ARC Raiders: Damage Any ARC Enemies Trial Guide
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ARC Raiders: Damage Any ARC Enemies Trial Guide

11 min read06 May 20261252

ARC Raiders: Damage Any ARC Enemies Trial Guide

The Damage Any ARC Enemies Trial is ARC Raiders' way of pointing at every machine on the map and saying "yes, all of them." It sounds generous. It isn't, because you will absolutely waste half your raid chasing Ticks for 7 points apiece if nobody tells you not to. This guide tells you not to.

The 3-star reward threshold is 3,000 score. Three large ARC: Leaper, Rocketeer, or Bastion: get you 2,700 of that on their own. The math is not subtle. Prioritize the ARC Raiders best loadout for Trials and go large or go home.

Points only count if you extract alive. Die with 80,000 score and you collect exactly nothing. The ARC do not issue posthumous receipts.

ARC Enemy Score Table

Score is awarded per ARC destroyed. The gap between small and large ARC is the entire point of this guide: memorize this table, then never look at a Tick again unless it is literally in your path.

ARC Enemy

Score (approx.)

Type

Verdict

Leaper

~900

Large / Ground

PRIORITY

Bastion

900+

Large / Ground

PRIORITY

Bombardier

900+

Large / Ground

PRIORITY

Rocketeer

600–900

Large / Flying

PRIORITY

Snitch

~111

Small / Flying

ROTATE FILLER

Hornet

~110

Small / Flying

ROTATE FILLER

Pop

20–30

Small

IGNORE

Tick

~7

Small

IGNORE

The Turbine spawns on most maps but not Stella Montis. It eats ammunition like a sponge and fires lightning. The score it awards does not compensate for the time and bullets it consumes. Skip it unless you enjoy suffering for middling returns.

ARC Raiders: Damage Any ARC Enemies Trial Guide
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Best Loadout for ARC Trials

This is not the place for a free loadout. The ARC Raiders Trials scoring system rewards aggression against large ARC, and large ARC will end you if you show up underprepared. Spend the resources or spend the respawn screen.

Weapon Category

Equipment

Combat Role & Tactical Notes

Primary Weapon

Bettina

Top-tier PvE DPS: Specifically engineered to shred ARC armor panels and expose cores. Requires a massive Heavy Ammo reserve.

Secondary Weapon

Hullcracker

Precision Explosive: Specialized grenade launcher for weak spots. 8 shots for a Bastion; 11 for a Queen's leg.

Alternative Primary

Anvil IV

Budget Reliable: Accessible and accurate fallback. Suitable for 3-star runs, though lacks the DPS ceiling for leaderboard pushes.

Explosives

Wolfpacks / Seekers

Armor Stripping: Essential for rapid removal of Bastion and Bombardier plating. Carry Deadline grenades as a secondary explosive for maximum score.

Consumables & Utilities

  • Survivor MK.3 Augment: non-negotiable if you're pushing deep into the raid
  • Medium Shield + 5 Shield Rechargers: large ARC hit hard enough to remind you that you are, in fact, mortal
  • 10+ Adrenaline Shots: sustain while rotating between targets
  • 5–10 Bandages: backup healing for when the Wolfpacks land closer than planned
  • Ziplines / Snap Hook (optional): for faster rotation between ARC spawns on Dam Battleground

Do not. Even chasing the minimum 3,000 score on a free loadout is a coin flip. Invest in a proper kit or accept that you are donating your time to the leaderboard of someone who did not.

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Best Map & Rotation Strategy

The Dam Battleground map is the standard recommendation: straightforward layout, consistent large ARC spawns, and no unusual modifiers required. If the Hidden Bunker event on Spaceport or Locked Gate on Blue Gate is active, those are strictly better due to extended raid duration and higher ARC density, including clustered Bastion and Bombardier spawns.

On Dam Battleground, three zones anchor your rotation. Start at Hydroponic Dome Complex: open sightlines make it easy to spot Rocketeers and Bastions before they spot you. Then sweep toward the second and third large-ARC spawns of your choice, killing small ARC only while moving between them.

Solo Rotation

  1. Drop near Hydroponic Dome Complex
  2. Clear the first large ARC (Leaper ideal: lure to a doorway, blast with Hullcracker)
  3. Kill small ARC like Snitches while moving to the next large spawn
  4. Destroy second large ARC
  5. Mop up remaining small ARC to close out the 3,000 threshold
  6. Extract when time is running low: score means nothing if you die on the way out

Three large ARC alone yields roughly 2,700 score. Three small flying ARC (Hornet or Snitch at ~110 each) covers the remaining 300. That is your 3-star done with time to spare.

Squad Rotation

Split the party across all three major ARC spawn zones simultaneously. Each player handles one zone's large ARC independently, then converges for cleanup. On a clean squad run, 10,000+ score is a conservative lower estimate. Use aggression-based matchmaking for friendlier lobbies if you prefer not to manage a PvP situation mid-Bastion fight.

Leaper Tactic

Aggro the Leaper, find a building entrance, and peek out to fire. The doorway limits its movement, gives you a clean body shot, and costs it the fight. An easy 900 score with minimal risk: this is the one large ARC that does not require elaborate strategy.

Large ARC: Combat Notes

The ARC Raiders enemy types that matter for this Trial all have weak points. Ignoring them costs bullets and time, both of which are finite.

Bastion

Target the knee joints with the Anvil to expose the core, or aim Hullcracker rounds at the top to reach it directly. Eight well-placed Hullcracker shots is the benchmark for a kill. Found reliably in Buried City near the Hospital and Santa Maria Houses: both locations have ample cover for a safe engagement.

Rocketeer

Requires good positioning and cover. Its rockets can angle through grates and windows, so reposition after every few shots. Centre-mass is the most consistent Hullcracker target: thruster shots are theoretically efficient but the Rocketeer's movement makes them unreliable under pressure. Expect 8–10 shots if you're not landing clean weak-point hits.

Bombardier

The most dangerous large ARC in this rotation. Every time you fire, move. Its mortar shells splash through cover and the Spotters it deploys increase its accuracy if they latch onto you: shoot them off immediately. Underground cover counters its mortar arc entirely.

Leaper

Dangerous in open ground, manageable in any building. Lure it, find a doorframe, and don't stand in its jump path: it follows up with a pulse attack after landing. The Hullcracker is less efficient here in open space; heavy ammo weapons perform better if you're exclusively farming Leapers.

Maximizing Score: What Not to Waste Time On

The ARC Raiders weekly Trial tips that actually matter are mostly about restraint. The game gives you plenty of small ARC to shoot. None of them are worth going out of your way for.

  • Ticks: 7 points. Walk past them. If they're directly in front of you, fine. Otherwise, they do not exist.
  • Pops: 20–30 points. Same logic. Kill them only if they're between you and something useful.
  • Turbine: Listed as large ARC, behaves like a resource sink. It tanks bullets, explosives, and Hullcracker rounds from multiple players and fires lightning in return. The score does not compensate for what it costs to kill it.
  • Propeller shots on flying ARC: Environmental crash damage from destroying propellers does not credit toward your score. Aim at the center of flying units.

The formula for a high score ARC Raiders raid is simple: find large ARC, kill them efficiently, kill small ARC only while moving, extract alive. Everything else is optional.

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ARC Raiders: Damage Any ARC Enemies Trial Guide FAQ

What is the 3-star score threshold for the Damage Any ARC Enemies Trial?

3,000 points. Three large ARC like Leapers or Bastions gets you there with minimal filler needed.

What is the best map for the Damage Any ARC Enemies Trial?

Dam Battleground by default. Spaceport with the Hidden Bunker event is strictly better when available.

Can I use a free loadout to complete this Trial?

Technically possible, not recommended. Large ARC will punish a weak kit badly enough to ruin the run.

Is the Hullcracker still worth using after the nerf?

Yes. Weak-point accuracy now matters, but eight shots still drops a Bastion. It remains the premier ARC hunting tool.

Should I bother killing Ticks and Pops for extra score?

Only if they're directly in your rotation path. Going out of your way for 7 points is a waste of everyone's time.

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