A raid that isn't planned before the first explosive goes off is usually a raid that runs out of explosives.
5 sections below — jump straight to the one you need.
Exact explosive costs shift slightly between game updates, so treat these as a starting reference, not gospel — check current patch notes before planning a b…
Jump to sectionLook for the softest side first — a wall of a lower tier than the rest usually means the owner ran out of resources or time partway through building. That's…
Jump to sectionOffline raiding avoids a firefight but takes longer and risks the owner logging back in mid-raid. Online raiding is faster but means fighting for what you're…
Jump to sectionLoot fast and loot the highest-value containers first — vaults, large boxes, the tool cupboard's own stash. You may not get time to clear everything.
Jump to sectionA lot of what gets a base raided has nothing to do with its walls. Where you build, how visible you are, and how much you advertise matters as much as wall t…
Jump to sectionExact explosive costs shift slightly between game updates, so treat these as a starting reference, not gospel — check current patch notes before planning a big raid.
| Wall tier | Satchel Charges | Rockets | C4 |
|---|---|---|---|
| Wood | ~2 | 1 | 1 |
| Stone | ~4 | 2 | 1 |
| Metal (Sheet) | ~8 | 4 | 2 |
| Armored / HQM | Not viable | 8 | 4 |
Bring more than the calculated minimum. A raid that stalls one wall short of the loot room because you underestimated is the single most common way raids go wrong. Look up crafting costs and stack sizes for Satchel Charges and Rockets in our item database.
Look for the softest side first — a wall of a lower tier than the rest usually means the owner ran out of resources or time partway through building. That's your entry point, not the front door.
An external Tool Cupboard, visible and unprotected, is often the fastest way to deny a base's building privilege entirely rather than breaching wall by wall.
Offline raiding avoids a firefight but takes longer and risks the owner logging back in mid-raid. Online raiding is faster but means fighting for what you're trying to take — decide which trade-off fits your group before you commit resources.
Every explosive you use is audible for a significant distance. Assume the base owner — and everyone near them — already knows you're there.
Loot fast and loot the highest-value containers first — vaults, large boxes, the tool cupboard's own stash. You may not get time to clear everything.
Watch for automated defenses — turrets, traps — and for the base owner returning. A raid isn't over until you're safely away with what you came for.
A lot of what gets a base raided has nothing to do with its walls. Where you build, how visible you are, and how much you advertise matters as much as wall tier. A base tucked away from open ground and major roads gets far less foot traffic than one sitting on a flat, obvious plot near a monument — fewer eyes on your build means fewer people who ever decide it's worth the explosives.
Keep your wall tier consistent on every side. A single lower-tier wall — the one you meant to upgrade later and never did — is exactly what an attacker is scanning for, and it turns a base that would otherwise cost a full rocket rotation into a one-wall problem. The tool cupboard deserves the same treatment: bury it behind multiple layers instead of leaving it reachable from outside, since losing building privilege partway through a raid is far worse than losing a single wall.
Camping doorways, trash-talking in chat, and generally making yourself memorable is its own kind of exposure. A well-built base still gets targeted out of spite if the owner made enough enemies to earn it.
For the building side of this, see our honeycombing and TC upkeep guide. Tired of being raided on someone else's server? Get your own with our Rust server hosting plans.