Copy the funnel-and-turret layout from most Palworld guides and it works right up until your base hits a higher level — then a wave of flying Pals sails straight over your gate and lands on your storage boxes anyway. That’s not a bug report, it’s how the raid system is designed once you’re past the early game: walls only cover the ground, and most base defense guides only plan for the ground. This guide covers both vectors — the funnel that handles walking raiders and the turret coverage that handles the ones that fly over it — plus the wave math and wall tiers that decide whether either one holds.
Quick Start: Set Up Base Defense in 7 Steps
- Pick a site with 1-2 natural approach paths. Cliffs and water don’t need walls — raiders can only path to a base the AI calculates it can reach on foot [1]. High ground with limited access points cuts raid frequency before you build a single wall [12].
- Build one gate, not several. Every extra opening is a second raid front you have to cover with a second set of turrets.
- Wall in stone or better from day one. Wood gets chewed through in seconds against anything past the earliest raids — see the wall tier table below.
- Unlock the Mounted Crossbow at level 26 as your first automated defense, then upgrade to the Mounted Machine Gun at level 40 [3][5].
- Place two ground turrets flanking the gate, aimed down your kill corridor — not at the gate itself [7].
- Add at least one turret with a clear line to open sky once your base level climbs past the point where flying raids start appearing — covered in the placement section below.
- Keep your combat Pals within 5-10 levels of your own — raiders scale to your Work Pals, so undergeared defenders fall behind fast [13].
Verified against Palworld 1.0 (build 1.100.427, released July 10, 2026). Raid and defense-structure mechanics changed substantially in this update — advice written for earlier versions may cite the old ammo-consuming turret system.
How Raid Difficulty Actually Scales
Raid difficulty isn’t random, and it isn’t tied to how long you’ve played — it’s tied directly to your base’s Work Pals. “The level of raiding enemies automatically scales to the level of the Work Pals assigned to that base,” per the 1.0 patch notes [6][10]. Stack your base with high-level workers to boost production and you’re simultaneously raising the ceiling on who shows up to knock it down.
The lever behind that is base level. Nearly every base level unlocks one more Work Pal slot, up to a default cap of 30 base levels and 15 deployed Pals per base [14]. A fresh level-5 base with three low-level workers draws a trivial raid. A maxed-out base running 15 high-level Pals draws the hardest one the game has, because the game is reading your workforce as a proxy for how ready you are.
That difficulty curve now plays out over multiple waves instead of one attack. Early base levels typically see 1-2 raid waves per event; higher base levels escalate to 3-5 waves in the same raid [9]. That’s the number most defense guides never plan around — a setup that comfortably clears a single wave of 5 enemies can still get overrun on wave 4 if your turrets ran dry or your Pals took chip damage nobody accounted for. Build for the wave count your current base level actually produces, not the one you started with.
One important caveat: older wiki documentation lists specific raid “grades” (2 through 99) tied to fixed enemy rosters — for example, Grade 2 sending three level 1-2 Leezpunk, Grade 18 sending mixed faction elites at level 39 [2]. That page predates the 1.0 wave rework by roughly two years, so treat the grade-to-enemy mapping as historically accurate but not confirmed current — the underlying principle (higher progression = higher enemy level) still holds, the exact roster per grade may not.
If your base isn’t ready for what its own workforce is about to attract, the Negotiator — a new 1.0 visitor — will cancel an incoming raid for gold coins [6][10]. That’s covered in more detail further down, because it changes the entire cost-benefit case for over-building defenses early.
The Three Turret Types, Compared
All three mounted turrets share the same 10,000 HP and the same requirement: a Pal with Handiwork work suitability to operate them, plus a nearby storage container stocked with the right ammo [3][4][5]. Since 1.0, none of them consume ammo to fire — the container just needs to hold a starting stock [6][10]. Where they differ is unlock timing, build cost, and what they’re actually good against.
| Turret | Unlock Level | Key Materials | Ammo | Best Against |
|---|---|---|---|---|
| Mounted Crossbow | 26 | 30 Ingot, 30 Wood, 15 Stone, 5 Nail | Arrows | Early ground raids — cheapest option, get it up before your first real wave count spike |
| Mounted Machine Gun | 40 | 30 Ingot, 10 Nail, 15 Cement | Rifle Ammo | Mid-game ground corridors — the standard flanking-pair setup below is built around this turret |
| Mounted Missile Launcher | 50 | 100 Refined Ingot, 20 Circuit Board, 20 Nail, 50 Cement | Rocket Ammo | Late-game area damage against clustered waves — highest cost, but no aiming-angle limitation is documented, unlike the ground-locked crossbow |
Ammo efficiency is worth planning around even though these figures come from the handheld weapon variants rather than the mounted turrets directly: community DPS testing puts the Multi-Guided Missile Launcher at roughly 80 oil per kill against a comparable target, versus roughly 450 oil per kill for a Laser Gatling-class weapon for similar output [8]. The gap is large enough that it’s a reasonable planning assumption for the mounted Missile Launcher too — oil is the resource that runs out first in a long multi-wave raid, not workload.
The Two-Vector Placement Framework: Ground and Air
Every raid you’ll face comes from one of two entry vectors, and most guides only design against one of them.
Ground vector. This is the funnel every competitor guide already covers: a single gate, a kill corridor roughly 4 tiles wide connecting the gate to your Palbox, and two turrets flanking the inside of the gate, aimed down the corridor rather than at the gate itself [7]. Walking raiders funnel through the gate because they don’t attack walls they aren’t blocked by — they path around obstacles, not through them — so a solid perimeter with exactly one opening reliably concentrates them in your kill zone.
Air vector. This is the one most guides skip, and it’s not a hypothetical: flying Pal raiders at higher raid levels routinely ignore ground walls entirely, flying directly over gates and gaps to attack from above [13]. A base that only covers the ground vector has a wide-open blind spot the moment your base level crosses into flying-raid territory — your perfectly designed corridor does nothing if the raid never touches the ground.
The fix is to treat these as two separate coverage problems, not one. Your ground-vector turrets stay aimed horizontally down the corridor — that placement doesn’t change. For the air vector, you need at least one turret position with unobstructed sky line-of-sight, ideally elevated on a platform near the Palbox rather than tucked against the gate. Community testing on turret aiming angles is thin and largely unconfirmed by any official source, but the reports that exist agree machine-gun-class turrets have more vertical pitch range than crossbow or missile variants — treat that as a testing note, not a confirmed spec, and verify against your own raids before committing your only anti-air turret to a single type.
Worth disclosing directly: one widely-read guide reported its own turret test failing outright — assigned Pals abandoning the mounted weapon and fighting by hand instead of firing [13]. That report predates or overlaps the 1.0 defense-structure rework, which specifically targeted turret reliability by removing the ammo-consumption requirement [6][10]. Whether that fixed the abandonment behavior isn’t independently confirmed as of this writing — build your defense plan assuming turrets are your secondary layer, with a combat Pal squad as the layer that actually has to hold if a turret sits idle.
Wall Tiers: What Actually Survives
Wall material matters more than wall placement once raids scale past the earliest levels. Wood is functionally a placeholder: it breaks in around three hits, under five seconds, against a level-30 raid [11]. Stone is the first tier worth trusting long-term.
| Material | Approx. HP | Notes |
|---|---|---|
| Wood | Low (breaks in seconds vs. level 30+ raids) | Flammable — fire-type raiders burn through it fast; treat as day-1 placeholder only [11] |
| Stone | ~5,000 | Unlocks around tech level 19 [9] — the first tier that reliably outlasts a multi-wave raid instead of just delaying it |
| Metal | ~15,000 | Fire-immune, the standard mid-to-late-game choice [11] |
| Refined Metal | ~40,000 | Highest tier — reserve for your inner wall or gate flanks where turrets sit [11] |
These HP figures come from community testing rather than a datamined source, so treat them as directionally reliable rather than exact. The pattern that matters regardless of the precise numbers: each tier is roughly 3x the one below it, and stone is the point where walls stop being a delay tactic and start being an actual barrier against ground raiders. But raise a wall tier and you’ve only solved the ground vector — remember the air-vector problem above: no wall tier, however thick, stops a flying raider that never touches it [13].
Defense by Player Type
| Player Type | Priority | Build First |
|---|---|---|
| New player | Survive without losing your base slot | Stone perimeter, single gate, 2-3 combat Pals — skip turrets until level 26+ |
| Casual | Low-maintenance setup that scales with you | Ground-vector funnel with 2 Mounted Crossbows, upgrade to Machine Guns as they unlock |
| Hardcore / optimiser | Zero base damage across every wave | Full two-vector layout: ground corridor + dedicated anti-air turret, Metal or Refined Metal walls, Pals within 5 levels of your own |
| Completionist | Capture raid-exclusive Pals without losing production | Same as hardcore, but keep the Negotiator on standby for any raid grade you’re not equipped to fight yet |
Decision Tree: Which Setup Fits Your Base Right Now
Start here: has your base ever been raided by a flying Pal?
- No — you only need the ground vector. Build the funnel-and-flanking-turret layout, upgrade walls to stone, and revisit this tree once your base level climbs.
- Yes — you need both vectors covered now. Add an elevated anti-air turret position immediately; don’t wait for the next raid to confirm the gap.
Next: are your combat Pals within 5-10 levels of your character level?
- No — raiders are scaling to your Work Pals faster than your defenders are leveling. Pull a high-level Work Pal off production and into a defense slot, or accept the Negotiator’s fee until your defenders catch up [13].
- Yes — your Pals are your primary defense layer; treat turrets as backup, not the main plan, given the reliability caveat above.
When Paying the Negotiator Beats Fighting
The Negotiator changes the math on over-building. Before 1.0, every base had to be defense-ready at all times or risk losing structures and Pals. Now you have a real choice: fight the wave for the clear-rewards, or pay gold to cancel the raid outright [6][10]. That’s the correct call whenever your base level has just jumped — new Work Pal, new raid ceiling — and your walls or turrets haven’t caught up yet. Running a Gold Coin Assembly Line adds a wrinkle: it triggers its own dedicated raid event, so a base built around gold farming needs its defense finished before the economy comes online, not after [6].
Frequently Asked Questions
Do I need turrets at all if my combat Pals are strong enough?
You need at least the ground-vector funnel regardless, because it’s what concentrates raiders where your Pals can actually fight them efficiently instead of getting flanked from multiple approach paths. Turrets on top of that are a damage multiplier, not a replacement — and given the documented reliability issues with Pals abandoning mounted weapons, don’t build a plan that assumes turret damage is guaranteed to land.
Why did my walled-off base still lose Pals to a raid?
Two likely causes: either a flying Pal raider bypassed your walls entirely (the air-vector gap this guide is built around), or you sealed the base too completely and your own Pals couldn’t path to fight enemies they had no line of sight to through a wall. A single well-placed gate solves the second problem; only a dedicated anti-air position solves the first.
Should I build my defense before or after growing my worker count?
Before, if you can manage it. Since raid difficulty tracks your Work Pal levels directly, adding a high-level worker before your defense is ready is the single fastest way to invite a raid you’re not prepared for. If you’re already past that point, the Negotiator buys the time your defenses need to catch up.
Is Refined Metal worth building everywhere, or just in key spots?
Just key spots — specifically your inner wall and wherever your turrets sit. The 3x HP jump over Metal matters most where a breach costs you the most (storage, Palbox, turret positions), not on outer perimeter sections that are designed to funnel raiders rather than stop them outright.
For the full early-game progression — which Pals to catch first, base placement, and tech tree priorities — see our Palworld Beginner’s Guide. If you’re deciding which Pals to staff your defense-ready base with, our best worker Pals guide and passive skills guide cover which passives boost combat performance on turret duty. For the building fundamentals behind the funnel layout in this guide, see our base building guide.
Sources
- Raid mechanics — Palworld Wiki
- Base Raids grade table — Palworld Wiki
- Mounted Machine Gun — Palworld Wiki
- Mounted Missile Launcher — Palworld Wiki
- Mounted Crossbow — Palworld Wiki
- Palworld 1.0 Raids: New Wave-Based Base Defense Guide — XGamingServer
- Defense Base Layout — Palworld Companion
- Palworld Weapons Guide: DPS Test, Ammo Efficiency — The Pal Professor
- Raid Guide — Game8
- Palworld 1.0 Base and Raid Rework — PalMods
- Palworld Base Defense That Works While You’re Offline — DungeonPath
- How To Defend Your Base From Raids In Palworld — TheGamer
- Base Defense Tips and How To Deal with Raids — Out of Games
- Palworld Base Guide: Leveling, Best Locations and Workers — NextTier
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
