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💥 Rust Raid Guide

Data version: Rust 2026 | Last updated: 2026-07

Raiding is how you progress in Rust. Destroy walls, break into bases, steal everything. This guide covers raid tools, explosive economics, splash mechanics, raid base strategies, and how to defend against raiders.


🧨 Raid Tools Comparison

Full Explosive Table

Tool Sulfur Cost Damage per Wall Type Range Craft Time
Satchel Charge 480 sulfur Wood: 1, Stone: 3, Metal: 5, HQM: 8 3m 30s
C4 2,200 sulfur Wood: 1, Stone: 1, Metal: 2, HQM: 4 5m 60s
Rocket 1,400 sulfur Wood: 1, Stone: 1, Metal: 2, HQM: 4 15m 10s
HE Grenade 200 sulfur Wood: 2, Stone: 4, Metal: 8, HQM: 16+ 8m 20s
Explosive 5.56 10 sulfur/round Wood: 10, Stone: 30, Metal: 50, HQM: 100+ 50m 1s

Cost per Wall Type

Wall Type HP Satchels C4 Rockets HE Grenades Explosive 5.56
Wood 250 2 (960 sulfur) 1 (2,200 S) 1 (1,400 S) 3 (600 S) 25 (250 S)
Stone 500 4 (1,920 S) 2 (4,400 S) 2 (2,800 S) 5 (1,000 S) 50 (500 S)
Metal 1,000 6 (2,880 S) 4 (8,800 S) 3 (4,200 S) 10 (2,000 S) 100 (1,000 S)
HQM 2,000 10 (4,800 S) 8 (17,600 S) 6 (8,400 S) 20 (4,000 S) 200 (2,000 S)

💡 Cheapest per wall: Satchel Charge (lowest sulfur per 500 HP). But they're unreliable (10s fuse timer with random detonation). Fastest: Rockets (high velocity, long range).

Door Breaking Costs

Door Type HP Satchels C4 Rockets Notes
Wooden door 200 1 (480 sulfur) 1 1 Break with 3 hatchet hits too
Sheet metal door 400 2 (960) 1 1 Standard door
Garage door 600 3 (1,440) 2 (4,400 S) 1 (1,400 S) Most efficient per HP
Armored double door 800 4 (1,920) 2 (4,400 S) 2 (2,800 S) Expensive door

💥 Splash Damage Mechanics

How Splash Works

Explosive Splash Radius Damage Falloff Notes
Rocket 3m (explosion) + 5m (shrapnel) 25% per meter Best for splash
C4 4m 50% per meter Moderate splash
HE Grenade 5m 40% per meter Area denial + trap kill
Satchel 4m 50% per meter Random spread

Rocket Splash Direction

Rockets travel and detonate on impact. The splash cone is directional — it does more damage on the side of the wall that the rocket hits.

Rocket → Wall → Explosion (3m sphere)
         Back wall takes ~50% splash damage
         Adjacent walls take ~50% splash damage
         Floor/ceiling take ~20% splash damage

Raiding Through Splash

Technique How Damage Efficiency
Rocket splash through walls Fire rocket at wall → adjacent wall takes 50% splash 2 walls per rocket if placed correctly
Staircase splash Destroy stairs with floor splash → fall damage kills loot room access 1 rocket per floor
Ceiling splash Rocket at wall → splash damages floor above 1 rocket damages 2 surfaces
Door splash Door destroyed → splash hits room behind 1 C4 for door + loot room damage

Splash Protection (for builders)

Defense How It Works
Staggered walls Offset walls by 1 block — splash hits air between them
Honeycomb with air gap 1 block gap between honeycomb and core absorbs splash
Triangle walls Triangle walls provide 0.75 block surface — less splash transfer
Metal barricade Placed inside walls absorbs some splash damage
Multi-TC bunker Separate bunkers per loot room — splash can't reach all

🚧 Raid Base Setup

What You Need

Item Qty (Medium Raid) Qty (Large Raid)
TC + tool cupboard 1 2+
Wooden boxes 6 20+
Sleeping bags 3 6+
Furnace 1 2
Refinery 1 2
Doors (sheet metal) 4 10+
Lock (code lock) 4 10+
Explosives + ammo Full inventory Full inventory + boxes

Raid Base Design

    [Raid TC] — 2 walls + garage door
    [Airlock 1] — Wood door → Sheet door
    [Furnace room] — Smelting HQ, storing explosives
    [Ammo room] — Boxes of rockets/C4
    [Fighting position] — Window frames facing enemy base

Placement: Build raid base within 50 blocks of target base (TC range). Ensure no splash from your raid can hit your own raid base.

Raid Base Rules

  1. Metal doors only — wooden doors break with 1 satchel
  2. Every room has a bag — respawn close to action
  3. Furnace running — smelt ore to HQM during raid downtime
  4. Garage door on outer wall — quick escape if counter-raid comes
  5. 2-floor design — shooting floor on top, storage below

⚔️ Raid Strategies by Base Type

Small Base (1×2 / 2×1)

Approach Cost Risk
Roof entry 2 C4 (ceiling) Medium — they might have roof traps
Door path 1 C4 per door Low — cheapest, but doors may be armored
Wall punch 2 C4 per wall Medium — predictable

Best method: Find the TC room (usually center). Blast through ceiling from roof. TC destroyed → they can't build. Loot everything.

Medium Base (2×2 honeycomb)

Approach Cost Risk
Staircase up 4 C4 High — usually camped
Foundation entry 6 C4 (foundation + wall) Medium — trolling their floor
Splash through honeycomb 6 rockets (staggered) Medium — efficient
Loot room first 8 C4 High risk — but you hit the jackpot

Best method: Go through multiple walls in a zigzag — not straight to TC. They'll camp the TC path.

Compound / Clan Base

Approach Cost Strategy
External wall breach ~10 C4 for walls Slow but safe
Compound gate 2 C4 for gate + turrets Fast but suicidal
Sneak in Social engineering Low cost, high risk
Raid tower 5 rocket salvo from 100m Expensive but safe

Clan base strategy: If it's a 10+ man compound, don't solo raid it. Get 3+ friends.


🛡️ Defending Against Raiders

Counter-Raid Tools

Tool Effect Cost
Auto turrets 20 damage/bullet, 500 ammo capacity 40 HQM + tech trash
Shotgun traps 2–3 pellets × 200 shells 250 metal frags
Flame turret 5 fire damage/tick × 500 fuel 50 metal frags + tech trash
SAM site Shoot down mini-copters 35 HQM + tech trash
Tesla coil 10 damage per zap (needs battery) Rare component

Defensive Strategies

Tactic How When
Peek shoot Window frame from top floor They're focused on breaking walls
Flank from outside Exit through secret tunnel They're at your front wall
Counter-raid base Build your own raid base behind theirs They committed to one angle
Call allies Discord group or ally clan They outnumber you
Despawn loot Throw loot in fire They're about to break in — deny them

Raid Alarms

Alarm Type Signal Detection
HBHF sensor Looks for living entities Moving players 30m
Pressure pad + speaker Footsteps trigger alarm 3×3 area
Door sensor Door opened alarm On any door
Turret + alarm combo Turret fires → alarm sounds Turret range

📊 Cost-Benefit Analysis

Is This Raid Worth It?

Target Base Likely Loot Value Cost to Raid Verdict
1×2 wood starter ~1,000 scrap 2 satchels (960 sulfur) Not worth
2×2 stone (honeycomb) ~10,000 scrap 4 C4 (8,800 sulfur) Maybe
2×2 HQM core ~50,000 scrap 6 C4 (13,200 sulfur) Probably
Compound (6+ players) 100k+ scrap 20+ C4 Only with allies
Oil Rig loot base 200k+ scrap 15+ C4 If you know it's stacked

When NOT to Raid

Situation Why
Server wipe is tomorrow Loot will be gone in hours
No furnace/refinery near target Can't smelt ore during raid
You're outnumbered Counter-raid = you lose everything
Target is online (10+ players) They'll fight back — costly
You have < 50% of estimated cost Running out of explosives mid-raid = disaster

🧰 Raid Preparation Checklist

  • [ ] Target base scouted (wall type, door type, likely TC room)
  • [ ] Explosives crafted (rockets + C4 + ammo)
  • [ ] Med syringes (12+)
  • [ ] Bandages (2 stacks)
  • [ ] Armor (full metal/HQM)
  • [ ] Weapon (AK/M249 + bolt action)
  • [ ] Ammo for weapons (3+ stacks)
  • [ ] Raid base built within TC range
  • [ ] Sleeping bags in raid base
  • [ ] Furnace running in raid base
  • [ ] Escape plan (if counter-raid comes)
  • [ ] Loot transport plan (horse, boat, mini-copter)
  • [ ] Check server time (avoid peak hours if outnumbered)