All seven turrets
| Turret | Role | Best against | Unlock cost | Evidence |
|---|---|---|---|---|
| Auto | Basic rapid-fire turret; the starter | Early single targets, leaks | Likely free / starting | Trailer tree, connected to BASE |
| Flame | Short-range burn; dense clumps | Flood packed at an entrance | Not published | Store + player reports |
| Tesla | Electric arcs; multi-target | Tight channels, spread drops | Not published | Trailer tree + icon |
| Laser | Piercing line damage | Long straight channels | 2 Clear | Official tooltip |
| Fan | Pushes water back; crowd control | Keeping Flame alive, stalling surges | Not published | Store + player reports |
| Mortar | Lobbed splash; clumps | Packed water behind walls | Not published | Trailer tree + player reports |
| Black Hole | Swallows water | Late-game control | Not published | Store + trailer tree |
The names are official — they are printed under the nodes in the trailer’s skill tree. The roles are our summary of the store description, the trailer footage and demo player reports. Only the Laser has a published stat line.
Auto
The tree shows AUTO as the node wired directly to BASE, and it is the turret the early game gives you. It fires quickly at single drops, which is exactly what you want before the flood has volume.
- Use it for: the first kill zone, finishing leaks, and testing a map before you commit Clear points.
- Do not expect it to carry a late surge. It is the cheap baseline, not the answer to a wall of water.
- Builds: two, like every turret. We do not have the build names.
Flame
FLAME is the orange turret at the top of the tree. The store sells the fantasy — “burn it” — and demo players give it the strongest report in the game:
“1 or 2 fire turrets with wind turrets next to them … take care of like 90% of the wave if you place them at the entrance.”
- Use it for: deleting clumps at a choke, especially behind a Fan that keeps the water off it.
- Weakness: short range. Without a Fan or a wall, the flood reaches it.
- Builds: two. The community’s “shotgun” and “cannon” talk is not confirmed to map to specific builds.
Tesla
TESLA sits between Flame and Laser in the tree, with an electric-arc icon. The name and icon imply chain or area electric damage; the store does not describe it.
- Use it for: a tight channel where drops are already packed, if it chains as the icon suggests.
- What we do not know: chain count, damage, range and cost. Test it in the demo before spending Perfect points on it.
Laser
The only turret with a published tooltip, quoted from the trailer:
“New turret. Fires 1 bolts of Light a second. Each deals 68.4 damage to every drop it passes and stops at the first wall. Cost: 2 clear.”
That “every drop it passes” is the key phrase. On a long straight channel, one bolt can hit a whole column of water; on a short or broken line, it hits almost nothing.
- Use it for: long straights, especially where the flood is already concentrated.
- Weakness: it stops at the first wall — including yours. Do not put a barricade in front of a Laser.
- Cost: 2 Clear, the cheapest confirmed unlock in the game.
Fan
The store says the turrets can “blow it back”, and the skill tree has a FAN node. Demo players treat it as the support piece that makes Flame work.
- Use it for: pushing water out of a short-range turret’s face, stalling a surge, and steering the flood toward a kill zone.
- It is not a damage turret. If you build only Fans, nothing dies.
- Builds: two. One may push harder, one may cover wider; not confirmed.
Mortar
MORTAR is the lobbed-explosive turret in the lower middle of the tree. Players refer to a “cannon” in the discussions; we treat that as the Mortar until the launch UI says otherwise.
- Use it for: water packed behind a wall or in a bend, where a splash hits many drops.
- Player report: “don’t underestimate the cannon turret and fans” on the lava level.
- Weakness: slow, and wasted on a thin stream.
Black Hole
The far-right node is BLACK HOLE, and the store says black holes swallow the flood. It is the most expensive-looking unlock on the tree, which fits a late-game control tool.
- Use it for: deleting a surge outright, if the radius is large enough.
- What we do not know: cost, radius, cooldown, whether it damages or only holds. Do not plan a build around it before testing it.
The two-build system
Every turret has two builds that change how it fights. The trailer shows build nodes as diamonds branching off each turret, and the UI marks them with Perfect (gold star) costs in some cases. We do not have the build names or the exact effects — that is the biggest gap in the public information, and the tower builds page explains how to test them in the demo.
Abilities are separate
The four abilities (Fireball, Frost Wall, Lightning and the flood reversal) are not turrets. They are instant or placed powers bought in the same tree. See the abilities page for what each one does.

What is still unknown
- Build names and effects for all seven turrets.
- Damage, range and cost for six of the seven turrets.
- Whether the launch build adds an eighth turret or changes the seven.
- Whether every turret is reachable in the demo.
We will fill these from the launch build and patch notes, with the checked date on every update.