffected by Luck. A mutated turret keeps all base stats and shares Mastery with its normal version.

Flame

3%

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.

Electric

3%

Each hit deals 50% of its damage to every other enemy within 15 studs. Best against packed groups.

Frozen

3%

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.

Not rolled

The four dynamic turrets

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.

TurretMultiplierSourceWorld travel
Volcano Turret×1.25Daily Rewards Day 2 (weekly)No world travel
Meteor Cannon×1.5Astronaut Shop (1% per spin)Travels between worlds
Toon Turret×2.0Retired — no longer obtainableTravels between worlds
8BitTurret×4.0Robux Limited shopTravels between worlds

Source: the community wiki's Turrets page, checked 2026-11-08.

FAQ

Roll questions

How do turret rolls work in Defend Your Treehouse?

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).

What are the rarest turrets?

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.

How do I get the Zero Point Turret faster?

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.

What are dynamic turrets?

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.

What happens if I sell a turret?

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.

What do the mutations do?

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.

Related pages

Where to go next