Raids: Night Tide Loadout Tier List
Three kits that actually finish raids, ranked by when you should run them.
A loadout is a rifle, a pistol, a vest, and a piece of utility — not a folder of cosmetics. Extra Accessories adds slots if you paid 175 Robux. You still only need one good kit until a Fortress asks for a louder one.
This page ranks three practical kits. Weapon details sit on the weapon list. Armor details sit on gear.
S — Fortress kit
- Primary: AN-94 or AK-47
- Secondary: Desert Eagle
- Utility: C4 plus a grenade if you can carry both through Shop or community rewards
- Armor: helmet, vest, full uniform
- Insert: Scout parked off-angle, or a light helicopter on a back slope — not a Chinook on the roof
This is the kit that finishes a Fortress. It is S because it has an answer for doors, rooms, and the dry-mag panic. If you own Extra Accessories, duplicate this kit in a second slot so a prestige or a failed experiment does not delete it.
A — Stealth kit
- Primary: the same S rifle (do not switch to a toy gun for stealth)
- Secondary: Glock is acceptable here if Cash is tight
- Utility: C4 over a pocket full of loud grenades
- Armor: still a vest. Stealth is not a substitute for HP
- Insert: on foot from a hidden Scout. NVG on, laser off. See stealth
A-tier because it farms satellites and Uptown interiors without burning the biome’s ammo supply. It becomes S the moment you stop skipping the vest.
B — Recruit kit
- Primary: ARX-160
- Secondary: Glock 17
- Utility: whatever community rewards gave you
- Armor: whatever 8,000 Cash from codes can buy today
- Insert: Scout, slowly
B is not an insult. It is the getting started kit. Run it for one satellite. Then spend. Staying on Recruit kit into a Fortress is how people write angry patch comments.
C — Cosplay kit
Knife out, no vest, helicopter on the objective, laser on in a dark hall. Looks like the urban still. Plays like a wipe. If this is your loadout, open the Cash budget and the controls page.
Squad variants
One person should run extra C4. One person should run extra grenades. One person should not run a third rifle and zero utility. Squad roles is the human version of this table.
VIP 2x Cash does not change the ranking. It only lets you reach S faster. Double XP does not change it at all.
How to swap without going broke
Build B → A → S in that order. Do not buy three incomplete kits. Extra loadout slots are for finished kits, not for indecision. If Shop is confusing, follow how to raid with whatever S rifle you own and ignore the rest of the catalog.
Night vision belongs in the stealth kit as a toggle, not as a shop item you buy instead of C4. If F already cycles NVG, you do not need to bankrupt the wallet on a glowing visor cosmetic.
When Missions pay a lump of Cash, upgrade B to A before you open a third empty slot. Empty slots do not raid. Finished kits do. Then go prove the kit on a satellite before you take it to a Fortress.
Screenshot your S kit. If Shop ever shuffles names after a Missions patch, you will still know which rifle and which plate were working. Memory is a terrible loadout manager.
A loadout is a promise that you can plant, clear, and leave. If it cannot do those three things, it is not S, no matter how the uniform looks on the beach.
Frequently Asked Questions
Quick answers to the most common questions.
What is the best loadout for Uptown?
Stealth kit (A) for the first clear, Fortress kit (S) if you already own the Deagle and C4.
Do I need Extra Accessories?
No. One finished kit beats three empty slots. Buy the pass when you actually keep multiple kits.
Can I run the Recruit kit forever?
You can. You will hate Fortresses. Upgrade the rifle and vest after codes.
Where should explosives sit in the kit?
Slot 3. C4 for doors, grenade for rooms. Never leave it empty on a Fortress.