> For the complete documentation index, see [llms.txt](https://docs.battle.fyi/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.battle.fyi/weapons-and-sabotage/overview.md).

# Overview

Sabotage is what makes Battle Trade a game, not just a trading sim. You can spend credits to disrupt other traders mid-battle or protect yourself from incoming attacks.

## Two categories

**Attack weapons** target a specific trader and disrupt their ability to trade. Costs range from 50 to 500 credits. There's a 45-second cooldown between attacks.

**Defense items** protect you from incoming attacks or give you an information edge. Costs range from 100 to 300 credits. No cooldown -- use them whenever you have the credits.

## When to use them

Sabotage is a resource game. Every credit you spend on a weapon is a credit you can't spend later. The best players save their credits for the final round and strike the leader at the worst possible moment.

## Lobby-wide vs targeted

Sabotage weapons target individual traders. Volatility events (triggered by the host or the algorithmic engine) affect everyone in the lobby. See [Markets & Assets](/the-game/markets.md) for the full list of volatility events.

## The meta

Early rounds: save credits, trade well, build your balance. Mid rounds: scout with INSIDER, protect with HEDGE if you're leading. Final round: unload everything on whoever's in first place. BLACKOUT + LEVERAGE CAP in the last 60 seconds can flip the entire leaderboard.

See [Attack Weapons](/weapons-and-sabotage/attacks.md), [Defense Items](/weapons-and-sabotage/defenses.md), and the [Strategy Guide](/weapons-and-sabotage/strategy.md) for details.


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