
A raid on your base is also a raid you can raid. Here is how to decide between defending, counter-raiding, and cutting your losses.

Honeycomb is not just extra walls. Layered properly, it decides where a raider has to spend, and whether they run out before they arrive.

Solo players lose bases to attention, not to firepower. Being unremarkable is a defensive stat, and you can build for it.

Every monument has a loot rating and a risk rating, and they are not the same number. Sort them by risk and your first hour stops ending in a respawn.

Most players grind recoil patterns and still lose fights they should win. The cheaper skill is being aimed at the right place before the fight starts.

Half of solo bases leave their turrets unpowered at night. Run this five-point check so your auto-turret defense is always live.

You do not need a clan to defend an online raid. You need a handful of angles you can hold and rotate between. Start here.

Your first two hours decide your wipe. Here is a simple route framework so you come out of the early game with a kit lead instead of a backpack of nodes.

Before you swing a single tool, you should already know the explosive cost of every wall between you and the loot. Here is how to count it.