
ARC Raiders Trials Season 5 Guide: Ranks & Full Rewards
ARC Raiders China just added 6 augments nobody asked for. We tested the stim, shield, stealth, and speed mods so you do not have to suffer alone.

Somewhere in a Tencent server room, someone decided ARC Raiders China augments deserved a stealth mod that borders on cheating. The main game doesn't have these. It might never have these. That hasn't stopped a small, deeply online contingent of raiders from finding a firing range, breaking their own shields on purpose, and timing exactly how forgiving the ARC wildlife has become. This guide covers what each augment does, how it performs against a stopwatch, and which ones deserve a slot in your loadout the moment Embark decides to be generous.
None of this exists until your Gear Bench hits its ceiling. ARC Raiders workbench level 5 is the actual requirement, which is one full tier above anything the global client currently allows, so don't go digging through your own workshop menu expecting to find it. Most of the six augments below need no blueprint at all: you just need the bench level and the patience to grind toward it, which, if you've played this game for more than a week, you already have in abundance.
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All six augments, ranked by how much attention they deserve |
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Augment |
Rarity |
Slots |
Shields |
Standout Trait |
|
Stim (Looting Mk.3) |
Epic |
26 total, 4 quick |
Light / Medium |
Self-charging adrenaline shot, 60s cooldown |
|
Combat Mk.3 Support |
Epic |
18 total, 4 quick |
Light / Medium |
Passive shield regen after 30s clean |
|
Combat Mk.2 Supply |
Rare |
27 total, 1 safe pocket |
Light / Medium / Heavy |
Dedicated ammo storage |
|
Tactical Mk.2 Agility |
Rare |
27 total, 5 quick |
Light / Medium / Heavy |
Speed burst when shield breaks |
|
Tactical Mk.2 Engineering |
Rare |
18 total, 4 quick |
Light / Medium |
25% faster trap deploy and retrieval |
|
Stealth (Looting) |
Rare |
30 total, 6 quick |
Not heavy-rated |
Cuts ARC detection radius by roughly two-thirds |
The ARC Raiders stim augment bolts a constantly recharging adrenaline shot onto a standard Looting Mk.3 frame. It won't out-space a Survivor build, because nothing does, but the math is genuinely decent: two natural stamina cycles roughly refill one charge, meaning twenty carried adrenaline shots behave like thirty. Good for long sprints across the map. Bad if you were hoping for a reason to stop being an adrenaline shot junkie.
Solid for endurance-heavy objectives. Not worth it if you already carry a stack of shots and a functioning inventory.
This is a straightforward ARC Raiders combat augment built around passive shield regeneration, triggered after 30 uninterrupted seconds. Thirty seconds is an eternity in any fight worth having, and by the time it activates you've usually already been pushed, looted, and forgotten. The regen itself ticks up slowly enough that you'll question why you didn't just bring more inventory space instead.
Theoretically nice. Practically a trap for anyone who still thinks fights end after one exchange.
Twenty-seven slots and heavy shield support sound impressive until you notice the weight cap sits at 55 and you only get one safe pocket. It's built for players who want to run heavy shields into a Matriarch fight and never run dry on ammo, assuming heavy shields ever become worth the trouble they currently aren't.
Useful in a hypothetical future where heavy shields matter. Right now, a nice-looking spreadsheet entry.
This ARC Raiders tactical augment grants a movement speed increase the moment your shield shatters, and side-by-side testing puts the boost at roughly 10 to 20 percent for a very short window. It's real, it's just subtle enough that most players will swear it's their imagination, right up until they outrun someone who should have caught them.
Marginal but legitimate. Won't win fights alone, might win footraces.
A flat 25 percent reduction to trap deployment and retrieval time, which is one of the rare augments in this batch that actually tells you the number instead of hiding behind vague flavor text. Great for barricade resets against the Turbine or Matriarch. Irrelevant for anyone who has never once placed a trap on purpose.
Niche, but honest about what it does. Rare enough to respect that.
The ARC Raiders stealth augment shrinks ARC detection radius so aggressively that testers walked directly underneath a wasp and a bombardier without triggering aggro, at ranges where a normal loadout gets spotted from 30 meters out. Thirty inventory slots, six quick-use slots, and near-total invisibility to ARC enemies as long as you stay out of their direct line of sight. This is the closest thing to a cheat code the augment system has produced.
Absurdly strong. If this survives to the global client untouched, expect a nerf within a week.
All six augments live exclusively in the ARC Raiders Tencent beta, a separate client with its own servers, its own dev team, and no shared progression with the version everyone else plays. It launched as a region-specific build after Steam restricted access in China, so anyone testing this content is either running a Chinese account through the proper channels or watching secondhand footage, same as this guide.
Access itself runs through the ARC Raiders China server infrastructure, gated behind real-name verification and a qualification survey, which is a lot of bureaucracy for the privilege of testing augments the rest of the world is being denied. Nothing here carries an official Western release date, and nothing here should be treated as a promise.
The same beta also introduced a dedicated ARC Raiders PvE mode called the Rebellion Incident, where every player spawns allied and PvP is switched off entirely. It has nothing to do with the augments directly, but it explains why this build is generating attention: Tencent solved a request Embark has spent over a year explaining they can't easily grant.
|
Tier |
Ability |
Assessment |
|
S |
Stealth |
Borderline broken, take it every time it's available. |
|
A |
Stim |
Reliable, unglamorous, keeps you moving. |
|
A |
Tactical Mk.2 Engineering |
Honest numbers, real niche value. |
|
B |
Tactical Mk.2 Agility |
A genuine but modest edge. |
|
B |
Combat Mk.2 Supply |
Waiting on heavy shields to matter. |
|
C |
Combat Mk.3 Support |
A good idea buried under a bad timer. |

ARC Raiders China just added 6 augments nobody asked for. We tested the stim, shield, stealth, and speed mods so you do not have to suffer alone.

ARC Raiders China just added 6 augments nobody asked for. We tested the stim, shield, stealth, and speed mods so you do not have to suffer alone.

ARC Raiders China just added 6 augments nobody asked for. We tested the stim, shield, stealth, and speed mods so you do not have to suffer alone.

No confirmation exists. Tencent's China beta runs on separate servers, so global players should not expect these soon, if ever.
A level five Gear Bench, the highest tier workbench available only in the Chinese beta client, not the global build.
Yes. It lets you sneak directly behind ARC enemies without triggering aggro, turning stealth kills into a near guaranteed formality.
Barely. The 30 second no-damage window is too long for fights, making it mostly useful for slow, uneventful loot runs.
No. They currently only exist in the Tencent-published Chinese beta client, which runs separately from Embark's global servers entirely.


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