Defence in OGame: Deterrent and Time Gain
Planet defence is not an absolute protection measure, but a deterrent tool. Strong defence makes attacks more expensive and therefore unprofitable for many attackers. It also gives you time: when an attack is announced, you still have minutes or hours to get your fleet to safety — solid defence can inflict enough damage in battle that the attacker can no longer cover their losses.
Defence never replaces fleetsave. Against a large fleet, any defence can eventually be broken. The real value lies in deterring smaller and medium-sized attackers.
All Defence Structures Overview
| Structure | Cost (M/C) | Attack | Shield | Structure |
|---|---|---|---|---|
| Rocket Launcher | 2,000 / 0 | 80 | 20 | 200 |
| Light Laser | 1,500 / 500 | 100 | 25 | 200 |
| Heavy Laser | 6,000 / 2,000 | 250 | 100 | 800 |
| Gauss Cannon | 20,000 / 15,000 | 1,100 | 200 | 3,500 |
| Ion Cannon | 5,000 / 3,000 | 150 | 500 | 1,500 |
| Plasma Turret | 50,000 / 50,000 | 3,000 | 300 | 10,000 |
| Small Shield Dome | 10,000 / 10,000 | 1 | 2,000 | 20,000 |
| Large Shield Dome | 50,000 / 50,000 | 1 | 10,000 | 100,000 |
Costs in Metal / Crystal. Deuterium costs vary. Values without research bonuses.
Which Defence is Worth It?
Essential: Shield Domes
Every planet should have at least a Small Shield Dome, main planets a Large one. Shield Domes are no offensive force, but their massive structure points and high shield values force attackers to use more firepower. They can only be destroyed once per battle and are restored with a 70% chance after battle.
Efficiency King: Gauss Cannon
The Gauss Cannon offers the best ratio of combat value to cost. High attack value, solid armour — it strikes weaker ships efficiently and is particularly valuable against bomber attacks, because Bombers have no Rapidfire against them.
Top Tier: Plasma Turret
The Plasma Turret is the strongest individual defence structure. Extremely high attack value and robust structure make it the backbone of any serious defence. The costs are high — Plasma Turrets as mass spam only makes sense for well-developed players.
Mass Option: Rocket Launcher
Rocket Launchers are cheap and therefore good for mass building. The problem: Bombers have RF 20 against them — a single Bomber can hit 20 Rocket Launchers in one combat round. Pure Rocket Launcher defence collapses quickly against Bomber fleets.
Anti-Bomber Defence
Bombers are the greatest risk to planet defence, as they have Rapidfire against the cheapest structures. To make bomber attacks expensive, focus on structures without Bomber Rapidfire:
- Gauss Cannons: No Rapidfire from Bombers — high single damage
- Plasma Turrets: No Rapidfire from Bombers — highest damage
- Shield Domes: No Rapidfire — absorb massive amounts of damage
- Heavy Lasers: No Bomber Rapidfire — cheaper middle ground
Avoid building your defence 80% from Rocket Launchers and Light Lasers if you fear bomber attacks.
Defence Strategy by Playstyle
Miner Players (Collector Class)
Miners are more focused on their planet production and invest more in defence than fleeters. A typical miner defence includes hundreds of Gauss Cannons, several Plasma Turrets and both Shield Domes. The goal is to be unattractive as an attack target.
Fleeters (General Class)
Fleeters rely primarily on fleetsave and mobility. Their planet defence is usually lighter — sufficient to deter opportunistic raiders, but not a massive investment block. Resources flow into ships.
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