
ARC Raiders Patch 1.29 Guide: Nomadic Envoy Ermal, Rascal Grenade Launcher & More
The ARC Raiders blaze grenade trial is live and most players are doing it wrong. Stop crafting 100 grenades like a hoarder. One blaze grenade on a Bom
The ARC Raiders blaze grenade trial does not ask you to throw fifty grenades at a wall. It awards points based on damage dealt to ARC machines using the blaze grenade specifically. The higher the enemy's health pool, the more damage: and thus more score: a single grenade extracts from it.
The wording "as much damage as possible" does not mean "bring a hundred grenades." Testing confirms the challenge tracks damage from individual throws. One perfectly placed grenade on the right target beats an entire loadout wasted on the wrong one.
Damage is scored per hit. Large ARC enemies give 2 points per damage point dealt. Target selection is the entire challenge.
Before you commit to this trial, you need a functioning blaze grenade crafting recipe. The blueprint is not handed to you. It drops from loot containers in industrial and security points of interest: Stella Montis Loading Bay being the most commonly cited location, though nothing here is guaranteed.
Recipe (confirmed)
Explosive Compound does not grow on trees. Craft it at a Level 2 Refiner with 2 Crude Explosives and 2 Oil, or farm it from Industrial and Security containers. Hydroponic Dome Complex on Dam Battlegrounds is the most reliable source. Lightning strikes also leave Fossilized Lightning behind: recycling one yields 3 Explosive Compounds. Chase the storm if you want free materials.
Oil is the primary bottleneck. Industrial containers at Loading Bay drop items that break down into oil: farm them while hunting the blueprint and you solve two problems at once.
Good news: you do not need to craft fifty grenades. Testing proved the trial rewards skill, not hoarding. Pack 5–10. Spend the rest of your carry weight on something useful.
This is where most players fail. Best targets for blaze grenade trial ARC Raiders are large, slow enemies with high health pools and multiple damageable hitboxes. Throwing fire at a Tick is a personal problem.
|
Rank |
Target |
Why |
Approx. Score |
Notes |
|
1 |
Bombardier |
Weaker armor, large hitbox, multiple legs |
5,000+ |
Easiest large target to land on |
|
2 |
Leaper |
High HP, many joints, fire weakness |
~2,000 |
3-star solo with one grenade |
|
3 |
Bastion |
Large but heavy armor |
2,100–2,500 |
Aim under feet, not on top |
|
— |
Matriarch (core) |
Requires setup, limited upside |
~3,800 |
Snap Hook required; not worth solo effort |
|
— |
Small ARC (Wasps, Ticks, Hornets) |
Minimal HP, minimal yield |
<600 |
Skip entirely |
Fire is the Leaper's primary elemental weakness. A burning Leaper dies faster than a healthy one, which is irrelevant to your score but satisfying to watch.
Blaze grenade placement matters more than quantity. How to aim blaze grenade ARC Raiders is a question that sounds stupid until you throw six of them on a Bastion's roof and watch the fire cascade into nothing.
Current behavior: throw one grenade, wait for the fire effect to expire, then throw another. Simultaneous stacks do not multiply points. Sequential throws on the same target do. Patience is rewarded. Impatience is not.
The ARC Raiders blaze grenade loadout does not need to be elaborate. Five to ten grenades is sufficient for a 3-star score if you use them correctly. Pad the rest with utility items.
The Law Grenade is the hidden multiplier. Blaze grenade combo strategy: use a Law Grenade to pull a Leaper and a Bombardier into the same spot, then throw a single Blaze Grenade onto both. Combined score approaches 8,000 from one throw. That is a very reasonable way to spend one item slot.
Stella Montis, Loading Bay is the default recommendation. It has Bastion spawns, good elevation for throws from height, and consistent large ARC density. Night Raid conditions increase enemy health multipliers, which translates to more damage per grenade.
The ARC Raiders Stella Montis trial strategy works because the loading bay area has grouped ARC at the bottom reachable from overhead: ideal for arc-landing grenades on multiple targets. Archives on Stella also has ARC congregation points worth exploiting.
Other players know where the large ARC spawn. Expect competition. If you accidentally set a teammate on fire: which happens: a defib and an apology are your only options.
The ARC Raiders trial score thresholds are not secret. Three stars requires 3,000 points. One Leaper hit with a well-placed blaze grenade nearly achieves this alone. Two large targets is comfortable. Three is generous.
|
Stars |
Score Required |
Realistic Path |
|
1 Star |
1,000 |
One bad throw on a Bastion |
|
2 Stars |
2,000 |
One decent throw on a Leaper |
|
3 Stars |
3,000 |
One Leaper + anything else |
|
Leaderboard push |
8,000+ |
Law Grenade + Leaper + Bombardier simultaneously |
Only your best single-raid score counts. Running five mediocre raids accomplishes nothing. How to three star blaze grenade trial is answered by one competent run, not five sloppy ones.

The ARC Raiders blaze grenade trial is live and most players are doing it wrong. Stop crafting 100 grenades like a hoarder. One blaze grenade on a Bom

The ARC Raiders blaze grenade trial is live and most players are doing it wrong. Stop crafting 100 grenades like a hoarder. One blaze grenade on a Bom

The ARC Raiders blaze grenade trial is live and most players are doing it wrong. Stop crafting 100 grenades like a hoarder. One blaze grenade on a Bom

No. Throw one, wait for fire to end, then throw another. Sequential stacks score. Simultaneous stacks do not.
Bombardier. Weaker armor means more fire damage absorbed, yielding roughly 5,000 score from one grenade.
Industrial containers, most reliably at Stella Montis Loading Bay. Night raids seem to improve odds, though no data confirms it.
Only if you find grenades in-raid. Crafting is faster and more reliable. Explosives Station Tier 3 required.
Yes. Only extracted score counts. Die mid-run with 8,000 points and you keep exactly zero of them.


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