New raiders buy explosives. Good raiders buy time, respawns and second attempts. A raid kit should keep the push alive after the first soaker dies or the first bed gets found.
Core raid pieces
The exact list changes by target, but every serious push needs soak, damage, respawn and control. Saddles matter as much as the soaker line. Beds and bags decide whether one death ends the raid. Ammo and backup weapons keep pressure while the main plan resets.
- Soakers with saddles: Stego, Trike, Carbonemys, Paracer or cluster meta.
- Explosives: C4, rockets, grenades or target-specific damage.
- Beds, bags, sleeping bags and FOB structures.
- Flak sets, weapons, ammo, grapples, brews and med support.
- Backup cryos or replacement soakers if the first push fails.
Before you push
Scout turret settings, generator locations, spam, angles, crouch points and online defenders. Do not unload the entire kit where a scout can count it. Stage gear in layers so losing one box does not end the attempt.
- Mark turret range and blind spots.
- Split explosives and backup kits.
- Place beds before committing soakers.
- Keep a clean retreat route.
Common raid kit mistakes
The classic mistake is buying the damage package but not the logistics package. Without beds, saddles, extra flak, brews and ammo, the raid fails the moment defenders trade one kit or force one bad soak.
- Too much C4, not enough respawn plan.
- Soaker with weak saddle.
- No plan B when defenders come online.
When a service makes sense
Use raid kits when the target and timing are already known. The ticket should say what you are pushing, what soakers you need, whether saddles are included and how delivery avoids exposing the raid window.
