Factorio Turret Guide - Gun, Laser, and Flamethrower Defense Compared

Complete turret defense guide for Factorio: gun turret vs laser vs flamethrower damage comparison, best defense for each game phase, ammo production, power draw calculations, and wall blueprint designs for pre-behemoth and endgame defense.

I lost my first three walls to behemoth biters. First wall was all gun turrets - the ammo supply collapsed when the attack came from both sides. Second wall was all lasers - the power draw triggered a brownout and the turrets fired slower as my power dropped. Third wall was all flamethrowers - the fuel line was fine but the leading edge of biters walked through the flames before they died. I finally built a mixed defense and the biters never broke through again. Here's what each turret type does and how to combine them.

TL;DR: Use a three-layer defense: outer layer of gun turrets (piercing ammo), middle layer of flamethrowers (with dragon teeth walls in front), and inner layer of lasers (for power consistency). This covers all attack sizes and biter types. Gun turrets handle early game solo, flamethrowers carry mid-game, lasers are universal support.

Turret Comparison

TurretDamage per shotRangeFire rateAmmo costPhase
Gun (piercing)10 (+60% vs BIG)25 tiles10/sPiercing round (iron + copper)Early-Mid
Gun (uranium)24 (+60% vs BIG)25 tiles10/sUranium round (238 + 238)Late
Laser20 (+20% vs fire)22 tiles3.2/s2.4 MW powerAll
Flamethrower~100+/s (DoT)22 tilesContinuousCrude oil / heavy oilMid-Late

The raw DPS comparison (at maximum research):

TurretDPS (no upgrades)DPS (max physical/energy upgrades)Notes
Gun (piercing)100~300Ammo throughput is the limit
Gun (uranium)240~750Best single-target DPS in the game
Laser64~250Consistent, no ammo logistics
Flamethrower~500 (area)~1,500Area effect, stacks with damage upgrades

Flamethrowers win on raw DPS because they damage everything in an area. Gun turrets win on single-target damage (especially against behemoth biters). Lasers win on logistics convenience.

Early Game Defense (Pre-Oil)

Turret typeCount per wall segmentResearch neededProsCons
Gun turret6-8 per sideNoneCheap, hits hardAmmo logistics
Laser2-4Laser turretsNo ammoHigh power draw

Early wall blueprint (pre-oil):

W W W W W W W W W W W W W W W W  (wall layer)
           T   T   T   T         (gun turrets behind wall)
     B B B       B B B           (belt for ammo)

Feed piercing rounds into the turrets from a belt running behind the wall. One yellow belt of piercing rounds supports ~20 turrets at moderate attack frequency.

Ammo production for early defense: 1 assembling machine making piercing rounds feeds ~10 turrets. At 50 turrets, you need 5 assemblers dedicated to ammo. Automate this before you automate green science.

Gun turrets without armor-piercing rounds are dangerous against medium biters. Regular ammo (yellow) deals 5 damage vs. medium's 75 HP - that's 15 shots per kill. Piercing (red) deals 8 damage ignoring 10% armor = 10 shots per kill. The difference matters when 30 biters attack simultaneously.

Mid Game Defense (Blue to Purple Science)

Turret typeCount per wall segmentResearch neededProsCons
Gun (piercing)4-6Already researchedHandles spittersNeeds ammo belt
Laser4-6Already researchedHandles small/medium alonePoor vs fire spitters
Flamethrower2-3FlamethrowerMass AOE clearingFuel supply, friendly fire

Mid-game wall blueprint:

D D . D D . D D . D D . D D . D D  (dragon teeth - gaps attract biters)
              W W W W W W W W W W  (wall)
          F   F   F   F   F   F    (flamethrowers behind wall)
        T   T   T   T   T   T      (gun turrets behind flamethrowers)
          L   L   L   L   L   L    (lasers behind gun turrets)

Dragon teeth design: Place walls in a checkered pattern 4-6 tiles in front of the main wall. Biters path toward the gaps between teeth. Flamethrowers aim at those gaps. The biters walk through fire to reach the wall, taking damage the entire way.

Fuel the flamethrowers: Crude oil works for flamethrowers (you don't need heavy/light). Run an underground pipe from your nearest oil field. One pumpjack feeds ~30 flamethrowers continuously in normal attack mode.

Late Game Defense (Megabase)

Turret typeCount per wall segmentResearch neededProsCons
Gun (uranium)6-8Uranium ammoHighest DPSExpensive ammo
Laser8-10High energy upgradesReliableEnormous power
Flamethrower4-6Damage upgradesAOE clearingNeeds fuel supply

Megabase wall blueprint:

D D D D D D D D D D D D D D D D D D D D (dense dragon teeth, 3-4 layers)
              W W W W W W W W W W W W W W (2-thick wall)
        F   F   F   F   F   F   F   F    (flamethrowers, max density)
      T   T   T   T   T   T   T   T      (gun turrets with uranium)
        L   L   L   L   L   L   L   L    (lasers, max density)
  R R R                                   (roboort behind for repair)
  B B B                                   (buffer chest with replacement walls + ammo)

Uranium ammo production for megabase: One centrifuge on uranium processing feeds ~50 gun turrets. At 500 turrets around your perimeter, you need 10 centrifuges running. Automate this as part of your nuclear fuel production.

Robotic wall repair: Place a roboport behind each wall segment. Fill a buffer chest with replacement walls, repair packs, and ammo. Construction robots automatically replace damaged walls and refill turrets. Without this, behemoth biters will breach a weakened section in one attack.

TL;DR for megabase defense: The wall is a continuous loop around your pollution cloud. Biters attack pollution sources, so clearing nests outside the cloud reduces attacks to zero. But for the walls you do build, use 3 layers: flamethrowers (area clear) -> gun turrets (single target) -> lasers (reliable backup). One roboport every 4th section. One pipeline of crude oil feeding all flamethrowers.

The Pollution Strategy - Build or Destroy

Two approaches to biter defense, and they're not equally efficient:

StrategyEffortEffectivenessUPS impact
Wall + turret perimeterMediumGood for 1-5 hoursMedium (entity updates)
Clear nests outside pollutionHigh initial, then zeroBestZero (no attacks)

The "clear the cloud" strategy: For a megabase, walling the entire pollution cloud is impractical (it's huge). Instead, clear all biter nests within your pollution cloud using a rocket-launcher-equipped tank or spidertron. Once clear, expand your walls to the new clear boundary. Repeat every few hours as the cloud expands.

The "continuous perimeter" strategy: Build a wall around your entire base. This is simpler but requires constant ammo/fuel supply to every wall segment. Works well for bases under 100 SPM.

Power Consumption of Turrets

Laser turrets consume 2.4 MW each during firing. A wall segment with 8 lasers firing continuously = 19.2 MW draw. Flamethrowers and gun turrets consume negligible power.

Power budget for 8-laser wall segment:

  • 8 lasers firing 50% of the time = 9.6 MW average
  • 2,400 laser turrets per 1 GW solar field
  • A massive behemoth attack can pull this spike 5-10x for 30 seconds

Buffer solution: Connect turret power through an accumulator bank. The accumulators absorb the firing surge while your main grid stays stable. A cluster of 50 accumulators near the wall provides ~10 seconds of full laser-fire buffer.

Bottom Line

Factorio defense has three phases. Early game: gun turrets with piercing ammo. Mid game: add flamethrowers with dragon teeth. Late game: uranium ammo + laser + flamethrower + robot repair. In all phases, the best defense is clearing nests outside your pollution cloud.

Numbers to remember:

  • Gun (piercing): 10/s shots, 10 damage base, needs ammo belt
  • Laser: 3.2/s shots, 20 damage base, 2.4 MW draw
  • Flamethrower: ~100/s AOE damage, needs crude oil pipe
  • 1 assembling machine feeds ~10 turrets (piercing)
  • 1 pumpjack feeds ~30 flamethrowers
  • Dragon teeth = checkered wall pattern 4-6 tiles in front of main wall

Related: Artillery Guide | Early Game Defense | Flamethrower Defense Guide

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