Threat board
What beats what, and how many hits it takes.
Pick the thing that is ruining your session. You get its real durability, what it can actually do to you, and the counter that works rather than the one people repeat.
Ask Haviland about thisChecked 2026-09-28
Threats
Rules that always hold
- • Armour is measured in what people actually shoot at you. A Nightshark eats twenty-seven missiles but only four sticky bombs, so heavy armour is a defence against missile spam, not against a determined player.
- • A missile lock-on jammer is the only thing that stops an attack before it starts. Everything else just makes you survive longer.
- • Passive mode still works while you are on foot and out of a weaponised vehicle. Ending your CEO or MC session first makes you a far less interesting target.
- • Interiors are absolute. Garages, business entries and tunnels end nearly every chase in the game.
- • Off the Radar from the CEO or MC menu costs very little and removes the blip that every attacker is actually tracking.
Oppressor Mk II
Air attackerHoming missiles
1
Sticky bombs
1
Lock-on jammer
None
Homing missiles from anywhere on the map, with hover and instant repositioning. Still the most common griefing tool.
How to beat it
- Any Imani Tech jammer car — it cannot lock on, and almost no rider can hit a moving target manually.
- Off the Radar from a CEO or MC menu, so it loses the blip it relies on.
- One explosive round from a Heavy Sniper Mk II, or a single homing missile of your own. It dies instantly.
- Go indoors: garages, tunnels and your own business interiors are hard stops.
What it beats
Unarmoured carsCargo trucksAnything parked in the open
Durability figures are community test results, not published stats, and assume full armor upgrades with a player inside. Sources: Nightshark durability testing (27 homing missiles), GTA Wiki — Imani Tech.