Water TD Turrets: Every Family and What It Does
A field guide to every Water TD turret family: auto, flame, tesla, laser, fan and mortar, plus the ability nodes that share the same skill tree.
Water TD does not sell you a roster of twelve turrets with interchangeable stats. It gives you a small set of very different tools and then asks which one fits the shape of the water in front of you. This page describes each family by what it does to the flood, not by a damage number, because damage numbers in a fluid simulation are misleading on their own.

How turrets differ in this game
In a normal tower defense game, a turret's job is to subtract HP from a target. Here, a turret's job is to remove volume from a route. That means three properties matter more than raw damage:
- Coverage shape. A cone, a chain or a single line removes different amounts of water depending on how the flood has spread.
- Range relative to the channel. Long range matters only if it can reach the water before the water reaches the bank.
- Whether it survives erosion. A turret on the outer bank has a working life measured in waves.
Everything below is verified from the skill tree screen and in-game behaviour, not from a wiki of unknown origin.
The six turret families
AUTO — the default multi-barrel turret
The AUTO node is the only turret available before you spend anything. It fires a straightforward projectile, which makes it the best measuring stick in the game: if a new turret cannot beat an upgraded AUTO in the same slot, it is not worth the unlock yet.
After patch 1.0.1 its damage ranks III and IV were increased, so an AUTO-heavy line is stronger than it was on launch day. The same patch also made the Fork node fire faster; the notes list it as a balance change without naming which branch owns it, so treat Fork as a separate behaviour rather than an AUTO rank.
FLAME — short range, sustained burn
FLAME is a close-range sprayer. It is the natural answer to water that has already reached your line, because it does not need travel time and it keeps applying damage to whatever is in front of it. Its weakness is obvious: it has to be close enough to be undermined. Put it on solid ground behind a bend, never on the outer bank.
The FLAME build diamond costs one CLEAR, which makes it one of the cheapest behaviour changes in the tree.
TESLA — chain damage
TESLA arcs between targets, which is exactly what you want when the flood has split into several thin channels. A single line turret kills one channel; a chain turret touches three. On maps where the water fans out across a wide front, TESLA does work that no amount of AUTO turrets can replicate.
The trade is that chain damage is spread thin. Against one deep channel, TESLA underperforms.
LASER — the precision beam
LASER is unlocked with two CLEAR at its node, which places it in the mid-game rather than the opening. It fires a continuous beam, so it does not waste shots on drops that are already dying. It is the cleanest single-target removal in the game and the worst choice against a wide spread.
FAN — pushing water instead of killing it
FAN does not remove volume; it moves it. That sounds weak until you understand that every litre pushed back up a channel is a litre that has to travel the same ground twice. FAN is a force multiplier for everything downstream of it and a liability if it pushes water into a channel you have not defended.
MORTAR — indirect fire
MORTAR lobs shells, which means it can hit water behind terrain that blocks a direct line. It is the only family that can reach a pool sitting in a bowl beyond your front line. Its two build diamonds cost two PERFECT and two CLEAR respectively, so it is a late investment.
Ability nodes are not turrets
The skill tree also contains FIREBALL, FROST WALL, LIGHTNING, REVERSE and BLACK HOLE. These are the abilities on your bottom bar, not placeable turrets, and they share the same point pool as turret unlocks. That creates the central tension of the tree: every ability upgrade is a turret upgrade you did not buy. The abilities guide→ covers each one in detail.
The skill tree screen lists the currencies BASIC, CLEAR and PERFECT in the top bar and a ×2 buy-a-rank control in the bottom left. Node costs visible on the tree range from 110 to 3,014 BASIC, with diamond behaviour nodes priced in CLEAR or PERFECT instead.
Which turret should you unlock first
Unlock order matters less than rank order. A useful default:
- Put two or three ranks into AUTO damage, because you will use AUTO in every level.
- Unlock FLAME for close defence, since it covers the case where water reaches your line.
- Unlock TESLA when you meet a map that spreads wide, not before.
- Save CLEAR for the build diamonds of the turrets you actually place, rather than spreading it across every node.
The best turrets page→ ranks families by job rather than by a single tier list, and the builds guide→ explains what each diamond changes.
For ranking, see best turrets→; for the two-build split, see builds→; for where they stand, see turret placement→.
Frequently Asked Questions
How many turrets are in Water TD? Six turret families appear on the skill tree: AUTO, FLAME, TESLA, LASER, FAN and MORTAR. The tree also holds five ability nodes and two support branches, which is why the total node count feels much larger than the turret roster.
Is there a turret that kills water instantly? No. Every turret removes volume over time. Black Hole is the closest thing to instant removal, and even that is a pull with damage per tick rather than a delete button.
Do turrets work underwater? Turrets keep firing while water is around them, but a turret on an eroding bank will eventually fall. Placement, not submersion, is the limiting factor.
Can I respec my turret unlocks? The skill tree is global and shared across levels. No reset option is documented in the 1.0.1 build, so treat unlocks as permanent and prioritise the families you place every run.
Sources
Official source: Turret and ability feature summary: Water TD store page ↗ Official source: Balance changes to Auto and Fork: patch 1.0.1 notes ↗ Community source: Player discussion of turret behaviour: Steam community hub ↗

