OGame Defense Ratio Guide: The Best Defense Strategies That Work

Real, tested OGame defense ratios, Early Game, Balanced, Big Gun Heavy, and the Equivalent Effective Cost method for making attacks unprofitable.

Aug 02, 2026 - 14:03
Updated: 3 months ago
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OGame Defense Ratio Guide: The Best Defense Strategies That Work

"What's the best defense ratio in OGame?" is the wrong question, and once you understand why, defense planning gets a lot simpler. There's no single ratio that wins against every fleet, because the attacker always has the initiative: they scout you first, see exactly what you've built, and bring the composition that beats it. What a good defense ratio actually does is make attacking you unprofitable, not guarantee a win. Here's how experienced players actually think about it, with real, tested ratios you can copy.

In this guide

The Real Goal: Unprofitable, Not Unbeatable

Any defense can be beaten by a determined enough attacker, or a group of them coordinating an ACS attack. Trying to build a defense that counters every possible fleet composition is a losing game, the attacker will simply bring different ships. The realistic goal is to make yourself a bad trade: costing more to crack than the resources sitting on your planet are worth, so raiders go looking for an easier target instead. Defense protects your planet's production between logins; it does not replace fleetsaving, the two work together, not as substitutes for each other.

Early Game Defense Ratio

A simple, cheap ratio built around Rocket Launchers and Light Lasers as fodder, aimed at discouraging small raiding fleets and offsetting the fact that Cruisers get Rapid Fire against Rocket Launchers:

UnitRatio (per 200 Light Lasers)
Light Laser200 (fodder)
Rocket Launcher300–400 (spare metal fodder)
Heavy Laser20 (1 per 10 Light Lasers)
Ion Cannon10 (1 per 20 Light Lasers)
Gauss Cannon4 (1 per 50 Light Lasers)
Small + Large Shield Dome1 each
Anti-Ballistic Missiles20

This keeps away most fleets that don't yet include Battleships or Bombers, but it's a starting point, not an endgame plan.

A Balanced, General-Purpose Ratio

A well-rounded setup that works reasonably well across a wide range of attacking fleets, using Light Lasers as the main fodder (their cost-to-performance ratio is good, and mixing fodder types reduces how much Rapid Fire from Cruisers and Destroyers can chew through it):

UnitRatio (per 100 Light Lasers)
Light Laser100 (main fodder)
Rocket Launcher20
Ion Cannon20 (strong shields)
Heavy Laser10 (clears Light Fighter fodder)
Gauss Cannon10
Plasma Turret5
Both Shield Domes + ABMsas many as affordable

Big Gun Heavy (Mid-to-Late Game)

Built around Rocket Launcher fodder with a heavier investment in Gauss Cannons and Plasma Turrets, this is meant to actually damage an attacker's upper-tier ships (Battleships, Bombers, Destroyers) rather than just soaking hits:

UnitRatio (per 1,000 Rocket Launchers)
Rocket Launcher1,000 (fodder)
Light Laser500
Heavy Laser100
Ion Cannon40
Gauss Cannon20
Plasma Turret10
Both Shield Domes + ABMsas many as affordable

Approximate cost for this ratio at the 1,000 Rocket Launcher scale: roughly 4.4M Metal, 1.55M Crystal, 340K Deuterium, plus silo and missile costs.

The Equivalent Effective Cost Method

This is the most principled way to answer "how much defense do I actually need," and it comes straight from the OGame community's own analysis: convert every unit's build cost (metal, crystal, and deuterium) into a single "effective metal cost" figure, then size your defense so its total effective cost matches or exceeds what a realistic attacking fleet would cost to build. As a worked reference point, roughly 2,000,000 effective metal spent on a mixed defense line (about 1,000 Rocket Launchers, 850 Light Lasers, 200 Heavy Lasers, 160 Ion Cannons, 40 Gauss Cannons, and 10 Plasma Turrets) can comfortably defeat an attacking fleet built for the same effective cost, whether that fleet is 2,500 Light Fighters, 320 Cruisers, 170 Battleships, or a single Death Star. Scale the whole ratio up or down to match your own planet's resource stockpile, the goal is for your defense to always cost the attacker more than they could hope to steal.

Rapid Fire: Why Some Defenses Matter More Than Others

Not all defense units are equally vulnerable to being overwhelmed. As explained in our Combat Guide, Rapid Fire lets an attacker's ship reroll extra shots against specific target types, and this matters a lot for defense planning:

  • Plasma Turrets and Shield Domes have no Rapid Fire against them from any ship, including Reapers/Deathstars, making them the backbone of any late-game defense meant to survive a serious attack.
  • Cruisers get Rapid Fire against Rocket Launchers, so a defense built entirely on Rocket Launcher fodder is unusually weak to Cruiser-heavy raiding fleets, mixing in Light Lasers (which Cruisers don't get Rapid Fire against) closes that gap.
  • Reapers can fire dozens of times per round against fodder with no Rapid Fire immunity, which is exactly why Plasma Turrets and Shield Domes matter disproportionately once endgame ships enter the picture, even a modest number is enough to end a Reaper's turn the moment it targets one.

Before committing resources to any specific ratio, it's worth testing your planned defense against realistic attacking fleets using our OGame Battle Simulator, seeing the actual round-by-round outcome tells you far more than any static ratio table can.

Related Guides

Frequently Asked Questions

There isn't one universal answer, since the attacker always scouts first and can bring a fleet built specifically to beat whatever they see. The real goal is making an attack unprofitable, not unbeatable.

No, they protect different things. Defense protects your planet's production between logins; fleetsaving protects your fleet and any resources loaded onto it. Serious players do both.

Because Cruisers get Rapid Fire against Rocket Launchers specifically. Mixing fodder types means an attacker's Rapid Fire bonus only chews through part of your line instead of all of it.

They're the only defense units with no Rapid Fire vulnerability from any attacking ship, including Reapers and Deathstars, making them the backbone of any defense meant to survive endgame attacks.

Test it. Plug your planned defense and a realistic attacking fleet into a battle simulator and run it, the round-by-round result tells you far more than any static ratio table.

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Alex Voss

Playing and helping run OGame.life since its early seasons. Every build order, fleet composition, and expedition setup covered in these guides has been tested first-hand on our own servers before being written up.

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