The Bowling Ball Turret, sometimes called the cannon, is a Squire / Countess tower. It has the fastest attack speed and longest range of any Squire / Countess tower. The downsides are that it has the smallest firing cone and is unable to hit uphill or in the air. When the ball impacts a target, it will knock it back and bounce off to continue rolling and potentially hit another target.


On flat or downhill terrain, this turret is very effective at blocking bottlenecks; the knockback effect makes it work like barricades but often without taking damage. Since it has barely any area of effect, it is best supported by a harpoon or other AOE tower. Care must be taken in placement to avoid having the balls bounce backwards, off of railings, or through uneven terrain.

Tower range determines how far opponents may be before the cannon begins firing at them, but the distance the ball will roll once fired is unaffected by this stat. There are also limits of 6 bounces per ball and 30 balls active per turret, though these are rarely ever reached.

Upgrade Table

Level Health Damage Attack Rate (in sec) Attack Range Mana To Upgrade To Mana Invested
Base 470 85 2.35 12.00 100 100
1 819 168 1.60 14.66 100 200
2 1169 257 1.27 16.69 200 400
3 1758 417 0.98 19.36 400 800
4 2403 604 0.81 21.68 700 1500
5 3133 828 0.68 23.86 1220 2720
  • Upgrading a hero defense increases its damage by 10% each level, and its health, lifespan or detonation count by 20% (a level 5 defense will deal 50% more damage and have 100% more health than a defense with no upgrades).
  • On the other hand, upgrading a hero defense will mean that it acts as if the Hero has a higher Defense Area of Effect and Defense Attack Rate. A level 1 turret gets a bonus of +2 to all stats, while a level 5 turret gets +36.
  • While the hero who summoned the tower is active, its damage is increased by 33% (PC).

Community content is available under CC-BY-SA unless otherwise noted.