Rust Raid Calculator

Pick what you're raiding and what you can use, and get the cheapest way in. Vanilla values; anything marked ≈ is an estimate.

1 · What are you raiding?

2 · What can you use? Tap to allow / block
3 · How should it plan?
How raiding in Rust works+

Every building block, door and deployable has a fixed amount of health, and every explosive does a fixed amount of damage to it. How much depends on what the target is made of: a rocket does the same damage to a stone, sheet metal or armored wall, but those walls have 500, 1,000 and 2,000 HP. Doors take damage differently from walls, which is why an armored door (1,000 HP) only needs 2 C4.

The numbers this calculator uses for C4, rockets, satchels, explosive 5.56 and beancans are the vanilla raid values (the same counts RustLabs lists). Everything marked ≈ (eco, fire, melee, siege, HV/F1/40mm and deployables) is an estimate: no reliable published table exists for those. Check them on your server before you farm for them.

  • Hard side vs. soft side. Explosives do the same damage from either side. Melee tools only do real damage to the soft side (the inside face, with the support beams), so pick the "soft side" walls if you can reach the inside, e.g. through a window, a peek-down or from a neighbouring base.
  • Eco raiding means getting in without sulfur, or with very little. Wooden doors and wood walls burn: 2 molotovs or 1 incendiary rocket open a wooden door, and fire arrows work too. A full hatchet, salvaged axe or a couple of wooden spears will chop through a wooden door. Beancans are the cheapest real explosive. Hit Eco raid above the tools to switch to these.
  • Melee counts are in full-durability tools: "2 × Pickaxe" means you'll wear out about two pickaxes. Bring spares or repair at a workbench. It's slow and loud, so it works best on offline or abandoned bases.
  • Fire only hurts wooden things, does nothing in rain, and stops when the owner puts it out or repairs. Fire counts are the most optimistic numbers here.
  • Siege weapons (Primitive update): the battering ram takes about 10 hits on a stone wall and needs high-quality metal to repair between hits. Catapult propane bombs can also be placed by hand and lit with a torch, but they do less damage that way.
  • HV rockets and F1 grenades are meant for players and turrets. They're listed so you can compare, but they're almost never worth it against buildings.
  • Explosive 5.56 is only cheap if every bullet lands. Missed shots cost sulfur. In practice, budget 10–20% extra (there's an accuracy setting).
  • Satchels can dud. They sometimes fail to go off and have to be picked up and relit. The count here assumes they all go off.
  • Floors, foundations, doorways and window frames have the same HP as a wall of the same tier, so they cost the same to break.
  • Mixing: when the cheapest single explosive overshoots a target's HP, finishing it with something smaller (for example, 3 C4 plus explosive ammo on a sheet metal wall) can save sulfur. The planner tries every two-explosive combination for each target (melee and siege are never mixed). Mixed counts can be off by a round or two, so bring a few spare.
  • Gunpowder: 20 sulfur + 30 charcoal makes 10 gunpowder. 1 wood burns into about 1 charcoal.
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Total sulfur
0Gunpowder
0Items thrown / shot
0Targets
0Total HP
What to craft
Raw materials
Crafted along the way
Sulfur nodes to farm
at 1x gather rate · 300 sulfur per node
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Per targetTap a target to compare or force a method