- retro tower defense chance tower: A luck-based DPS tower with critical hits and temporary card buffs
- Core strength: Chance can reach 200 damage and 200 DPS at level 5
- Best role: Primary damage against Ghost and Flying enemies
- Main limitation: Chance does not provide Tough Detection
- Key mechanic: Deal Cards can grant damage, fire-rate, crit, explosive, or upgrade effects
retro tower defense chance tower Overview
Chance is a high-rarity damage tower built around revolver attacks, critical hits, luck, and temporary card effects. The retro tower defense chance tower is useful because its base attacks remain dependable while its Deal Cards ability adds short bursts of extra power. This makes Chance more flexible than a tower that depends entirely on one activation.
Video Highlights:
- Chance uses a revolver-style attack with a critical-hit mechanic.
- Deal Cards provides several temporary buffs with different effects.
- Some cards can grant explosive bullets or increased critical damage.
- Chance can receive a free upgrade through the Color Up card.
- The tower has themed skins, including Nion and Alien variants.
The tower’s identity is straightforward: place Chance where it can fire consistently, then use card effects to answer dangerous waves or bosses. Its luck mechanic creates variation, but the tower is not described as useless when a favorable card does not appear. The base attack is already strong enough to contribute damage before the temporary effects are considered.
Critical Damage
Chance has a scaling crit chance, reaching 30% at level 5 with a listed 2.25x crit multiplier.
Enemy Detection
The supplied stat reference lists Ghost and Flying detection during the upgrade path, making Chance useful against evasive enemies.
Temporary Cards
Deal Cards can improve fire rate, damage, critical hits, explosions, or upgrade progression for a limited duration.
Flexible DPS
Chance works as a primary damage option, but another tower should cover Tough enemies.
Treat Chance as a consistent damage tower with bonus variance, not as a unit that requires perfect card rolls to function.
Chance Stats and Upgrade Path
Chance begins with a listed placement cost of $1,650 and a placement limit of 2. The available stat reference lists five upgrade levels, ending at 200 damage, 200 DPS, a 1-second cooldown, 21.6 range, 30% crit chance, 2.25x crit damage, and 1.75x luck.
The table below uses the listed level-by-level values. Because the reference page is marked as being edited, check the current in-game interface before relying on a precise value for a difficult challenge.
| Level | Price | Damage | Cooldown | Range | Crit Chance | Crit Damage | Luck |
|---|---|---|---|---|---|---|---|
| 1 | $1,650 | 20 | 1.35s | 14.4m | 18% | 1.50x | 1.00x |
| 2 | $2,250 | 40 | 1.25s | 16.8m | 20% | 1.60x | 1.10x |
| 3 | $5,000 | 85 | 1.15s | 19.2m | 22% | 1.75x | 1.35x |
| 4 | $11,000 | 145 | 1.00s | 21.6m | 25% | 2.00x | 1.50x |
| 5 | $17,500 | 200 | 1.00s | 21.6m | 30% | 2.25x | 1.75x |
Chance’s DPS also rises from 14.81 at level 1 to 200 at level 5. The largest practical improvements come from the combination of higher damage, faster attacks, longer range, and stronger critical hits. Upgrading Chance is therefore more valuable than leaving multiple low-level copies on the map.
| Stat | Level 1 | Level 5 | Practical Meaning |
|---|---|---|---|
| DPS | 14.81 | 200 | Stronger sustained damage |
| Damage | 20 | 200 | Higher normal and critical hit output |
| Cooldown | 1.35s | 1.00s | More frequent attacks |
| Range | 14.4m | 21.6m | Better coverage from central lanes |
| Crit Chance | 18% | 30% | More frequent critical hits |
| Crit Damage | 1.50x | 2.25x | Larger payoff when a crit occurs |
| Luck | 1.00x | 1.75x | Supports Chance’s luck-focused identity |
The listed placement limit is 2 at every level in the stat table. This makes each placement important. Prioritize a strong firing position rather than scattering Chance across weak angles.
Chance lacks Tough Detection in the supplied strategy notes. Bring a separate tower that can handle Tough enemies before using Chance as your main damage dealer.
For the most reliable progression, place the first Chance early enough to benefit from repeated attacks, then prioritize upgrades that improve damage and attack speed. A second copy can provide additional coverage, but it should not replace detection support.
Deal Cards and Temporary Effects
Deal Cards is Chance’s signature ability. The reference material lists up to seven possible cards, each with a temporary effect. Most effects last 10 seconds, while Royal Flush lasts 20 seconds. Since the cards are situational, activate them with a purpose instead of treating every draw as equally valuable.
| Card | Effect | Duration | Best Use |
|---|---|---|---|
| Ace of Spades | 2x critical damage | 10s | Bosses or high-health enemies |
| Snake Eyed | Increased fire rate | 10s | Dense waves and sustained pressure |
| Dual Six | Dual-wielded revolvers, 2x damage | 10s | Major wave spikes |
| Gone Bust | Explosive bullets | 10s | Groups of enemies traveling together |
| High Roller | 2x critical chance | 10s | Bosses or high-crit builds |
| Color Up | Free upgrade to the next level | Instant | Expensive upgrade timing |
| Royal Flush | Explosive bullets, 2x damage, 2x crit chance | 20s | Major boss or final-wave pressure |
The strongest card depends on the battlefield. Ace of Spades is more attractive when Chance already has a high critical chance, while High Roller improves the frequency of those critical hits. Gone Bust is better when enemies are stacked closely enough for explosions to matter.
Royal Flush combines several effects and lasts longer than the other listed cards. Save it for a moment when enemies are within Chance’s attack range and the added damage can affect a meaningful part of the wave. Using it immediately after placement may waste much of its value.
Color Up is different from the combat buffs because it directly affects progression. A free upgrade can save substantial cash, especially when Chance is approaching a major damage or cooldown breakpoint. Avoid spending heavily on a second tower if a free upgrade can improve the first one during the next wave.
Use damage and critical cards during bosses, fire-rate cards during sustained waves, explosive bullets against clustered enemies, and Color Up when the next upgrade is expensive.
The Chance page on the Retro Tower Defense Wiki contains the listed stat progression and card effects. Use it as a quick reference, then confirm any edited values in the current game build.
Step-by-Step Chance Setup
Follow this setup when building Chance for standard waves or Endless-style testing. The goal is to establish reliable coverage first, then use cards to respond to enemy density and boss timing.
Choose a High-Value Firing Position
Place Chance near a lane section where enemies remain in range for several seconds. Central bends and long straightaways are generally better than short corners because they allow more attacks before enemies leave the area.
Buy the First Upgrade
Upgrade the initial Chance before placing a second copy unless the map requires immediate coverage. Early damage and cooldown improvements make the first tower more efficient.
Match Cards to the Wave
Use fire-rate effects for constant pressure, explosive bullets for groups, and critical effects when a boss or durable target enters Chance’s range.
Add Detection Support
Bring another tower with Tough Detection. Chance can cover Ghost and Flying targets according to the listed progression, but it should not be your only answer to every enemy type.
Complete the Second Placement Carefully
Add the second Chance only after your defensive requirements are covered. Two well-upgraded placements are more useful than several unsupported damage towers.
A good placement should provide consistent attack time rather than simply touching the largest possible area. Range increases from 14.4m to 21.6m, so later upgrades can turn a safe position into a powerful coverage point.
| Situation | Recommended Card | Reason |
|---|---|---|
| Boss enters the lane | High Roller or Ace of Spades | Improves critical frequency or critical damage |
| Large enemy group | Gone Bust | Adds explosive bullet pressure |
| Long normal wave | Snake Eyed | Increases attack frequency |
| Major damage check | Dual Six | Doubles damage during the effect |
| Expensive upgrade available | Color Up | Skips the next upgrade cost |
| Final pressure window | Royal Flush | Combines explosive, damage, and crit bonuses |
Chance benefits from uptime. A slightly smaller central position that keeps enemies in range is often better than a distant spot with inconsistent coverage.
For players testing Chance in a sandbox environment, compare normal attacks with card-enhanced attacks. Track whether the effect helps the current problem: single-target damage, enemy groups, attack frequency, or upgrade economy. This makes the random mechanic easier to manage during real matches.
Build Checklist and Matchup Priorities
Chance is easiest to use when its strengths and weaknesses are planned before the match begins. Its critical hits and card effects can provide strong damage, but it still needs a team that covers missing detection and defensive requirements.
Chance Match Checklist:
- Place Chance where enemies remain in range for multiple attacks
- Upgrade the first placement before adding unnecessary copies
- Use High Roller or Ace of Spades against important targets
- Save Royal Flush for a meaningful boss or wave pressure window
- Bring Tough Detection from another tower
Early Waves
Focus on one Chance placement and its first upgrades. Avoid spending too quickly on a second copy.
Boss Waves
Prepare critical cards before the boss reaches the firing zone. Royal Flush is strongest when its full duration can be used.
Endless Runs
Pair Chance with Tough Detection and use central placements to maximize repeated attack uptime.
The following priorities help decide whether to upgrade, place, or support Chance:
| Priority | Action | Why It Matters |
|---|---|---|
| 1 | Maintain lane coverage | Chance needs repeated attack opportunities |
| 2 | Improve the first tower | Upgrades increase damage, cooldown, range, crit, and luck |
| 3 | Cover Tough enemies | Chance is not sufficient as the only damage solution |
| 4 | Time cards around threats | Temporary effects have limited durations |
| 5 | Add the second placement | Extra damage matters after core utility is secured |
Skins do not change the strategic role described in the supplied material, but they provide visual variations for Chance. The discussed options include the default appearance, Nion, and Alien. Choose a skin based on preference rather than assuming it changes the listed statistics.
Build around Chance’s coverage instead of forcing it into every matchup. A support tower for Tough enemies gives its critical and card mechanics more room to work.
Chance Tower FAQ
Q: What makes the retro tower defense chance tower different?
Chance combines revolver attacks, critical hits, luck scaling, and the Deal Cards ability. Its temporary cards can change fire rate, damage, critical performance, explosive output, or upgrade progression.
Q: Is Chance a good primary DPS tower?
Yes, Chance is listed at 200 DPS and 200 damage at level 5, with a 30% crit chance and 2.25x crit damage. It works well as primary damage when another tower handles Tough enemies.
Q: Which Chance card is best?
There is no single best card for every wave. Royal Flush offers the broadest burst effect, while Snake Eyed helps sustained waves, Gone Bust handles groups, and critical cards are useful against bosses.
Q: How many Chance towers can be placed?
The supplied stat table lists a placement limit of 2 at every level. Because the reference page is marked as being edited, verify the current in-game limit before planning a full build around it.
Upgrade Chance steadily, use Deal Cards in response to real threats, and pair it with a reliable Tough Detection option for a balanced defense.
Chance rewards players who combine positioning, upgrade timing, and card awareness. Its listed level 5 stats give it strong sustained damage, while critical hits and temporary effects create opportunities for burst damage. The safest approach is to use Chance as a high-value damage core rather than relying on luck alone.