Updated for 2026

Every wipe, someone farms 20 high quality metal, slaps an armored door on the front of a stone 2×1 and calls the base raid proof. Then it gets opened for two C4 that never touched the door.

Search armored door Rust and you will find a lot of confident numbers. Some of them are from a patch that shipped eight years ago. Here are the current ones, checked against the game’s own entity data.

The armored door is the top tier door in Rust. It has 1,000 health, roughly four times a sheet metal door, and it is the only door in the game with a working hatch you can shoot through. It is genuinely excellent. It is also the single most commonly misused item in base building, because its strength only matters if everything around it is at least as expensive to break.

This guide gives you the real numbers. Exactly how many satchels, C4, rockets and explosive rounds it takes, what each of those routes costs in sulfur, the cheapest mixed combination that most players never work out, how to get the blueprint, why gears are the actual bottleneck, and the doorway frame maths that decides whether your door is doing anything at all.

TL;DR The armored door has 1,000 HP and costs 20 High Quality Metal and 5 Gears at a Workbench Level 3. To break it you need 15 satchels, 3 C4, 5 rockets or 250 explosive 5.56 rounds. The cheapest realistic route is 2 C4 plus 30 explosive rounds at about 5,150 sulfur, which beats three C4 by 1,450. Research is 120 scrap at a research table. Critically, it is only worth hanging in a sheet metal or armored doorway. On a stone frame, raiders break the wall around it for two C4 and never touch the door.
Armored door Rust guide: an armored door in game with its hatch open and a green code lock fitted
The top tier door in Rust, hatch open, code lock lit green.

What is the armored door in Rust?

The armored door is the fourth and final tier of hinged door. Facepunch describes it in one line: an extremely strong door with a hatch to see and shoot out of. Both halves of that sentence matter.

The strength. At 1,000 health it is the toughest single door in the game, four times a sheet metal door and well ahead of a garage door. It is also the only door made from high quality metal rather than fragments, which is why it sits behind a Workbench Level 3.

The hatch. A small horizontal slit near eye level that you open and close with a separate interaction. It is not decoration. Since Devblog 147 in February 2017 the hatch has been fully functional, meaning bullets, arrows, grenades and thrown items pass through it in both directions. That is the feature that makes an armored door a defensive position rather than just a wall with hinges.

Mechanically it behaves like any other door. It needs a doorway to hang in, it accepts a code lock or a key lock, it can be picked up while you have building privilege, it decays without upkeep, and it can be repaired at a hammer or a repair bench. What separates it is cost, health, and the slit.

Close up of the Rust armored door hatch open, showing the firing slit in the metal
The hatch is a real hole in the world. Anything you can shoot out, they can shoot in.

Armored door stats

1,000health
20 + 5HQM and gears
3C4 to break
15satchels to break
StatValueNotes
Health1,000 HPHighest of any door in Rust.
Craft cost20 High Quality Metal, 5 GearsWorkbench Level 3, 30 seconds.
Research table120 scrapYou need a physical armored door to copy.
Tech treeWorkbench 3 branchSits behind the Reinforced Glass Window node.
Recycler output12 HQM, 3 Gears8 HQM and 2 Gears in a safe zone recycler.
Hammer repair25 Metal Fragments, 10 HQMFull repair from near dead.
Upkeep2 to 7 HQM per 24 hoursScales with how many blocks your base has.
Decay12 hoursSlowest decay tier in the game.
Stack size1One inventory slot per door.
Despawn time1 hourIf dropped on the ground.
Shortnamedoor.hinged.toptierItem ID 1353298668.
It works on boats Armored doors are deployable on boats and rafts, which makes them the standard choice for anyone building a floating base or locking down a tugboat. The same 1,000 health applies out there, and nobody is bringing 15 satchels to a boat.

Armored door crafting cost, and the gears problem

Twenty high quality metal and five gears. That is it. Thirty seconds at a Workbench Level 3 and you have a door.

Rust armored door crafting cost of 20 high quality metal and 5 gears at Workbench Level 3
Twenty HQM is the easy half. The five gears are the part that stops people.

Twenty HQM is not much by mid wipe standards. A single stack of high quality metal ore run through a furnace covers several doors, and you will have hundreds by the time your workbench is up.

Gears are the actual bottleneck. A gear is a component, and the crafting recipe for one gear is 100 scrap and 25 metal fragments at a Workbench Level 3. Five gears means 500 scrap and 125 metal fragments if you craft them, which is an enormous amount of scrap to spend on a single door. Nobody sensible does that.

The correct approach is to loot gears and never craft them. They are a common component and they drop in fives from the good containers:

SourceAmountChance
Locked Crate (hackable)531.2%
Tech Parts crate2 to 626.5%
Airdrop516.0%
Brown Crate2 to 314.3%
Underwater Advanced Crate2 to 314.3%
Scarecrow2 to 98.8%

The practical read is that one hackable crate has roughly a one in three chance of handing you an entire door’s worth of gears at once. If you are running Missile Silo or any monument with a hackable crate on the reset cycle, your armored doors are already paid for.

Recycle the door, not the gears A regular recycler gives back 12 HQM and 3 gears from an armored door, a 60 percent return. A safe zone recycler at Outpost or Bandit Camp gives only 8 HQM and 2 gears. If you loot a door you do not need, take it to a monument recycler rather than a safe zone one and you keep an extra 4 HQM and a gear.

How to get armored doors in Rust

Three routes, and the fastest one is not crafting.

1. Loot a door and use it directly

Armored doors drop as finished items from high tier containers. You can hang a looted door immediately with no workbench, no blueprint and no scrap spent. On day two of a wipe this is how almost every armored door in the game gets placed.

Loot sources and drop chances for the armored door in Rust, led by the Bradley APC crate at 30 percent
The Bradley crate is in a different league. Everything else is a lottery ticket.
SourceChance per rollNotes
Bradley APC crate30%Three crates per kill, so three rolls.
Locked Crate (Oil Rig)5.6%Hackable crate, 15 minute timer.
Locked Crate5.6%The Chinook drop crate.
Ghost Ship Locked Crate5.6%Same table as the other hackables.
PT Boat Dry Box~2.8%Can roll one or two.
Elite Crate2.4%Rolls 1 to 2 doors when it hits.
Underwater Labs Elite Crate2.4%Same as the surface elite table.
Helicopter Crate0.8%Rare, and you already have better problems.
Heavy Scientist0.3%Effectively a novelty drop.

Thirty percent per crate on the Bradley is the number that matters. Every Bradley APC kill drops three crates and each rolls independently, so a single Bradley run gives you very good odds of walking away with at least one free armored door and often two.

2. Research table, 120 scrap

Put a looted armored door into a research table with 120 scrap and you get the blueprint permanently. This is the cheapest unlock and the one most groups use, because you almost always have a spare door before you have a spare 500 scrap.

Note the catch that trips people up: you cannot research a blueprint you have never physically held. You need the door in hand first. That is also true of gears, which research for 60 scrap if you want to craft your own.

3. Tech tree at Workbench 3

The armored door sits on the Workbench Level 3 tech tree, downstream of the Reinforced Glass Window node. Unlocking it through the tree costs roughly 180 scrap once you account for the prerequisite, which is more than the research table route but does not require you to find a door first.

Watch out for the node versus path confusion Guides quote wildly different scrap costs for armored doors because some are quoting the single node price, some the running total for the whole branch, and some a generic per tier figure. The number you can rely on is the research table cost of 120 scrap, which is identical on every source and has not moved.

How many satchels for an armored door?

Fifteen. A satchel charge deals 70 damage to an armored door, and 15 x 70 is 1,050 against a 1,000 health pool. Fourteen leaves it at 20 health, which is exactly enough for the owner to run up and hammer it back to full while you stand there swearing.

Fifteen satchels costs 7,200 sulfur and takes about 30 seconds of throwing. That makes satchels the most expensive of the four mainstream routes, which surprises people who think of them as the budget option. Satchels are cheap per unit and terrible per point of damage against high health targets.

Bring more than fifteen Satchel charges are famous for duds. They have a short and a long fuse, and they sometimes fail to stick and drop at your feet. Every experienced satchel raider brings 17 or 18 for an armored door. The two spare charges cost 960 sulfur and save you the entire 7,200 when one bounces.

You will also see 12 satchels quoted on a few sites. That figure is wrong and comes from an older health value. Fifteen is the current number and it is what the entity data says.

How many C4 for an armored door?

Three. A Timed Explosive Charge deals 440 damage to an armored door, so two get you to 880 and the third finishes it with 320 damage of overkill.

Three C4 is 6,600 sulfur and roughly 13 seconds from first stick to open doorway. It is the standard answer, the fastest answer, and the one every raid group defaults to because it does not require thinking. It is also, as the numbers below show, not the cheapest.

If you have never crafted C4 before, the recipe and full unlock path are in the timed explosive charge guide. The short version is 20 Explosives, 5 Cloth and 2 Tech Trash, and 2,200 sulfur each.

How many rockets for an armored door?

Five. A standard rocket deals 220.4 damage to the door, so five covers 1,102 damage against 1,000 health. Four rockets leave it at 118 health, which is not enough.

Five rockets is 7,000 sulfur and about 24 seconds. Rockets are the wrong tool for a single door and the right tool the moment there is more than one thing to break, because a rocket has splash on building blocks and a well placed shot can damage the door and the wall behind it. If you are already rocketing a base, the door costs you five. If the door is the whole job, use C4.

High velocity rockets are a trap here HV rockets are the best value in the game against the Bradley APC, so people assume they are good everywhere. Against an armored door an HV rocket does only 24 damage, so you would need 42 of them for 8,400 sulfur. Save them for vehicles and soft targets. Full breakdown in the Rust rocket guide.

How much explosive ammo for an armored door?

250 rounds. Explosive 5.56 rifle ammo deals just over 4 damage per shot to an armored door, so 250 rounds covers it with a handful to spare.

That is 6,250 sulfur, which technically makes pure explosive ammo the lowest sulfur route on the whole board. It is also the loudest, the slowest to farm and the one that leaves you standing in the open for over a minute of continuous fire. You need a rifle, you need to hold the trigger, and every player within a very generous radius knows exactly where you are.

Where explosive ammo genuinely shines is as a finisher. Not 250 rounds on its own, but 30 rounds to top off two C4. That combination is covered below and it is the real answer to the cheapest way in.

Full armored door raid cost

Every option against 1,000 health, priced in sulfur.

Chart showing how many C4, rockets, satchels and explosive ammo it takes to break an armored door in Rust
Sorted by sulfur. The gap between the cheapest and the most expensive route is nearly double.
ExplosiveDamage per hitYou needSulfurTime
Explosive 5.56 Rifle Ammo4.02506,250~1m 07s
Timed Explosive Charge (C4) Standard44036,600~13s
Rocket220.457,000~24s
Satchel Charge70157,200~30s
Beancan Grenade14.5698,280~4m 21s
High Velocity Rocket24428,400~4m 12s
F1 Grenade520012,000~8m 21s
MLRS Rocket280.44Not craftableInstant
40mm HE Grenade28.336Not craftable~42s
Mortar Shell48.4216,300~53s

The no sulfur option: siege weapons

Since siege weapons arrived, there is a route to an armored door that costs zero sulfur.

Siege weaponDamage per hitHits neededCostTime
Battering Ram80.31381 HQM of ram wear~58s
Ballista, Hammerhead Bolt2050250 HQM~3m 16s

Thirteen battering ram hits at a cost of 81 high quality metal is a genuinely competitive way to open an armored door if you already have the ram parked outside. It is slow, it is loud, and the ram is a large obvious target, but it converts a 6,600 sulfur problem into an 81 HQM problem. The ballista is not worth it at 250 HQM and over three minutes.

Planning a raid around the reset? Loot is fattest right before a wipe and defences are weakest right after one.

Check the force wipe countdown

The cheapest way to break an armored door

Three C4 does 1,320 damage to a 1,000 health door. You are paying 2,200 sulfur for a charge that only needs to deliver 120 damage. That waste is the whole opportunity.

The cheapest explosive combination to break an armored door in Rust: two C4 plus thirty explosive rounds
Two C4 and a magazine of explosive rounds. Same door, 1,450 sulfur cheaper.

Two C4 plus 30 explosive 5.56 rounds. The two charges do 880, leaving 120 health, and 30 explosive rounds cover 120 damage exactly. Total cost 5,150 sulfur, a saving of 1,450 over the three C4 route. That is most of another C4 back in your pocket on every door you open.

CombinationDamageSulfurSaving vs 3 C4
2 C4 + 30 explosive rounds1,0005,1501,450
2 C4 + 1 satchel + 13 explosive rounds1,0025,2051,395
2 C4 + 2 satchels1,0205,3601,240
4 rockets + 30 explosive rounds1,0026,350250
3 C41,3206,600Baseline
  1. Stick both C4 on the door and let them blow. The door will be at roughly 120 health.
  2. Swap to a rifle loaded with explosive 5.56. Any 5.56 weapon works, and damage per round is effectively identical across them.
  3. Empty a magazine into the door. Thirty rounds is one full AK magazine, which is a convenient coincidence worth remembering.
Do not do this at a base with turrets The combination trades sulfur for time. You are standing in a doorway shooting a door for several seconds after two very loud explosions. If there is any chance of a counter or an auto turret covering that doorway, pay the extra 1,450 sulfur and take the third C4. Cheap raids that get interrupted are the most expensive raids there are.

If you want to price a whole raid rather than a single door, the site’s Rust raid calculator holds the same per target numbers for every wall, door and deployable in the game.

Your armored door is only as strong as its doorway

This is the section that matters more than every raid number above it, and it is the reason most armored doors in Rust do nothing at all.

A door hangs inside a doorway, and the doorway is a separate building block with its own health and its own damage multipliers. A raider is not obliged to hit your door. They will hit whichever of the two is cheaper, and on anything below sheet metal, that is never the door.

Chart showing why an armored door on a weak doorway frame is wasted in Rust
Your armored door needs 3 C4. A stone doorway needs 2. Guess which one they hit.
Doorway tierFrame HPC4 for the frameRocketsSatchelsThey break
Twig Doorway10111Frame
Wooden Doorway250123Frame
Stone Doorway5002410Frame
Sheet Metal Doorway1,0004823Door
Armored Doorway2,00081546Door
Armored Door1,0003515

Read the stone row again. A stone doorway is 500 health and falls to two C4. Your armored door needs three. Every raider in the game knows this, which means an armored door on a stone base is worth exactly nothing. You spent 20 high quality metal and five gears to make your entrance one C4 cheaper for the attacker than the wall beside it.

The same is true, more obviously, on wood. A wooden doorway is one C4. You could hang a solid gold door in it and it would still be one C4.

The rule in one line Armored doors belong in sheet metal or armored doorways only. On sheet metal the frame takes 4 C4 and the door takes 3, so the door is a small discount but the difference is one charge. On an armored doorway the frame takes 8, so the door becomes the obvious target and your 20 HQM is genuinely holding the line.

There is one important corollary. Because a sheet metal doorway takes 4 C4 and an armored door takes 3, upgrading a doorway to armored does not make your entrance harder to open. It just changes where they put the charges. The only way to actually raise the price of getting through an entrance is to add another door behind it, which is what airlocks are for.

If you are still building in stone, the stone wall guide covers what your walls are actually worth and when the upgrade to sheet metal pays for itself.

Armored door vs every other door in Rust

The full door ladder, with what each one costs a raider.

Rust door comparison chart showing wooden, sheet metal, garage and armored door HP and raid cost
Four tiers, and the jump from garage to armored is smaller than people think.
DoorHPCraft costC4RocketsSatchelsExplo ammo
Wooden Door200300 Wood11218
Sheet Metal Door250150 Metal Fragments12463
Garage Door600300 Frags, 2 Gears239150
Armored Door This guide1,00020 HQM, 5 Gears3515250
Armored Double Door1,00025 HQM, 5 Gears3515250

Three things worth pulling out of that table.

The garage door is the value pick, not the armored door. A garage door is 600 health for 300 metal fragments and 2 gears, no high quality metal and only a Workbench Level 2. It costs a raider two C4 against the armored door’s three. You are paying 20 HQM, five gears and a Workbench 3 for one extra charge. On a small base that is a bad trade. On a main base with loot worth defending it is a good one, because that extra C4 is repeated at every layer.

Sheet metal is barely better than wood. Fifty more health and the same single C4. If you are still running sheet metal fronts on a base you care about, the upgrade is overdue.

Satchels scale worst. Look at the satchel column. Wood 2, sheet metal 4, garage 9, armored 15. Satchel raiders feel the door tier far more sharply than C4 raiders do, which is exactly the argument for armored doors on a low population server where most raids are satchel raids.

Armored double door

The armored double door is the same door in a wider frame. It costs 25 High Quality Metal and 5 Gears, five more HQM than the single, and it has the same 1,000 health and the same raid cost of 3 C4, 5 rockets or 15 satchels.

Two practical notes. First, the double door goes in a double doorway, which is a different building block from a standard doorway, so you cannot swap one for the other after the fact without picking up the frame. Second, it recycles slightly better at 15 HQM and 3 gears against the single’s 12 and 3, and it repairs for 25 metal fragments and 12 HQM against 25 and 10.

The reason to use one is width, not toughness. Double doorways let vehicles, horses and large deployables through, and they are the standard for garage rooms and workshop bays. If you are building a vehicle bay, a garage door is usually still the better answer because it rolls up out of the way. If you want an entrance you can fight from with a hatch, the armored double door is the one.

A double door is not double the price to raid People assume a double door costs twice as much to break because it is twice as wide. It does not. It is a single entity with 1,000 health, exactly like the single door, and it falls to the same 3 C4. Do not treat a double doorway as a stronger entrance than a single one.

The hatch, and how it gets you killed

The armored door hatch is the only firing port in Rust that comes attached to a door. Open it and you have a letterbox at eye height that you can shoot, throw and look through, without opening the door itself.

Looking through the open hatch of a Rust armored door at a base interior with a vending machine
A very narrow field of view. Great for a corridor, useless for spotting a flank.

What the hatch is good for. Holding a corridor. If your base has a long straight approach to a door, an armored door with the hatch open turns that approach into a shooting gallery you can cover in near total safety. It is also the correct way to defend a vending machine or a shop front, since you can see who is outside without exposing yourself.

What the hatch does to you. It works in both directions. Bullets, arrows, grenades and thrown explosives all pass through an open hatch from the outside just as happily as they pass out. A single F1 grenade posted through an open hatch clears the room behind it. So does a Molotov. So does a shotgun at point blank range from someone who heard you open it.

The classic hatch counter Stick an F1 grenade on the outside of the hatch and wait. The player inside opens up to peek, the grenade goes off in their face, and you did not spend a single point of explosive on the door. Defenders: this is exactly why you open the hatch, take your shot and close it, rather than sitting behind an open slit waiting for something to happen.

The discipline is simple. Open, look or shoot, close. Never leave it open while you are away from the door, and never leave it open on a door that faces open ground you cannot see all of.

Doors take less damage while open There is a long standing quirk where a door in the open position takes reduced explosive damage, which means raiding an open door costs more than raiding a closed one. It is treated as a bug rather than a feature, so do not build a defence around it, but it is worth knowing if you are ever mid raid and the counts are not adding up.

Upkeep, decay and repair

Armored is the most expensive building tier to maintain and the slowest to fall over. Both of those come from the same place.

Rust armored door upkeep cost, decay timer and repair cost compared with other building tiers
Twelve hours of decay grace is double what sheet metal gets.

Upkeep. An armored door adds roughly 2 to 7 high quality metal per 24 hours to your tool cupboard bill. The range exists because upkeep in Rust is a percentage of build cost that scales with how many building blocks you own, from about 10 percent on a tiny base up to roughly 33 percent on a large one. A 1×1 with one armored door pays near the bottom of that range. A clan base with forty of them pays near the top, and it adds up fast.

Decay. If the cupboard runs dry, armored structures decay over 12 hours, the longest grace period of any tier. For comparison: twig 1 hour, wood 3, stone 5, sheet metal 8, armored 12. That extra half day is a real safety margin if you play irregularly, and it is one of the underrated reasons to upgrade a small base to armored rather than a big one.

Repair. A hammer repairs an armored door for 25 metal fragments and 10 high quality metal. That is cheap enough that repairing a door mid raid is always correct if you have the materials and the raid stalls. A door at 20 health and a door at full health both take the same three C4, so a single hammer swing during a lull can cost the attacker an entire extra charge.

Repair beats replace, always Replacing a destroyed armored door costs 20 HQM and 5 gears. Repairing a nearly destroyed one costs 10 HQM and 25 fragments, and gears are the resource you cannot farm. If a door survives a raid at any health at all, hammer it. Never pick it up and craft a new one.

Where to actually put armored doors

Assume you have limited gears, because you do. Here is the priority order that survives contact with a real wipe.

  1. The tool cupboard room. Always first. Everything else in your base is replaceable and the cupboard is not. If a raider gets the TC they own your walls.
  2. The loot room. Second layer in, wherever the boxes actually are.
  3. The airlock, inner door. The door between your airlock and the base proper. Not the outer one.
  4. Bunker and shooting floor access. Anywhere you need to fight from during a raid.
  5. The front door. Last, and only if you have spares.
Never make an armored door your front door This is the oldest piece of Rust base building advice and it is still correct. An armored door visible from outside is a sign that says there is something in here worth 20 high quality metal. It attracts raids that a plain sheet metal front would never have drawn. Front it with sheet metal, keep the armored doors deep, and let your base look poor from the road.

The other placement rule is that doors are useless without honeycomb. A raider facing an expensive door will simply blow the cheaper wall next to it. Every door in your base should have building blocks either side of it that cost at least as much to break as the door does, which loops straight back to the doorway table above.

Armored door skins

There are dozens of workshop skins for the armored door, and every one of them is cosmetic. Skins never change health, cost, upkeep or raid cost in Rust, on any item, ever. An Apocalypse Door and a stock armored door take exactly three C4.

What skins do change is what a raider sees before they commit. Some armored door skins read as much less threatening than the default rusted plate, and a few look close enough to a lower tier door at a glance to buy you a moment of confusion. That is a very small edge and it disappears the second anyone looks at the hatch, which every skin keeps.

The reverse is also worth knowing as a raider. If you see a door with a horizontal slit at eye height, it is an armored door regardless of what it is painted like. Count on 3 C4, not 2.

Six mistakes that waste an armored door

  1. Hanging it in a stone doorway. The frame is two C4 and the door is three. You made your entrance cheaper to raid, not harder.
  2. Crafting the gears. Five hundred scrap for five gears is one of the worst trades in the game. Loot them from hackable crates and brown crates instead.
  3. Using it as a front door. It is a billboard advertising loot. Sheet metal on the outside, armored on the inside.
  4. Leaving the hatch open. The slit works both ways. Open it, shoot, close it.
  5. Assuming a double door is tougher. Same 1,000 health, same 3 C4, just wider.
  6. Not honeycombing. A 1,000 health door in a wall of 500 health blocks protects nothing. Raiders go around.

Armored Door Rust FAQ

How many satchels for an armored door in Rust?
Fifteen. A satchel charge deals 70 damage to an armored door, so 15 charges deliver 1,050 against its 1,000 health pool. Fourteen leaves the door alive at 20 health. Fifteen satchels costs about 7,200 sulfur and takes roughly 30 seconds. Bring 17 or 18 in practice, because satchels regularly fail to stick or fail to detonate on the first attempt.
How many C4 for an armored door in Rust?
Three. A Timed Explosive Charge deals 440 damage to an armored door, so two get it to 120 health and the third finishes it. Three C4 costs 6,600 sulfur and takes about 13 seconds, which makes it the fastest route and the one most raid groups default to. You can save 1,450 sulfur by using two C4 plus 30 explosive 5.56 rounds instead.
How many rockets for an armored door in Rust?
Five. A standard rocket deals 220.4 damage to an armored door, so five cover its 1,000 health with a small margin and four fall 118 short. Five rockets costs 7,000 sulfur. High velocity rockets are a poor choice here because they only deal 24 damage to the door, which would take 42 of them for 8,400 sulfur.
How much explosive ammo for an armored door in Rust?
Two hundred and fifty rounds of explosive 5.56 rifle ammo. Each round deals just over 4 damage to the door, so 250 covers the full 1,000 health pool. That works out at 6,250 sulfur and just over a minute of continuous fire. It is the lowest sulfur route on paper but also the loudest and slowest, so it is normally used to finish a door rather than to break one from full.
How much HP does an armored door have in Rust?
One thousand health. That is the highest of any door in the game, four times a sheet metal door’s 250 and well above a garage door’s 600. The armored double door has the same 1,000 health, so it is no tougher despite being wider. Health has not changed in years, and older guides quoting 800 are out of date.
How do you get armored doors in Rust?
Three ways. Loot one as a finished item, most reliably from a Bradley APC crate at a 30 percent chance per crate. Research a looted door at a research table for 120 scrap to learn the blueprint permanently. Or unlock it on the Workbench Level 3 tech tree, where it sits behind the Reinforced Glass Window node for roughly 180 scrap along that path. Crafting then costs 20 high quality metal and 5 gears.
How much does an armored door cost in Rust?
Twenty High Quality Metal and 5 Gears at a Workbench Level 3, with a 30 second craft time. The high quality metal is easy by mid wipe. The gears are the real cost, because crafting five of them would run 500 scrap and 125 metal fragments. Loot gears from hackable crates, brown crates and airdrops instead of crafting them.
Are armored doors worth it in Rust?
Yes, but only in a sheet metal or armored doorway, and only on inner doors. An armored door costs a raider three C4 against a garage door’s two and a sheet metal door’s one, and the gap is far wider for satchel raiders at 15 against 9 and 4. In a stone doorway it is worthless, because the 500 health frame falls to two C4 and the door never gets touched.
How many C4 for an armored double door?
Three, exactly the same as a single armored door. The armored double door has 1,000 health and identical damage multipliers, so it also takes 5 rockets, 15 satchels or 250 explosive rounds. It costs 25 high quality metal and 5 gears to craft instead of 20 and 5. The only real difference is that it fits a double doorway and lets vehicles through.
What is the strongest door in Rust?
The armored door, at 1,000 health. It takes 3 C4, 5 rockets or 15 satchels to destroy, more than any other door. The armored double door matches it exactly. In practice, though, the strongest entrance is not one door but two doors in an airlock, because raiders have to pay the full price twice rather than once.
Does the armored door have a soft side in Rust?
Not for explosives. All explosives deal equal damage to the hard side and the soft side of a structure, so an armored door takes 3 C4 or 15 satchels no matter which face you hit. Soft sides only matter for guns, melee weapons and tools, which cannot meaningfully hurt an armored door in the first place. Any source claiming you need fewer satchels from the inside is wrong.
Can you shoot through an armored door hatch?
Yes, in both directions. The hatch has been fully functional since Devblog 147 in February 2017, so bullets, arrows, grenades and thrown items pass through an open hatch from either side. That makes it excellent for holding a corridor and dangerous to leave open, because an F1 grenade posted through the slit will kill whoever is standing behind it.
What is the cheapest way to raid an armored door?
Two C4 plus 30 rounds of explosive 5.56 ammo, for about 5,150 sulfur. The two charges deal 880 damage and 30 explosive rounds cover the remaining 120, which saves 1,450 sulfur against the standard three C4 at 6,600. If you have a battering ram on site, 13 hits at a cost of 81 high quality metal opens the door for no sulfur at all.
Does an armored door recycle in Rust?
Yes. A monument recycler returns 12 high quality metal and 3 gears from an armored door, a 60 percent return on the 20 and 5 it costs. A safe zone recycler at Outpost or Bandit Camp only returns 8 high quality metal and 2 gears, because safe zone recyclers run at 40 percent. Take spare doors to a monument recycler rather than a safe zone one.

Final Thoughts

Every armored door Rust guide ends up at the same three numbers, and they are correct: 1,000 health, 3 C4, 15 satchels. What almost none of them tell you is that a door does not exist on its own. Nothing about 1,000 health, 3 C4 and 15 satchels is complicated. What catches people out is that a door does not exist on its own. It is one entity in a wall, and the price of getting past it is set by the cheapest thing next to it, not by the door itself.

So the checklist is short. Loot your gears rather than crafting them. Research a door for 120 scrap the first time you find one. Hang armored doors in sheet metal or armored doorways only, never in stone. Put them on the tool cupboard room and the loot room before the front door. Honeycomb around them. Open the hatch, shoot, close the hatch.

Do that and every armored door in your base is genuinely charging raiders three C4 or fifteen satchels. Skip it and you have handed away 20 high quality metal and five gears for a decorative slab of metal in a wall that opens for two charges anyway.

And if you are about to spend a night farming sulfur for a door raid, check the clock first. Nothing is more expensive than 6,600 sulfur burned on a base that wipes six hours later.

Sources

  • Armored door recipe of 20 High Quality Metal and 5 Gears, Workbench Level 3, 30 second craft, 120 scrap research table cost, recycler output of 12 HQM and 3 Gears, hammer repair of 25 Metal Fragments and 10 HQM, stack size, despawn time and the full loot source table: Facepunch Rust Wiki, Armored Door
  • Armored double door recipe of 25 HQM and 5 Gears, its recycler output and repair cost: Facepunch Rust Wiki, Armored Double Door
  • Armored door health of 1,000, upkeep range of 2 to 7, the 12 hour decay timer, per explosive damage values and quantities (C4 440 x3, Rocket 220.4 x5, Satchel 70 x15, Explosive 5.56 x250, Beancan x69, HV Rocket x42, F1 x200, Battering Ram x13) and the note that a weaker door frame gets targeted instead of the door: Rust Wiki (RustClash), Armored Door
  • Doorway health and raid cost by building tier, used for the frame comparison table: RustClash, Stone Doorway, Sheet Metal Doorway and Armored Doorway
  • Gears recipe of 100 scrap and 25 metal fragments at Workbench Level 3, and the gear loot table led by the hackable Locked Crate at 31.2 percent: Facepunch Rust Wiki, Gears
  • Confirmation that all explosives deal equal damage to the hard side and soft side of structures, so doors have no explosive soft side: Rustafied, Raiding in Rust
  • The 15 satchel and 3 C4 figures, the mixed 2 C4 plus satchel plus explosive ammo approach, and the long standing quirk where a door in the open position takes reduced damage: Corrosion Hour, The Best Way to Destroy Doors in RUST
  • Armored door skins, the recommendation to keep armored doors on inner rooms rather than the front door, and the hatch description: Corrosion Hour, RUST Armored Door
  • Armored door health, tech tree placement behind the Reinforced Glass Window, and deployability on boats: RustHelp, Armored Door
  • The armored door hatch being made fully functional, shootable and throwable through in both directions: Facepunch, Devblog 147
  • The armored tier rebalance that cut door cost to 20 HQM, and the 12 hour armored decay figure: Facepunch, Devblog 189
  • Upkeep being quoted per 24 hours and the decay timers for every building tier: Facepunch Rust Wiki, The Tool Cupboard
  • Wooden, sheet metal and garage door health and raid costs used in the comparison table: RustClash, Sheet Metal Door and RustClash, Garage Door