Permanent Luck
+1 permanent Luck, raising your odds of rolling rarer units on every future roll.
Roll to Defend has six gamepasses. Here is what each one does and which give the most lasting value.
+1 permanent Luck, raising your odds of rolling rarer units on every future roll.
Chat tag, bonus Coins, and +1 Luck — a stacked value pass that touches income, luck and status.
Roll 2 units per roll instead of 1, doubling how fast your collection and equip pool grow.
Roll x2 faster, cutting the time between rolls so you cycle through attempts quicker.
Equip one more unit than the base cap, letting you field an extra defender against the waves.
Automatically equips your strongest units, so your best pulls are always on the field without manual swapping.
Six gamepasses exist in Roll to Defend, and they split cleanly into three jobs: raising your Luck, increasing how many units you pull per roll, and expanding what you can field. Buying by that grouping — rather than one at a time — gets you the most out of each purchase. Here is how to rank them.
Luck shifts your roll odds toward rarer units, and it applies to *every* roll you ever make, so anything that raises it compounds over your whole account.
If you only grab one thing early, make it one of these two. Before spending, stack the free luck sources first: like the game and join the D:/Drive group for the extra luck bonus, and play with friends. See rolling and luck and rarity and odds for how those odds move.
Once your Luck is climbing, the next lever is how much you get out of each roll and how fast you can chain them.
Double Roll is the higher-value of the two because it multiplies results, not just speed. Fast Roll is the follow-up that makes those extra rolls painless.
You can only place a limited number of units on the path at once, so at some point your pulls outrun your slots. These two passes address that.
Even without +1 Equip, you can merge duplicate units to strengthen one instead of leaving copies idle, so the equip passes are the least urgent group. More on that in units.
For most players in Roll to Defend: Permanent Luck or VIP first (lasting luck on every roll), then Double Roll (twice the pulls), then Fast Roll (faster grind), then +1 Equip (bigger field), and Auto Equip Best last (pure convenience).
Robux prices are not published here, so weigh each pass by the value above and your own playstyle. New to Roll to Defend? Start with the beginner guide, and note there is no code system yet — see codes.