GuidePalworld
Palworld Base Defense Guide: 3 Wall Tiers That Matter

About the game
Palworld
Palworld base defense isn't about stacking the fanciest structure you can unlock. I built my first base against an open field because it looked flat and convenient. Three raids later, I'd relocated to a spot with a cliff at my back, and the difference wasn't subtle. It's about a couple of specific mechanics the game barely explains, and getting them wrong costs you resources you'll want later.
Updated 2026-10-05: Palworld's current defense roster includes Pal-operated Mounted Machine Guns and Mounted Missile Launchers alongside the three Defensive Wall tiers.
TL;DR: Palworld has no unmanned turret or player-operated cannon, but it does have Pal-operated defenses. Build a Defensive Wall (Wood at level 8, Stone at level 19, Metal at level 30), keep combat-capable Pals stationed at the base, and add a Mounted Machine Gun or Mounted Missile Launcher if you can supply the required Pal and materials. Raiders spawn 50 to 150 meters out, Pals fight automatically, and base Pals repair damage after the raid. You can disable raids in World Settings or build where the AI cannot reach on foot.
Palworld base defense? (quick answer)
There is no unmanned turret or player-operated cannon in the base-defense system. Build a Defensive Wall around your perimeter, keep combat-capable Pals at the base, and add a Pal-operated Mounted Machine Gun or Mounted Missile Launcher when you reach those technology tiers. The machine gun needs a Handiwork Pal and Rifle Ammo; the missile launcher is a later heavy option. No special guard-duty Work Suitability is needed for a Pal to fight a raid.
Key Takeaways
- No unmanned turret or player-operated cannon exists for base defense in Palworld. Pal-operated defenses do exist: Mounted Crossbow, Mounted Machine Gun, and Mounted Missile Launcher.
- Defensive Walls are a separate structure from regular building walls, with dramatically higher HP: Wood 5,000, Stone 20,000, Metal 50,000.
- Raiders spawn 50 to 150 meters from your Palbox, confirmed on the wiki's own Palbox page.
- Pals defend automatically when a raid hits. There's no separate "Defense" or "Watch" Work Suitability for ordinary base Pals.
- Assigned Pals repair structural damage automatically once a raid ends.
- You can disable raids entirely in World Settings, or place your base somewhere raiders literally can't walk to.
- There's no official "move base" button. Relocating means deleting the Palbox and placing a new one, community-tested, not wiki-documented.
Overview: how raids actually work in Palworld
A raid in Palworld isn't a scripted event tied to a clock. It happens while you're at your base, and only if the AI considers your base "raidable," meaning raiders can actually walk to it. Put your Palbox on an isolated mountain shelf behind a cliff face, and it may never get raided at all, since nothing can reach it on foot. That's the first lever you have, and it's the one most guides skip because it sounds too simple to be a real strategy.
Raid composition scales with a "Grade" system that runs from 2 to 99. Early raids are weak: expect land-based Pals like Leezpunk or Direhowl wandering in. Push further into the game and raids escalate to flying Pals and human factions (Syndicate, Free Pal Alliance, Brothers of the Eternal Pyre) carrying gear that ranges from bats to laser rifles. If your first raid felt like a non-event and your fifth one felt like a small war, that's not your imagination. The system is built to ramp.
A raid ends one of three ways: every raider is defeated, every Pal at your base is defeated, or the raiders retreat, which happens after they've lost roughly 50 to 75% of their numbers or after several minutes have passed. Defeated raiders drop Pal Spheres, Treasure Keys, ammo, and crafting odds and ends, and some can even be captured afterward, though the wiki notes they're difficult to tame given how hostile they are by nature.
If none of that sounds appealing, you don't have to deal with it. Raids can be switched off entirely through World Settings, whether you're on a dedicated server or playing solo.
Why walls still matter alongside Pal-operated defenses
Here's the thing that trips people up: Palworld does not have an unmanned turret or player-operated cannon for your base, but it does have Pal-operated defense structures. The Mounted Crossbow, Mounted Machine Gun, and Mounted Missile Launcher are buildable defenses that a Pal operates. The current wiki lists the Mounted Machine Gun at level 40 and the Mounted Missile Launcher at level 50, so neither replaces an early Defensive Wall.
What anchors a raid defense is still the humble wall, and specifically not the wall you've been building your house out of. Regular structure-set walls (Wood, Stone, Metal, Glass, and the rest) are meant for aesthetics and have modest HP: 500 for Wood, 1,000 for Stone, 2,000 for Metal. Fine for a house. Useless against raiders.
The structure you actually want is the Defensive Wall, a separate build category entirely, and it's absurdly tanky by comparison. According to the wiki, raiders overwhelmingly favor melee attacks against walls over ranged abilities, and basic Defensive Walls have such high defense that "just about every attack against them does only 1 damage." Put one up early and most raids simply can't chip through it before giving up.
I'll admit I didn't believe this the first time I read it. My early base had a half-finished wooden Defensive Wall ring and a raid still ended with almost nothing damaged. It felt anticlimactic in the best way.
One more mix-up worth clearing up before you go shopping for materials: Bear Traps (Small and Large) show up in a structure search next to walls, and they are not a raid defense. They're a capture tool: the Small trap immobilizes small wild Pals and the Large trap immobilizes large ones, so you can land a sphere throw while they're stuck. Building a ring of Bear Traps around your base does nothing against raiders. It's an easy mistake to make since both fall under the same "Defenses" build category in the crafting menu. For player weapons to use when you join the fight, see the Palworld weapons tier list.
If you're still deciding where to put your next base at all, the terrain question matters as much as the wall does. Our Palworld best mining base locations guide covers five confirmed ore clusters and already flags which ones sit near natural chokepoints, useful if you want a resource-rich spot that also happens to be defensible. The Palworld complete guide hub keeps the wider base and progression route in one place.
GODEEPER: Base placement and base defense are two different problems that solve each other. Palworld Best Mining Base Locations →
The 3 Defensive Wall tiers, side by side
Three tiers exist, and the jump in durability between them is enormous. None of these numbers are guesses, they're pulled straight from the wiki's own structure data.
| Tier | HP | Unlock Level | Tech Tier | Cost |
|---|---|---|---|---|
| Wooden Defensive Wall | 5,000 | 8 | 16 | 10 Wood |
| Stone Defensive Wall | 20,000 | 19 | 29 | 10 Stone + 1 Cement |
| Metal Defensive Wall | 50,000 | 30 | 43 | 10 Ingot + 1 Cement |
A few things jump out once you line these up. First, the jump from Wood to Stone is a flat 4x HP increase for a fairly cheap material swap, worth doing the moment you hit level 19. Second, Metal at 50,000 HP is so far past what any early or mid-game raid grade can chip through that once you're placing Metal walls, raid damage to your perimeter basically stops being a concern at all, barring a very late-game Grade raid with a large, coordinated raider group. Third, none of these require rare materials. Cement and Ingots are the only step up from raw Wood or Stone, so there's no reason to be sitting on Wooden walls once you've cleared level 19.
Combat in Palworld runs in real time, aim and fire, the same input the game hands you when a raid closes in on a base you're actively defending.
Step-by-Step: setting up a base that survives a raid
- Scout for a raid-limiting location before you place the Palbox. A cliff at your back, a narrow single approach, or genuinely unreachable terrain all reduce how exposed your base is. This costs nothing and does more heavy lifting than any structure you'll build.
- Ring the Palbox's roughly 35-meter radius with a Defensive Wall as early as level 8. Wooden tier is cheap enough that there's no excuse to skip it. Even a partial ring covering your main approach angle helps.
- Upgrade to Stone the moment you hit level 19. The 4x HP jump for a Cement-and-Stone cost is one of the better material trades in the game.
- Keep combat-capable Pals stationed at the base, not just production Pals. There's no separate guard-duty Work Suitability among the 12 types (Kindling, Watering, Planting, Generating Electricity, Handiwork, Gathering, Lumbering, Mining, Medicine Production, Cooling, Transporting, Farming), so any Pal physically present can end up fighting. A Mounted Machine Gun or Mounted Missile Launcher is different: assign a Pal with Handiwork, then supply the machine gun with Rifle Ammo. The Palworld best ranch Pals guide is useful when you are balancing production slots against defenders.
- Upgrade to Metal at level 30 once your tech tree and raid Grade have both climbed. By this point you're facing flying Pals and armed human factions, and 50,000 HP walls are what keeps that fight from ever touching your production lines.
- Decide up front whether you even want raids on. If the base-defense loop isn't your thing, World Settings lets you turn raids off completely in single-player or on a dedicated server.
How to move your base in Palworld if you picked a bad spot
This is the situation from the intro: you placed your Palbox somewhere that looked fine and it wasn't, and there's no in-game "move" button anywhere on the Palbox's menu. The wiki doesn't document a relocation process at all, so this section is built from consistent, cross-checked testimony from a live r/Palworld thread rather than an official source, worth knowing up front since Pocketpair hasn't written this down anywhere themselves.
The actual mechanic: you delete the existing Palbox. The moment you do, everything inside your old base radius starts exposed to weathering and begins to decay, though multiple players in the same thread describe the damage as minor if you act within a few minutes rather than leaving it for days. Place a new Palbox at your target spot and it establishes a fresh 35-meter radius, the same fixed size as before, just centered somewhere new. The Palworld fast travel towers guide helps plan the travel route between the old and new base area.
The part that actually costs you something: certain structures, conveyor belts, furnaces, and stoves came up repeatedly, can only exist inside an active Palbox radius. If your old base's layout doesn't fit inside the new radius, those get destroyed rather than just left standing. The community-tested fix is to manually dismantle anything valuable before you delete the Palbox, banking the materials in your inventory, then rebuild once the new one's down. Players doing this reported the whole move taking well under five minutes when the new spot wasn't drastically far from the old one. Pals don't need manual reassignment either, per the wiki's own Palbox page, they'll repair whatever weathering damage occurred once they're back working the base.
If you're only nudging the base a short distance, some players report the fastest approach is deleting individual structures at the edges you're losing rather than the whole Palbox, but that only works if the Palbox itself is staying roughly where it was. Moving the Palbox is the only way to genuinely relocate the base's center and its raid-facing terrain, which is the whole reason you'd want to move it after reading the defense section above.
What happens when a raid actually hits
This is the part the wiki genuinely spells out, and it's worth knowing before your first one catches you off guard. When a raid triggers, enemies spawn 50 to 150 meters from your Palbox and move in. Any Pal stationed at your base automatically starts fighting back, there's no menu, no toggle, no special Work Suitability assignment required for this to happen. Combat participation is not a separate job you configure for ordinary base Pals, it's just what a Pal does when something hostile shows up nearby.
The raid plays out until one of three things happens: the raiders are wiped out, every one of your base's Pals is knocked out, or the raiders retreat after taking heavy enough losses (50 to 75%) or after enough time passes. Assuming your side comes out ahead, the aftermath is refreshingly low-maintenance. Per the wiki's Palbox page, Pals assigned to the base repair any structural damage automatically once the fight ends. You're not standing there with a hammer patching holes. If your Defensive Wall held (and with Stone or Metal tier, it almost always does, per the wiki's note that raiders do essentially 1 damage per hit against a Defensive Wall), there's often nothing to repair in the first place.
There's also a reward side to this that's easy to overlook when you're focused purely on not losing anything. Defeated raiders drop Pal Spheres, Treasure Keys, and ammunition, materials you'd otherwise be farming or crafting by hand. A base that survives raids consistently turns them from a threat into a minor, occasionally profitable annoyance. The Palworld alpha boss locations guide covers the separate high-level fights that need a combat-ready base roster.
If your roster leans toward high-output but combat-weak Pals, that's worth revisiting before your next raid rather than after. Our Palworld best Pals tier list ranks the strongest picks across combat and base work, which doubles as a decent shortlist for who to keep near the Palbox instead of shipped off to a mining outpost.
GODEEPER: Not every Pal on your roster is worth keeping near the base for a fight. Palworld Best Pals Tier List →
Tips: mistakes that get bases wrecked
Don't confuse regular walls with Defensive Walls. They're genuinely different structures in the build menu, and the HP gap (500 vs 5,000 at the cheapest tier alone) is a 10x difference. If your base "keeps taking damage" during raids, check which wall type you actually built.
Don't spend materials on Bear Traps expecting them to slow raiders down. They're a Pal-capture tool with 500 HP each and a size-specific trigger, Small for small wild Pals, Large for large ones. They do nothing against a raid.
Don't strip your base down to pure production Pals to maximize output. It's tempting once you've read a mining or farming guide and want to optimize every slot, but a base with zero combat presence has nothing fighting back when raiders arrive beyond whatever's left standing. Keep at least a couple of sturdy Pals in the mix. The Palworld breeding guide explains the resource loop behind raising stronger workers and fighters.
Don't assume a raid will always find you. If your base sits somewhere the AI genuinely can't path to on foot, you may go a long time without ever seeing one. That's not a bug to fix, it's a legitimate defensive strategy, arguably the best one, since a raid that never spawns can never do damage.
Don't wait until level 30 to build anything. A Wooden Defensive Wall at level 8 for 10 Wood a piece is nearly free. There's no reason to run an unwalled base for twenty-plus levels while you save up for Stone.
Key art from Pocketpair's 1.0 launch trailer. The firepower on display here is exactly what late-game raiders bring once human factions start showing up armed.
Frequently Asked Questions
How do you defend your base from raids in Palworld? Build a Defensive Wall around the perimeter (Wood, Stone, or Metal tier) and keep Pals stationed at the base. Pals defend automatically the moment raiders spawn, no job assignment needed.
Does Palworld have turrets for base defense? There is no unmanned turret or player-operated cannon, but Palworld does have Pal-operated defenses. Mounted Crossbow, Mounted Machine Gun, and Mounted Missile Launcher structures let assigned Pals attack hostile targets; the machine gun uses Rifle Ammo.
How far away do raiders spawn from your Palbox? 50 to 150 meters, per the wiki's own Palbox page. A base tucked against a cliff or narrow pass limits how many directions raiders can approach from.
Can you stop raids from happening at all in Palworld? Yes. Raids can be turned off entirely in World Settings. Separately, a base the AI can't reach on foot, an isolated mountaintop behind cliffs, won't get flagged as raidable in the first place.
Do Pals repair base damage after a raid in Palworld? Yes. Once a raid ends, Pals assigned to the base repair structural damage automatically, according to the wiki's Palbox page. You don't need to manually rebuild anything.
How do you move your base in Palworld? Delete the existing Palbox and place a new one at your target spot. There's no official move button, this isn't documented on the wiki, but it's consistent across multiple players' testimony on Reddit. Structures outside the new 35-meter radius, plus anything that only exists inside a Palbox radius (conveyor belts, furnaces, stoves), get destroyed unless you dismantle them first and rebuild after.
Which Defensive Wall tier should I build first in Palworld? Wooden, it unlocks at level 8 and only costs 10 Wood per piece. Upgrade to Stone at level 19 and Metal at level 30 as your tech tree and raid difficulty both scale up.
Are Bear Traps useful for stopping Palworld raids? No. Bear Traps are a capture tool for immobilizing large wild Pals so you can throw a sphere at them. They're not a base defense structure, a mix-up worth clearing up before you waste materials.
Related Reading
- Palworld New Pal Locations: 72 New Pals, 2 New Zones (2026): Confirmed spawn coordinates for the 72 Pals the 1.0 update added, most clustered in Sunreach.
- How to Catch and Breed Jetragon in Palworld (2026): Where to find Palworld's rarest Alpha spawn and what it actually takes to breed one.
- Palworld Review: Our full verdict on the 1.0 relaunch, including how the automation loop holds up three weeks in.
- Palworld Breeding and Cake Farming Guide: How to breed toward higher combat stats instead of relying on whatever you catch wild.
- Best Electricity Pals in Palworld: 25 Ranked by Level (2026): Best electricity Pals in Palworld: Orserk leads at level 8 post-1.0. All 25 confirmed Generating Electricity Pals, ranked,....
- Palworld Complete Guide Hub: All Core Systems Explained (2026): The wider 1.0 route through base building, raids, progression, and combat.
- Palworld Weapons Tier List: 20 Best Guns and Melee (2026): Player weapons to bring when a raid reaches the perimeter.
- Palworld Fast Travel Guide: All 7 Faction Towers (2026): The tower route and map movement systems that make relocating a base less painful.
- Palworld Best Ranch Pals: All 19 Ranked by Level (2026): Production choices to weigh against keeping combat-capable Pals at home.
References
- Palworld on Steam
- Palworld Wiki: Raid
- Palworld Wiki: Palbox
- Palworld Wiki: Base
- Palworld Wiki: Mounted Machine Gun
- Palworld Wiki: Mounted Missile Launcher
- Palworld 1.0 Official Launch Trailer on YouTube
- r/Palworld community on Reddit
- r/Palworld: relocating a Palbox without redoing your base, community testimony on how Palbox deletion and rebuild works
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