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Base Defense Assault Event Timeline and Preparation Guide

Complete timeline of assault events in Abiotic Factor — wave composition, spawn intervals, difficulty scaling, and how to prepare your base for each phase.

Original base-building route

Base Defense Assault Event Timeline and Preparation Guide: route schematic
Base Defense Assault Event Timeline and Preparation Guide: route schematicSummarize the guide decision flow without adding factual claims.STEP 1PrepareSTEP 2ActSTEP 3RecoverSTEP 4Verify

Summarize the guide decision flow without adding factual claims. Source basis: the references listed on this page, checked for game version 1.4. This original planning diagram is not to scale and is not copied game or wiki media.

The Problem

Your base got flattened by an assault event you did not see coming. No defenses, no plan, no warning. Everything you built is rubble and you are starting from scratch.

The Solution

Assault events follow a fixed schedule tied to your in-game day count. The enemies, wave count, and difficulty scale in tiers. Know the timeline, build defenses before each threshold, and you will never lose a base to an assault again.


Assault Event Schedule

Events trigger based on your survival day count. Each tier escalates in wave count, enemy strength, and warning time.

Day RangeTierNameWarningWavesDuration
Day 5-71Scout120s23 min
Day 12-152Raid90s35 min
Day 20-253Assault60s47 min
Day 30-354Siege60s510 min
Day 40+5Purge45s612 min

After Day 40, Tier 5 Purge events repeat every 8-12 days with no end. They keep coming until the save ends.

The warning timer starts with a siren and on-screen alert. That countdown is your prep window. Everything you do during the warning — repairing walls, placing Trip Mines, topping off batteries — determines whether you survive.


Wave Composition by Tier

Tier 1 — Scout (Day 5-7)

WaveEnemiesCountHP EachThreat
1Pest Creatures5-830Minimal
2Pest Creatures + 1 Mutant Pest6-10 + 130 / 80Low

Pests die to two Pipe Club swings. The Mutant Pest in wave 2 takes 4-5 hits. A single wall segment between you and the spawn direction is enough. This is a warmup.

Tier 2 — Raid (Day 12-15)

WaveEnemiesCountHP EachThreat
1Pest Creatures8-1230Low
2Mutant Pests4-680Moderate
3Order Scout + Pest Swarm1 + 8-10200 / 30Moderate

The Order Scout in wave 3 introduces ranged attacks. It fires from behind the pest swarm. If you are standing in the open fighting pests, the Scout picks you off. Build cover or fight from behind a wall with a gap to shoot through.

Tier 3 — Assault (Day 20-25)

WaveEnemiesCountHP EachThreat
1Mutant Pests8-1080Moderate
2Order Scouts3-4200High
3Order Soldiers2-3400High
4Order Soldier + Heavy2 + 1400 / 600Severe

This is the first real skill check. The Order Heavy in wave 4 has 600 HP and a shield. Manual combat alone cannot handle this many enemies across four waves. You need Chopinator turrets covering the approach. Without automated defenses, most players lose here.

Tier 4 — Siege (Day 30-35)

WaveEnemiesCountHP EachThreat
1Order Scouts + Mutant Pests4 + 10200 / 80High
2Order Soldiers4-5400High
3Order Heavies2-3600Severe
4Breach Team (explosive)2300Critical
5Elite Soldier11000Critical

Breach Team enemies are the new threat at Tier 4. They ignore your turrets and run straight for walls. They plant explosives that detonate after 3 seconds and blow open wall segments. Kill Breach enemies on sight. If they reach your walls, the hole they create lets the rest of the wave pour through.

The Elite Soldier in wave 5 has 1000 HP and heavy armor. Focus fire from multiple turrets or a Deatomizer. Do not try to melee this enemy.

Tier 5 — Purge (Day 40+)

WaveEnemiesCountHP EachThreat
1Mixed Scouts + Pests15+30-200High
2Soldier Squad5-6400Severe
3Heavy Squad + Breach3 + 2600 / 300Critical
4Elite Soldiers2-31000Critical
5Anomaly-Infused Enemies3-4500Critical
6Commander Unit11500Extreme

Tier 5 is endgame. The Commander Unit in wave 6 has 1500 HP, a shield, and calls in reinforcement spawns. Anomaly-infused enemies in wave 5 have elemental damage that bypasses armor partially. You need a full defense grid, endgame weapons, and ideally a co-op team of 2-4 players.


Defense Requirements by Tier

Build these defenses before the day threshold hits. Not after the siren sounds.

TierMinimum DefensesRecommended Defenses
11 wall segment + melee weaponPipe Club, 2-3 basic walls
2Walls + Energy Pistol3-4 wall segments, Energy Pistol, cover position
3Turrets + full wall perimeter2 Chopinators, reinforced walls around base
4Turrets + Tesla Coils + backup power3 Chopinators, 2 Tesla Coils, Carbon Battery
5Full defense grid4+ Chopinators, 3+ Tesla Coils, Trip Mines, Quantum Battery

Defense Placement Strategy

Enemies approach from the closest entry point to your base. They do not spawn randomly. They pathfind to the nearest opening.

Step 1: Identify chokepoints. Find the 1-2 corridors or doorways enemies must pass through to reach your base. Most base locations in the facility have natural chokepoints — hallways, doorframes, stairwells.

Step 2: Wall the chokepoints. Place reinforced walls across each approach. Leave a single gap per chokepoint — just wide enough for enemies to funnel through one at a time.

Step 3: Turrets behind walls. Chopinators placed behind walls shoot through the gap. Enemies funneling through the opening walk directly into turret fire. Place turrets 3-4 meters behind the gap so enemies cannot reach them before dying.

Step 4: Tesla Coils at secondary entrances. Tesla Coils deal 45 damage per tick in a 4-meter radius. Place them at any secondary approach where enemies could bypass your main funnel. One Tesla Coil kills Pest Creatures in two ticks and staggers Mutant Pests.

Step 5: Trip Mines as failsafe. Place Trip Mines 2 meters behind your wall gaps. If a Breach Team blows open a wall segment, the enemies rushing through hit the Trip Mine line. Each mine deals 150 damage in a 3-meter radius. Space them 5 meters apart to avoid chain detonation wasting coverage.


Power Budget for Defenses

Every turret and coil draws power. Running out of battery mid-assault shuts down your entire defense grid.

DefensePower DrawBattery TypeRuntime
Chopinator5 power/minCarbon Battery (500)100 min
Tesla Coil8 power/minCarbon Battery (500)62 min
Trip Mine0 (passive)NoneUntil triggered
Spotlight2 power/minBasic Battery (100)50 min

For a Tier 4 Siege defense (3 Chopinators + 2 Tesla Coils), you need 31 power/min. A single Carbon Battery lasts about 16 minutes — enough for one event. A Quantum Battery (2000 capacity) covers multiple events without swapping.

Always keep a charged backup battery in a crate within 5 meters of your power grid. Swapping a dead battery during the warning period takes 3 seconds. Swapping during wave 4 while enemies are inside your base takes forever because you are also dodging.


Repair Priority Between Waves

Waves have a 15-30 second gap between them. Use that time wisely.

PriorityActionTime Cost
1Repair breached walls4-6 seconds per segment
2Replace destroyed Trip Mines2 seconds each
3Heal yourself1-2 seconds (syringe)
4Reload weapons2-3 seconds
5Reposition turrets3-5 seconds

Do not repair cosmetic damage. A wall at 30% HP still blocks pathing. Only repair walls that are fully broken, because a hole in the funnel means enemies bypass your turrets entirely.


Common Mistakes

MistakeWhy It HappensHow to Avoid
No defenses before Day 5Did not know assaults start that earlyBuild at least 2 walls by Day 4
Turrets placed in the openAssumed turrets survive on their ownAlways place behind walls; exposed turrets get destroyed in 2 hits by Order Soldiers
Single battery for entire gridDid not calculate power drawKeep a backup battery within arm's reach
Ignoring Breach Team enemiesFocused on the biggest HP targetKill Breach enemies first; wall explosions end runs
Repairing during a wavePanicked after wall brokeWait for the wave gap; fighting and repairing at once gets you killed
No backup melee weaponPrimary weapon broke mid-fightKeep a Pipe Club in your hotbar as emergency fallback

See Also

  • Power Grid Star Topology
  • Defense: Chopinator, Tesla, and Trip Mine
  • Beginner Base Defense Setup
  • Best Base Locations Tier List
  • Shock Trap Base Defense Layout

Sources & References

Wave composition from wiki assault event pages, timing data from community stopwatch tests, defense strategies from Steam and Reddit.

Editorial contribution

Assault wave data compiled from community testing, wiki event pages, and multiple recorded defense runs across different base locations.

  • abioticfactor.wiki.gg: Assault Events →
  • abioticfactor.wiki.gg: Defenses →
  • abioticfactor.wiki.gg: Base Building →

Sources support factual claims. Route choices, comparisons, and recovery guidance are editorial synthesis and may change with game updates.

The ProblemThe SolutionAssault Event ScheduleWave Composition by TierTier 1 — Scout (Day 5-7)Tier 2 — Raid (Day 12-15)Tier 3 — Assault (Day 20-25)Tier 4 — Siege (Day 30-35)Tier 5 — Purge (Day 40+)Defense Requirements by TierDefense Placement StrategyPower Budget for DefensesRepair Priority Between WavesCommon MistakesSee Also

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Abiotic Analysis Hub Editorial Desk

Abiotic Analysis Hub Editorial Desk

The editorial desk maintains source-backed Abiotic Factor route notes, item checks, and practical decision guides.

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