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Wipe Day Playbook

Updated May 18, 2026
Post-mortar patch meta

Wipe Day Playbook

Last updated: May 18, 2026

Wipe day is the most important day of a Rust wipe. The decisions you make in the first 6 hours dictate the rest of your week. This file is an hour-by-hour optimal solo progression, with branches for duo/trio where the playbook diverges.

The goal of wipe day is to end hour 24 with: a stone stone 2x2 honeycombed base, a workbench 2 workbench 2 setup, ~5 weapons, a hazmat suit hazmat suit, 50+ HQM hqm stockpile, ~500+ scrap scrap banked, and at least one auto-turret turret in place.

Pre-wipe (the 30 minutes before the server resets)

If your server posts a wipe time, be ready 30 minutes before.

Pre-wipe is also when you read the patch notes for the upcoming wipe. Anything change? Mortar buff? New tea? You want to know before you make in-game decisions.

Hour 0: Spawn and orient (0–15 min)

Wipe day — hour-by-hour solo progression
First 24 hours, solo path H 0 H 1 H 2 H 4 H 8 H 12 H 18 H 24 SPAWN → SHELTER 1x1 wood, sleeping bag, basic tools UPGRADE TO STONE Lighthouse run, WB1, sheet metal door 2X2 BASE + WB2 Hazmat, mid-monument runs TURRET + WB3 Power Plant, AK research, defense up H0-1 500 wood, 200 stone Find spawn-safe location H2-4 2k stone, 200 frags First weapon: bow / Eoka H4-8 15k stone, honeycomb Sheet metal weapons H12-24 50 HQM, 3,000 scrap Auto turret + AK End-of-day goal: 2x2 stone honeycombed + WB3 + 1 turret + AK + sleeping bag stashed

You spawn naked with a rock rock and a torch torch. The first 15 minutes is purely orientation and starter resource collection.

By minute 15: ~500 wood wood, ~200 stone stone, hopefully some cloth cloth and food. Hungry but alive.

Hour 0–1: Establish a temp 1x1 (15–60 min)

Find a base location. Ideal: near a road or monument for travel access, hidden from immediate sight lines, not too close to a major monument (PvP magnet) but close enough to walk.

By minute 60: tiny wood wood base, sleeping bag sleeping bag in case you die, TC tc active. Drop your initial loot in boxes.

Cost so far: ~1,500 wood wood, ~200 stone stone, ~30 cloth cloth. Easy first-hour farm.

Hour 1–2: Upgrade to stone, basic combat (60–120 min)

Time to harden up and get a weapon.

Combat readiness: by minute 120 you should have a bow (200 wood wood + 50 cloth cloth) or have looted a basic weapon. A bow with wood arrows arrow works for medium-distance encounters.

Hour 2–4: Workbench 1, sheet metal door, road farming (2–4 hr)

By hour 4: stone stone 1x1, sheet metal door sheet metal door, ~150 scrap scrap banked, WB1 wb1 placed (1,000 scrap cost) or saving up for it.

Hour 4–8: 2x2 base build, weapons up (4–8 hr)

This is the most important window. You're transitioning from "I have a temp shelter" to "I have a real wipe base."

Build the 2x2

Build the 2x2 next to your 1x1 (or replace the 1x1 site if you can keep TC tc active). Layout: - 4 foundations in a 2x2 square - Walls all around in stone stone - Honeycomb layer (one stone wall behind each external wall) - Doorway with sheet metal door sheet metal door - Second floor for loot room - Bunker hatch (ladder hatch) under TC for soul stash

Construction time: ~90 minutes solo, ~45 minutes for duo.

Weapons

By hour 8 you want at least: - 1 Bow with wood wood/stone stone arrows arrow (defense / hunting) - 1 Crossbow crossbow (50 scrap scrap research, 200 wood + 75 frags frags, good single-shot) - 1 Eoka Pistol eoka pistol (75 wood + 30 frags + 1 metal blade metal blade; cheap close-range shotgun) - Optional: 1 Revolver revolver (research 75 scrap, 200 wood + 200 frags + 30 cloth cloth + 1 metal blade)

Eoka eoka is wipe-day MVP. 1-shot kill at close range, dirt cheap to craft, looks innocuous.

First combat encounter

You will get into a PvP fight in hours 4–8 unless you're hiding. Some rules: - Don't take fights you don't have to win. Run away, lose 20 wood wood and 5 cloth cloth instead of 1k of gear. - If you have to fight, peek-shoot don't strafe-shoot. Wipe day gunplay is messy. - Carry only what you need. Don't bring your stash to a monument. If you die, it's no big deal.

Hour 8–12: Workbench 2, electricity prep, hazmat (8–12 hr)

By hour 12 you should have: - WB2 wb2 placed in your base - Hazmat suit hazmat suit (replaceable as it degrades, craft 2) - 1 sheet metal weapon (Custom SMG custom smg or similar) - 1 sleeping bag sleeping bag plus a respawn point at a forward outpost

Hour 12–18: Mid-tier monument farming (12–18 hr)

This is when scrap scrap-per-hour scales fastest. With WB2 wb2 + hazmat + green/blue cards, you can hit Power Plant, Water Treatment, Train Yard.

Auto turret install

By hour 16ish you should have enough HQM hqm (50+) to craft your first auto-turret turret. Process: 1. Craft Targeting Computer (10 scrap scrap + 5 HQM at WB3 wb3, or buy at Bandit for 75 scrap) 2. Craft Auto Turret auto turret (1 targeting computer + 1 SMG body smg body + 6 HQM + 5 rifle bodies at WB3) 3. Solar panel solar panel + battery setup (see 03_Electricity.md) 4. Wire it up at your front door, point at the entry path

A wipe-night base with an armed turret turret survives most casual raids.

Hour 18–24: Workbench 3, end-of-day stockpile (18–24 hr)

By hour 24: - 2x2 stone stone honeycombed base - Sheet metal/armored door armored door + bunker - Workbench 1 workbench 1, 2, 3 all installed - 1 turret turret armed at front door (with backup ammo) - ~3,000 scrap scrap banked - ~500 metal frags metal frags, 100+ HQM hqm, 5,000 stone in TC tc - 2–3 mid-tier weapons (AK, MP5 mp5, Bolt) - Hazmat suit hazmat suit (or 2) - Sleeping bag sleeping bag at home + at one forward outpost - 0–1 PvP kills (whatever, they happen)

This is wipe-day-good. You're set up for the rest of the wipe.

Duo / trio divergences

Duo (2 players)

Trio (3 players)

Clan (5+ players)

Wipe-day mistakes to avoid

  1. Spending too long at spawn. First 15 minutes should be running and farming, not deliberating.
  2. Building a complex base first. The 1x1 is your starter. Don't try to build the 2x2 with honeycomb at hour 0 — you'll be raided before it's done.
  3. Carrying scrap scrap on monument runs. Bank it at base before going. Death = lost scrap scrap.
  4. Engaging every PvP fight. If you don't have to win, don't fight. Save the gunfights for when you have gear.
  5. Skipping the Lighthouse. Free easy crates, multiple spawns. Hit at least 2 in the first hour.
  6. Forgetting the sleeping bag sleeping bag. Place one near your TC tc immediately. If you die you respawn home.
  7. Going to Launch Site too early. Hour 18+ minimum. Earlier and you die to radiation/scientists.
  8. Not researching hazmat. Locks you out of mid-tier monuments for half the wipe.
  9. Stockpiling too much in TC tc. TC tc has 24 slots only. Use boxes for the bulk, TC tc for upkeep materials.
  10. Forgetting upkeep math. Stone stone walls decay 5 HP/hr outdoors. A 2x2 honeycomb base has ~30 walls. That's 150 HP/hr eaten if your TC tc is empty. Stack the TC tc.

Energy and food management on wipe day

Pro tips on wipe-day specifically

Knowing what actually wiped — map wipe vs. BP wipe

"Wipe" is two different events and the playbook changes depending on which one happened. Confusing them costs you the first hour.

Vanilla servers force a blueprint wipe on the first Thursday of each month (the "forced wipe") because Facepunch ships the monthly update then. Modded servers choose their own cadence — many do a weekly map wipe and a monthly BP wipe. Read the server description before you join so you know on spawn whether you are racing scrap-to-gun or scrap-to-Tech-Tree.

Pre-wipe preparation — the 30-minute edge

The window before the server resets is free preparation time most players waste. With your old base about to vanish, there is nothing to lose and a real advantage to gain:

  1. Decide your spawn strategy. Know which grid region you want to live in this wipe and why — resource mix, monument access, distance from known clan spots.
  2. Have the server queued. Popular servers build a login queue the instant they wipe. Be sitting in the queue before the wipe timer hits zero so you load in with the first wave, not 40 places back.
  3. Pre-plan your base design. Know the exact build order of your starter — every second spent deliberating over placement on wipe day is a second a competitor is farming.
  4. Settle your team's roles. Who farms wood, who farms stone, who does the first scrap tour, who places the TC. A trio that splits roles cleanly out-paces a trio that all does the same thing.
  5. Clear your own inventory clutter and be ready to alt-tab back in fast — the loading screen race is real.

Wipe-day tempo theory

Wipe day is won on tempo — the rate at which you convert time into permanent progress (a sealed base, a workbench, a gun). The losing pattern is "yo-yoing": farm, travel, build a little, get distracted, roam, die, walk back. Every interruption resets your momentum. The winning pattern is to treat the first eight hours as a sequence of uninterrupted blocks, each producing one finished milestone before the next begins.

A useful frame: at any moment ask "what is the single thing that, if finished, most reduces my chance of being set back?" Early that is a sealed door and a TC. Then it is a workbench. Then it is a weapon. Then it is honeycomb. Do those in order and resist the urge to chase a fight or a far monument until the current milestone is locked in. The players who fall behind on wipe day are almost never out-farmed — they are out-focused.

The wipe-day scrap budget

Scrap is the bottleneck resource of the early wipe, so plan it like a budget rather than spending it reactively. A rough solo target for the first eight to twelve hours and where it goes:

SpendScrapPriority
Workbench Level 1 (craft)50Essential — unlock first
Sheet Metal Door + key defensive nodes~115–150Essential — base security
First weapon path (Revolver or Crossbow)~100–155High — you need to fight back
Workbench 2 blueprint node~20High — unlocks the WB2 craft
Workbench Level 2 (craft)500Mid-wipe goal
Hazmat / armor nodes~150–250Mid — opens rad monuments

That is roughly 1,000–1,200 scrap to be a competent armed solo with WB2 — realistically two to three good scrap tours plus barrel and crate loot across the first day. The discipline is to not spend scrap out of order: a Garage Door before a Sheet Metal Door, or a fun weapon before hazmat, leaves a gap a raider or a monument walks straight through.

Protecting your first offline

The most dangerous moment of any wipe is the first time you log off, because your base is at its weakest and you cannot react. Before that first sleep, regardless of how rushed the day was, lock in a minimum standard: every external wall and the door upgraded to at least stone, a tool cupboard stocked with enough resources to out-last your offline hours, at least one layer of honeycomb walls around the loot room so a single rocket cannot open it, and your best gear stored in a hidden box outside the obvious loot room rather than worn on your sleeping body or sitting in the main stash.

A wood base left overnight on wipe day is widely understood to be free loot — wood is cheap to break and signals an inexperienced or absent owner. Stone is the genuine threshold of "not worth a roaming raider's time". If you can only achieve one upgrade before logging off, make it stone walls all the way around.

Recovering when you have fallen behind

Sometimes the day goes wrong — you got raided at hour three, or you only logged in late. Falling behind is recoverable if you stop trying to play the timeline you missed and instead play the one you are in.