Base Defence and Raiding in ROB RUN: Fuses, Decoders and How Many You Need
Every building on a base has its own security system. Owners protect it with Electronic Fuses, and raiders break it with Decoders. Bring a building's defence down to zero and you get into it. This guide covers how defence is worked out, what each fuse and decoder does, and exactly how many decoders each building takes.

How base defence works
Base protection. Every building starts with some defence before you add anything: 5 for a Trailer, 30 for a Mansion.
Fuses. Open the security panel on the building's wall and put fuses in its slots. Each fuse adds its points to the defence.
Decoders. A raider starts a hack at the same panel. Fitting a decoder takes 12 seconds, removes its points from the defence, and is used up.
Full hack. At zero defence the building is hacked: every door, gate and window opens for a while, and the base gets a raid block that stops some actions.
Repair. The owner repairs the panel afterwards. Fuses are not destroyed in a hack, so the full defence comes back.
Decoders do not open safes or security cabinets inside a building. Those need a Master Key.
Decoders
Decoder | Removes | Notes | |
|---|---|---|---|
Decoder (uncommon) | 1 point | The basic decoder | |
Decoder (epic) | 3 points | Barter 3 uncommon Decoders + $10,000, or trade a filled Action Camera | |
Decoder (legendary) | 5 points | The strongest decoder |
Barter happens at the Suspicious Door in Lenny's Motel.
Electronic Fuses
Fuse | Adds | Research | Price | Tier | |
|---|---|---|---|---|---|
1 point | $10,000 | $20,000 | I | ||
3 points | $150,000 | $100,000 | II | ||
5 points | $500,000 | $250,000 | III |
You can also barter an epic fuse plus $250,000 for a legendary one.
How many decoders each building takes
"Max defence" is every slot filled with a legendary fuse. The decoder columns show how many uncommon / epic / legendary decoders it takes to reach zero.
Building | Base | Fuse slots | Max defence | Decoders, no fuses | Decoders, all legendary |
|---|---|---|---|---|---|
Trailer | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
Small House | 15 | 27 | 150 | 15 / 5 / 3 | 150 / 50 / 30 |
Mansion | 30 | 42 | 240 | 30 / 10 / 6 | 240 / 80 / 48 |
Car Garage | 4 | 6 | 34 | 4 / 2 / 1 | 34 / 12 / 7 |
Large Car Garage | 6 | 12 | 66 | 6 / 2 / 2 | 66 / 22 / 14 |
Warehouse | 10 | 15 | 85 | 10 / 4 / 2 | 85 / 29 / 17 |
Workshop | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
Grow Room | 5 | 9 | 50 | 5 / 2 / 1 | 50 / 17 / 10 |
Chemical Laboratory | 3 | 6 | 33 | 3 / 1 / 1 | 33 / 11 / 7 |
Mesh Fence | 2 | 3 | 17 | 2 / 1 / 1 | 17 / 6 / 4 |
Metal Fence | 5 | 6 | 35 | 5 / 2 / 1 | 35 / 12 / 7 |
Concrete Fence | 10 | 9 | 55 | 10 / 4 / 2 | 55 / 19 / 11 |
Work it out yourself: add the base protection and every fuse's points, then divide by the decoder's points and round up. A Small House with 10 epic fuses has 15 + 10 × 3 = 45 defence: 45 uncommon, 15 epic or 9 legendary decoders.
A Farm Fence has no defence and cannot be hacked.
Alarm Systems
Each security panel also has 3 alarm slots. Alarms add no defence; they warn you that a hack has started.
Alarm | Warns | Research | Price | Tier | |
|---|---|---|---|---|---|
Everyone at the location | $15,000 | $30,000 | I | ||
You | $25,000 | $60,000 | II | ||
You and your whole clan | $50,000 | $200,000 | II |
Defence tips
Fuse the buildings that make money first. The Chemical Laboratory (base 3) and Grow Room (base 5) are the easiest targets on most bases.
A clan alarm is worth it if your clan is online: a hack takes 12 seconds per decoder, which is time for help to arrive.
Close your front door when you leave.
Raids and eviction
While a base is being raided, its vendors, Black Market and Shipment unlocks are blocked. An Eviction Right, bartered for 50 epic Decoders, goes on a plot plan and evicts its owner: they lose the property on that plot and you can take some of it. Eviction needs every security system on the base fully hacked.
Related: Grow Room guide and Laboratory guide.