Roll to Defend Glossary
Every Roll to Defend term you will see in guides and in-game, defined in one place.
- Roll
- The core action of spending Coins to draw a random unit. Each roll has odds attached, shown as a fraction like 1/10K up to 1/10B.
- Luck
- A stat that shifts your roll odds toward rarer units. Raised by friends, the group bonus, and gamepasses. It multiplies your chances rather than being spent.
- Unit
- A defender you roll and then equip along the path. Higher-rarity units hit harder against the zombie waves.
- Rarity / Odds
- How rare a unit is, written as odds (for example 1/1M means roughly one in a million rolls). Rarity maps directly onto power.
- QN
- Quintillion — one of the large-number suffixes the game uses to show extreme roll odds on screen, e.g. 1/67.2 QN.
- Equip slot
- One of a limited number of spots for fielding units at once. The +1 Equip gamepass adds a slot; Auto Equip Best fills them with your strongest units.
- Merge
- Combining duplicate units to strengthen a single unit instead of leaving copies unused.
- Zone
- A buyable area you unlock to raise your income rate and progress. Specific zone names are not published yet.
- Wave
- One round of the endless, escalating zombie assault your equipped units defend against. Clearing waves pays Coins.
- Coins / Income
- The main currency, earned from waves and passively while offline, spent on rolls, zones and upgrades.
- Offline income
- Coins that accrue while you are logged off, so your field keeps earning even when you are away.
- Group luck
- The EXTRA LUCK bonus granted for liking the game and joining the developer group D:/Drive.
How to use this glossary
These are the words that come up across the wiki and inside Roll to Defend itself. If a term links to a fuller page — like the rarity and odds ladder or the gamepasses — follow it for the detailed breakdown. New terms are added here as the game adds systems.