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Raiding

Updated May 18, 2026
Post-mortar patch meta

Raiding (Offensive)

Last updated: May 18, 2026

Defending raids is covered in 01_Building.md and 02_Base_Designs.md. This file is the other side: how to be the raider. Scouting, costing the raid, executing, and getting out alive with the loot.

Should you raid this base?

COMPLETE BLUEPRINT: Planning & executing a raid, start to finish
Follow the eight steps in order. Do not skip the math step - it decides whether the raid pays for itself. 1 SCOUT THE TARGET Watch the base for 15-20 min. Note: is the owner online? footstep sounds? turrets? loot worth taking? Tools: binoculars, a quiet minicopter for aerial recon. Best done at dawn. 2 COUNT WALLS & DOORS ON YOUR PATH Pick the shortest line from outside to the Tool Cupboard room. Count every wall and door you must break. Typical 2x2 solo base: 1 outer wall + 1 honeycomb wall + 1 TC-room door = 3 obstacles. 3 CALCULATE EXPLOSIVE COST Multiply each obstacle by its explosive cost (see the cost tables below). Add 20% spare for misses. Example: 3 stone walls soft-side = 3 C4 = ~6,600 sulfur. Round up - never under-bring. 4 FARM THE SULFUR Mine sulfur ore nodes or run the Sulfur Quarry. Smelt sulfur ore into sulfur in a furnace. A solo raid needs roughly 5,000-12,000 sulfur. Expect 1-3 hours of farming for a full kit. 5 CRAFT THE EXPLOSIVES Make gunpowder, then explosives, then C4 / rockets at the right workbench (C4 needs Workbench 3). Craft a little early so you are ready - but do not stockpile where a counter-raid can take it. 6 APPROACH QUIETLY Travel light and silent. Land vehicles 150-200m away. Bring a sleeping bag and a replacement door. Wear mid-tier metal armor - if you die, the kit is not a wipe-ender. 7 BREACH IN SEQUENCE Plant explosive on the soft side, back away 5m, detonate, push through. Repeat wall by wall to the TC. Drop a sleeping bag in cover after the first breach so a death does not reset the raid. 8 LOOT, THEN ESCAPE Authorize on the TC, break inner locks, scoop all loot. Crack the bunker stash if there is one. Leave fast by a different route than you came. Watch for the owner returning to counter-raid.

Before spending a single C4 c4, ask:

  1. Is the loot worth the explosives? A 1x1 stash holds maybe 500 scrap scrap and basic components. Costs you 1-2 rockets rockets. Marginal. A 2x2 with industrial setup holds 10k+ scrap scrap, components, guns. Worth a real raid kit.
  2. Is the base offline? Online raids are 3x harder. Check around the base for sleeping bodies, smoke from furnaces furnace, recent activity sounds.
  3. What's the layered defense? Auto-turrets turret, embrasures, shotgun traps, SAM site sam site — every one of those adds cost and risk.
  4. Can someone counter counter-raid you while you're stuck on this base? If you live next door to a clan, raiding mid-pop means inviting reprisal.

If yes-yes-no-no, raid. If any are uncertain, scout more first.

Scouting

The pre-raid intel pass. Do not skip this.

Walk the base perimeter at night with cover. Note:

Watch from a distance during day for 30 minutes:

Use a minicopter for aerial recon if you have one. Be quiet — engine sound carries.

Raid math (cost to breach)

EXPLOSIVE COST TABLE: sulfur to craft, damage, and best use
Sulfur costs include the full craft chain (gunpowder + explosives). Numbers verified vs rustlabs and Facepunch wiki. EXPLOSIVE SULFUR TO CRAFT RAW DAMAGE BEST USED AGAINST C4 (Timed Explosive)loud, instant, reliable 2,200 sulfur 275 per wall Stone, sheet metal and armored walls / doors - the all-rounder Rocketfired from launcher, fast volleys 1,400 sulfur ~350 soft side Online raids - rapid wall breaching when speed beats stealth Satchel Chargecheap, unreliable fuse, can dud ~480 sulfur ~135 per hit Budget stone raids and wood / sheet metal doors Beancan Grenadevery cheap, random fuse, may dud ~120 sulfur ~55 per hit Early-wipe wood door and twig / wood wall raids Explosive 5.56 Ammofired from a rifle, very loud ~25 sulfur each ~14 per round Wood doors and soft loot crates - inefficient on stone Eoka Pistolno sulfur - just gunpowder shells near free tiny Door-camping naked raids - not for breaching walls at all Rule of thumb: C4 is the most sulfur per damage but the most reliable; satchels save sulfur but waste time. Soft side of any wall takes 2x damage - always plan to hit the soft (interior) face. See the next table.

See 10_Cheatsheets.md for the full table. Quick reference:

Wall Soft side (the GOOD path) Hard side
Stone stone 1 C4 c4 (~2,200 sulfur sulfur) or 1.5 rockets rockets (~2,100) 2 C4 c4 (~4,400) or 4 rockets rockets (~5,600)
Sheet Metal 2 C4 c4 (~4,400) 4 C4 c4 (~8,800)
Armored 4 rockets rockets soft (~5,600) 8 rockets rockets hard (~11,200)
Sheet Metal Door sheet metal door 1 C4 c4 2 C4 c4
Armored Door armored door 2 C4 c4 4 C4 c4
Garage Door garage door 3 C4 c4 6 C4 c4

Always go soft-side. The soft side is the wood wood-frame-visible side. Inside a base, soft sides face outward of every wall (because the defender's hard side faces in). When raiding from outside in, you'll be on the hard side of each layer. Plan to go around if possible — look for windows / weak spots.

Tools of the trade

RAID COST PER WALL TIER: how many explosives to break one wall
Soft side = patterned interior face. Hard side = smooth exterior face, costs roughly 2x. Always raid soft side. WALL TIER (HP) C4 SOFT / HARD ROCKETS SOFT / HARD CHEAPEST ALTERNATIVE Wood Wall250 HP - lowest tier 1 C4 / 1 C4 1 / 2 rockets Burn it down with fire, or 2-3 satchels Stone Wall500 HP - most common 1 C4 / 2 C4 2 / 4 rockets ~4 satchels soft side - the budget pick Sheet Metal Wall1000 HP - mid-game standard 4 C4 / 4 C4 4 / 8 rockets C4 is most efficient - satchels are slow here Armored Wall1000 HP - explosive resistant 8 C4 / 8 C4 11 / 15 rockets C4 only - armored resists rockets heavily Sheet Metal Door250 HP - common door 1 C4 / 1 C4 3 / 3 rockets ~4 satchels - doors have no soft side Armored Door600 HP - top-tier door 2 C4 / 2 C4 7 / 7 rockets C4 only - go through the wall instead if cheaper Garage Door600 HP - common loot-room door 3 C4 / 3 C4 9 / 9 rockets Often cheaper to blow the wall beside it

Explosives

Item Damage Best for
Beancan Grenade beancan grenade 200 hard side / 400 soft side Wood wood walls, twig, weak doors. Cheap. RNG fuse fuse.
Satchel Charge satchel charge 240 hard / 480 soft Wood wood walls, sheet metal doors sheet metal door. RNG fuse fuse.
Rocket rocket 236 hard / 472 soft (wall) Sheet metal walls and beyond, structural raiding
C4 c4 (Timed Explosive timed explosive) 275 hard / 550 soft (wall) The gold standard for any serious raid
HE 5.56 Ammo 5.56 ammo 6 per round Soft soak large quantities, slow
Explosive Crossbow crossbow Bolt Mid Cheap surprise, low total damage
Mortar (April 2026) High AoE Wide clan compounds, not 2x2s

Raid Kit (typical 2x2 stone raid)

Raid Tower

A vertical pillar of foundation+wall blocks built next to the base, giving you a sniper / shooting platform. Built fast from twig, upgraded to stone stone if you need it to last.

Build cost: ~500 wood wood for a 5-foundation-tall tower.

Use case: rooftop access on tall bases, sniper position on clan compounds.

Online vs Offline

Offline raids

Definition: the base owner isn't in-game.

Online raids

Definition: defender is online.

Step-by-step: raiding a 2x2 stone solo offline

OPTIMAL BREACH PATH: top-down route to the loot with the least explosives
Top-down view of a 2x2 base with honeycomb. Blast a straight line through the wall cells to the TC core. LOOT ROOM TC CORE 1 2 3 START: outside, soft tower up THE ROUTE - 3 BLASTS TO THE TC Step 1: Blow the outer honeycomb wall cell. 1 C4 (soft side faces you here). Step 2: Blow the next wall - this opens the TC core room. 1 C4. Step 3: If loot room is separate, 1 more C4 into it. Total = 3 C4 (~6,600 sulfur). WHY THIS LINE: - A straight line uses the fewest walls. - Never wander the honeycomb ring - each detour cell is another C4 wasted. - Aim at the cell that shares a wall with the TC, found by reading upgrade tier. - The TC-core walls are the strongest; budget extra C4 for that final wall. Honeycomb = empty buffer cells the owner builds to soak your explosives. Pick the entry side that points straight at the core - the TC room walls usually contrast in upgrade tier. Going around the honeycomb ring instead of through it can double or triple your explosive bill. Drop a sleeping bag inside cell 1 after the first breach so a death does not cost you the whole raid.

You found a 2x2 solo base with honeycomb. Owner offline (confirmed by zero footstep sound, no activity for 20 minutes). You have 6 C4 c4 + 2 satchels satchels.

  1. Scout the front door side first. Walk the perimeter at dawn. Identify the TC tc location by looking at the upgrade pattern (TC tc room walls are usually sheet metal / armored, contrasting with the rest).
  2. Position your raid tower. Build a 3-foundation tower on the opposite side from the front door, slightly to one side. Climb up with twig blocks.
  3. From the tower, scout the interior through any windows or open frames. Identify the loot room and TC tc room.
  4. Plan the breach path. You want to go from outside → TC tc room in the fewest C4 c4 possible. Usually that means: external wall (1 C4 c4) → honeycomb wall (1 C4 c4) → TC tc room door (1 C4 c4) or wall (1 C4 c4). Total ~4 C4 c4 for TC tc + 2 C4 c4 for the soul stash bunker = 6 C4 c4.
  5. Plant C4 c4. Stand close to the wall, hold E, place. Move at least 5m away before it detonates. C4 c4 has a 10-second fuse fuse.
  6. First breach. When wall 1 breaks, immediately push in. Place a sleeping bag sleeping bag inside the base if you have one (in case you die mid-raid).
  7. Second breach. Same pattern. Each breach = move forward.
  8. TC tc room reached. Auth on the TC tc, break locks on any internal doors, scoop all loot.
  9. Loot the bunker. If there's a soul-stash bunker under the TC tc, that's typically another 1-2 C4 c4 to crack.
  10. Replace the front door with a new sheet metal door sheet metal door + your own lock if you want to occupy the base.
  11. Extract loot back to your base. Multiple trips if needed. Watch your back — other players notice raid sounds.

Step-by-step: raiding a clan compound online

You and 4 teammates want to raid a 3x3 clan compound. They're online. You have a Scrap Heli, full kits, 20 rockets rockets, 8 C4 c4.

  1. One scout moves into a sniper position. SAR + scope. Calls out defender positions.
  2. Two breachers move on a perimeter wall, opposite from where defenders are concentrated.
  3. One support brings extra explosives and stays mobile.
  4. One driver holds the Scrap Heli ready for extraction. Land in a safe spot 100m away.
  5. First rocket rocket volley at the exterior wall. 4 rockets rockets per stone stone wall soft side, you have 5 walls to break through. Plan total 20+ rockets rockets just on exterior path.
  6. As wall comes down, breachers push in. Support follows with C4 c4 for interior.
  7. Snipers and defenders trade fire — sniper keeps defenders off the breach.
  8. Loot extraction by the Scrap Heli driver. Land, load, leave.
  9. Defenders may counter counter-raid your base in the next 24 hours. Have a backup base or stay vigilant.

Common mistakes

  1. Wasting C4 c4 on hard side. Always seek soft side. Costs 2x.
  2. No raid tower for visibility. You can't fight what you can't see.
  3. Forgetting to bring a hammer hammer + replacement door. You can occupy the base and reset to your TC tc.
  4. Sleeping bag sleeping bag in the open during a raid. Place it in cover, behind a wall.
  5. Loud minicopter approach. Defender hears the engine, retreats to bunker. Land 200m away.
  6. Hitting Bradley en route. Bradley shoots your minicopter from 100m. Avoid Launch Site air space.
  7. Bringing your best armor. Wear mid-tier metal. If you die, the kit isn't your wipe-ender.

Pro tips


Reading a base before you raid

Elite raiders win the raid before the first charge is placed, in the scouting phase. Every base broadcasts information if you know how to read it. Before committing a single explosive, build a mental map of three things: where the loot is, what stands between you and it, and who is home.

The deciding question is always cost-to-loot. Sum the breach path, estimate the loot, and walk away if the math is bad. Discipline in target selection is the single biggest separator between raiders who gain ground over a wipe and raiders who go broke.

Planning the breach path

Once you have committed, the raid becomes a routing problem: find the cheapest sequence of breaches from outside to the loot. Three rules govern an efficient path:

  1. Doors beat walls, always. A sheet metal door costs one C4; the sheet metal wall beside it costs four. If a door is on your route, blow the door. Raiders who reflexively rocket walls burn three-quarters of their sulfur for nothing.
  2. Hit the soft side. Every wall and floor in Rust has a weak interior face that takes roughly double explosive damage. Once you are one cell inside, every further breach should be aimed at a soft side — raid through the base, not around its hardened shell.
  3. Go vertical when it is cheaper. Floors and ceilings are often softer or thinner than the walls guarding the same room. Raiding up through a floor or down through a roof can skip an entire honeycomb ring. Always price the vertical route alongside the horizontal one.

Plan the whole path before you place charge one. Running out of explosives halfway through a base is the worst outcome in Rust: you have spent your sulfur, made enormous noise, and handed the defender an open base to re-wall and counter-raid. Carry your full breach budget plus the safety margin, or do not start.

Online raid execution — the tactical layer

An offline raid is an engineering exercise; an online raid is a firefight wrapped around an engineering exercise. The defender will be shooting at you, repairing your breaches, and possibly calling in friends. Winning one requires splitting roles cleanly:

The offline raid inverts all of this: with no defender, satchels and even explosive ammo become viable because their slow, cheap, multi-hit nature is no longer a liability. The core meta decision — C4/rockets versus satchels — is therefore really a decision about whether anyone is home, not about the walls themselves.

Raid bases, towers and the external Tool Cupboard

Serious raids are staged from a raid base: a small structure built right next to the target during the raid. It stores spare explosives and kits, provides respawn bags so deaths do not end the raid, and lets you keep pressure on without running back to your main base. Building one is not optional on a contested server — a raid without a forward respawn ends the moment the first raider dies.

Key raid-base principles:

Costly raiding errors — and the fixes

  1. Raiding into the hard side. Hitting exterior faces doubles your cost. Fix: get one cell inside, then aim every charge at a soft side.
  2. Under-farming the route. Running dry mid-raid hands the base back. Fix: convert the full breach path to gunpowder, add 25%, farm that, then start.
  3. Wrong explosive for the tier. Satchels against armored walls is a sulfur bonfire. Fix: satchels for stone, C4 and rockets for sheet metal and armored.
  4. No raid base. One death and the raid is over. Fix: always build a forward base with bags before placing charge one.
  5. Ignoring the third party. Raid noise carries across the map and draws opportunists who let you do the work then take the loot. Fix: post a watcher, raid fast, and never assume the defender is your only threat.
  6. Skipping the TC. Leaving the Tool Cupboard intact lets the owner repair behind you and re-trap the base. Fix: the TC is your first objective the moment you are inside.

Counter-raiding & online-raid defense

An offline raid is a math problem; an online raid is a fight. When raiders hit a base you are actively defending, your goal is not to be unbreakable — it is to make the raid take long enough and cost enough that the attackers either bleed out their explosives or get third-partied. Everything below is about defending during a live breach.

Door replacement under fire

The single most important counter-raid skill is replacing a blown door faster than raiders can blow the next one. Keep a stack of spare sheet metal / armored doors and locks in a box next to every honeycomb wall and airlock. When a door goes down:

  1. Place the new door from behind the frame so your body is not exposed in the gap while you build.
  2. Lock it immediately — an unlocked door is an open door. A code lock is faster to deploy than a key lock under pressure.
  3. If raiders are shooting through the gap, place a frame or half-wall + shop front first to break their line of sight, then door behind it.
  4. Layered honeycomb means each blown door only reveals another wall — every door you re-place forces the raiders to spend another satchel or rocket.

The economics are brutal for the attacker: a sheet metal door costs you a few hundred metal; replacing it forces them to spend a rocket or several satchels again. Win the replacement race and most raids stall.

Grenade & flank play

Raiders stacking on a doorway to place explosives are clustered and predictable. A well-timed F1 grenade or beancan bounced into that cluster forces them to scatter and resets their satchel placement. Cook the throw so it detonates as it lands rather than giving them time to walk off it.

Do not only defend from inside the box. If you have numbers, send one player outside and around to flank the raiders from behind while they focus the wall. Raiders breaching are committed forward and rarely watch their rear — a flanker who catches them mid-placement can wipe the raid party and let you collect their loot.

Recovering dropped raid tools

When you kill a raider, everything they were carrying — rockets, C4, the launcher itself — drops in their loot bag. That is the prize. Priorities:

Perimeter denial

The best place to stop a raid is before it reaches your walls. Perimeter denial buys time and information:

Counter-raiding is won on preparation. Spare doors pre-staged, honeycomb depth, a flank route out of the base, and a perimeter that costs explosives to cross all combine so that any online raid becomes a slow, loud, expensive fight — exactly the kind most raiders abandon.


Raid-cost charts

These charts give the explosive counts and sulfur cost to breach each wall and door tier, current for the 2026 meta (verified against rustlabs and the Facepunch wiki). Sulfur figures are the full craft chain — gunpowder plus the explosive itself. Per-explosive sulfur cost: C4 ≈ 2,200, Rocket ≈ 1,400, Satchel ≈ 480, Explosive 5.56 ≈ 25 per round, Beancan ≈ 60.

Always raid the soft side of a wall where possible — the interior face of a stone or higher wall takes far more damage than the exterior, often halving the count. The numbers below are the standard exterior (hard-side) figures unless noted.

Explosives per wall tier

Wall tierC4RocketsSatchelsExplosive 5.56Beancans
Wood wall123~50~9
Stone wall2410~185~24
Sheet metal wall4823~400not practical
Armored wall815not practicalnot practicalnot practical

Soft-side stone takes roughly 4 satchels or 1.5 rockets instead of the hard-side figures — always check which face you are on before committing charges.

Explosives per door tier

Door / targetC4RocketsSatchelsExplosive 5.56
Wooden door112~25
Sheet metal door124~63
Garage door239~150
Armored door48~20not practical

Sulfur cost compared

Multiplying counts by per-explosive sulfur shows which tool is actually cheapest for each barrier:

TargetC4 sulfurRockets sulfurSatchels sulfurExplosive 5.56 sulfur
Stone wall~4,400~5,600~4,800~4,625
Sheet metal wall~8,800~11,200~11,040~10,000
Armored wall~17,600~21,000
Sheet metal door~2,200~2,800~1,920~1,575
Garage door~4,400~4,200~4,320~3,750

Note that satchels and explosive ammo are often cheaper in raw sulfur but far slower and louder — a longer breach gives the defender more time to wake up, repair, and counter. The "true" cost of a raid includes that time risk, not just the sulfur.

Cheapest raid path per tier