A raid decision tool, not a squad builder
Build a Base and Steal has no squad system to build - the raid unit is one player with gear, one free pet slot, and a route. The clan layer (the August 30, 2026 build; its [CLANS🛡️] storefront tag came off by the October 6, 2026 check) adds groups to the game, but the steal decision itself stays individual: is my base safe enough to leave?
This planner walks that decision. The three checks mirror the raid readiness checklist - home security, pet space, return route - with the emphasis on the go/no-go call rather than the shopping list afterward.
The go/no-go rules
Go: your home base has layered defense and no fresh breaches, a pet slot is free (+2 slots per rebirth tier make this easier as you climb), you have walked the approach and the return, and the target's value (mutated pets carry 1.5x-4x multipliers on both income and sale) beats your exposure time.
No-go: your base was breached recently and is not rebuilt, your next rebirth's requirement pair is mid-defense (they must stay held until the tier claims), the target's defense matches or beats your gear tier, or a second player just joined near the target.
Retreat mid-run: the owner returns, company arrives, your home takes a hit, or the entry costs more gear time than the pet is worth. All four are walk-away triggers - the community playbook treats them as rules, not suggestions.