OGame Defense Calculator
Estimate a planet defense profile from launchers, lasers, ion cannons, gauss cannons, plasma turrets, shield domes, combat techs, rapid-fire pressure, and missile exposure.
Defense Rating Result
Rocket Fodder
Run the calculator to rate launcher coverage.
Laser Screen
Run the calculator to compare laser layers.
Ion Buffer
Run the calculator to measure shield soak.
Heavy Guns
Run the calculator to rate gauss and plasma punch.
| Defense unit | Weapon power | Shield power | Combat hull |
|---|---|---|---|
| Rocket Launcher | 80 | 20 | 200 |
| Light Laser | 100 | 25 | 200 |
| Heavy Laser | 250 | 100 | 800 |
| Ion Cannon | 150 | 500 | 800 |
| Gauss Cannon | 1,100 | 200 | 3,500 |
| Plasma Turret | 3,000 | 300 | 10,000 |
| Small Shield Dome | 1 | 2,000 | 2,000 |
| Large Shield Dome | 1 | 10,000 | 10,000 |
| Attacker pressure | Main rapid-fire concern | Defense layer stressed | Calculator adjustment |
|---|---|---|---|
| Light fighter swarm | Target saturation | Heavy guns overkill single targets | Fodder coverage weighted up |
| Cruiser raid | Cruisers rapid-fire rocket launchers | Rocket-heavy walls | Launcher exposure weighted up |
| Bomber wing | Bombers pressure most defenses | Launchers, lasers, ion, plasma | Broad RF penalty applied |
| Destroyer push | Destroyers punish light lasers | Light laser screens | Laser exposure weighted up |
| Deathstar grind | RIPs grind gauss and ion heavily | Gauss and ion layers | Heavy-unit exposure weighted up |
| IPM-prepped hit | Missiles remove selected defenses | Highest-value turrets | ABM coverage and IPM pressure used |
| Composition style | Useful ratio target | Strength | Weak point |
|---|---|---|---|
| Starter dome cover | Domes plus 20 to 100 fodder | Discourages tiny raids | Still poor against cruisers |
| Classic fodder wall | 2 rockets per 1 light laser | Absorbs random targeting | Rapid-fire can clear launchers |
| Balanced turtle shell | 20 fodder per heavy gun | Protects gauss and plasma shots | Needs ABMs against IPM prep |
| Ion buffer shell | Ion layer near heavy laser count | Adds shield soak | Lower weapon density |
| Plasma deterrent core | 1 plasma per 80 to 120 fodder | Threatens capital ships | Bomber and IPM attention |
| Combat rule | Practical value | Calculator use | Planning note |
|---|---|---|---|
| Weapon technology | +10% attack per level | Multiplies turret weapon score | Raises deterrent firepower |
| Shielding technology | +10% shield per level | Multiplies shield soak score | Helps domes and ion cannons |
| Armor technology | +10% hull per level | Multiplies combat hull score | Improves repair-weighted durability |
| Combat duration | Up to 6 rounds | Scales pressure test | Long fights favor stable coverage |
| Defense repair | Often 70% | Boosts survivability score | DTD settings reduce the benefit |
| Shield domes | One small and one large | Count as strong shield units | They do not protect every unit directly |
Defense in OGame determine whether a raid becomes a disaster or an inconvenence. Many player become aware of the importance of defense after a cruiser raid destroy there rocket launcher. Players must have the correct unit for the specific enemy they are fighting.
There is many types of defense units, and each one have its strengths. Rocket launcher are cheap and common but cruisers can destroy them easy. Light laser are another form of defense but will decline rapid if targeted by light fighter.
Use the OGame Defense Calculator to Protect Your Planet
Gauss cannon and plasma turret can destroy target quickly but only if they survives the raid. The calculator make mathematical calculation for players regarding there defense and removes the guesswork for there defense. The calculator require players to enter information regarding there defense.
The attacker profile will influence the outcome of the calculations. For example, a bomber wing will destroy much defense units but a light fighter swarm will target the cheapest defense unit. The universe rule will also impact the outcome of defense because the percentage of repair will decline for defense units.
The technology level for guns will enhance the effectiveness of defense unit. Weapon technology, shield technology, and armor technology add ten percent of improvement for each level of technology. For instance, plasma turret will be more effective if the player finish the plasma turret technology upgrade.
The repair chance will have a separate input box for players to enter the percentage of how likely a defense unit will be repaired after a raid. A higher percentage indicate that the planet will have fewer destroyed defense unit after the raid. The hold index will display the outcome of the calculation for players to understand the strength of there defense.
Rapid fire exposure is often underestimated in game but is a necessary exposure for defense to withstand an attack. The rapid fire exposure will measure the destruction of valuable gun before they get to engage in the battle. Depending on the attacker select for players, the calculator will apply penalty for rapid fire to each defense unit.
If the rapid fire risk is high, players can add more fodder unit in front of there heavy gun. Many player will add fodder for this specific reason. The IPM table work different than the fleet table.
For instance, missile will remove high-value target before the fleet begin to fight. That is why anti-ballistic missile must be enter as an input. The calculator will adjust the final score depending on the number of anti-ballistic missile and the threat level of the incoming missile.
The reference table will display the statistics of each type of defense unit. These table will inform players of the reason for the ratio in the defense calculator. For example, the table will allow players to decide whether to use ion to increase the soak of defense shield or to add more gauss cannon to increase the damage that is done to attacking fleet.
The table are here to provide the player with a logic to the calculations that the defense calculator makes. There is many mistake made in building defense but for the wrong reason. For example, a player may have built an impressive defense for a mixed fleet but fail against a cruiser or a deathstar.
The defense calculator will tell player if this is the case. A thin ratio of fodder to heavy gun is one cause of defense losing there valuable gun to random targeting. Players can enter the same defense but against two different attacker type.
The ratio of hold index will inform player of the weakness of the defense. Players can use that information to avoid losing there planet to attack by enemy player. Defense is connected to the rest of the account and resource.
If player have any resource parked behind the defense, they must enter that value in the protected fleet value. The higher the protected value of the fleet, the more valuable the defense need to be to protect that resource. This value is incorporate into the final calculation of the defense calculator.
Building defense is about matching the cost of building defense to the risk of an attack. The calculator allow player to test that before spending there resource on building defense. Once they understand every aspect of the defense calculator, player will make better decision with there resource.
