Arc Raiders: Damage ARC Enemies With Light Impact Grenades Guide

29 April, 2026

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Arc Raiders: Damage ARC Enemies With Light Impact Grenades Guide

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Arc Raiders: Damage ARC Enemies With Light Impact Grenades Guide

The Arc Raiders damage ARC enemies trial is exactly what it says: throw light impact grenades at ARC machines, collect points, extract alive. The game will award you Trial points based on enemy size. Do enough damage before dying like an idiot, and you walk away with three stars. The challenge was introduced with Season 4 Trials alongside the Riven Tides update, which launched April 28, 2026. Trials themselves began one day later on April 29.

TL;DR Bring 14-15 light impact grenades. Find a large ARC enemy: ideally a Bastion. Throw all of them directly at it. Extract alive. Three stars. Go eat something.

For the uninitiated: the light impact grenade is a Common-tier throwable that detonates the instant it touches any surface. No fuse, no delay, no skill ceiling. It deals 30 damage in a 2.5-meter radius and stacks to 5 per slot, weighing a negligible 0.1 kg each. The game is essentially handing you this trial on a silver platter and watching to see if you can still fail it. Some people do.

Light Impact Grenade: Full Stats

Stat

Value

Notes

Rarity

Common

Floor tier. No excuses for not having them.

Damage

30

Per grenade. Not impressive. Not relevant.

Blast Radius

2.5 m

Small. Aim at the enemy, not near it.

Detonation

On impact

Instant. No cooking. Don't miss.

Stack size

5

Three stacks = 15 grenades. That's your loadout.

Weight

0.1 kg

Essentially weightless. Bring more.

Coin value

270

From Apollo at 810 coins per grenade.

Craft bench

Workbench / Explosives Station

Chemicals x3, Plastic Parts x2.

Arc Raiders: Damage ARC Enemies With Light Impact Grenades Guide
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How to Acquire Light Impact Grenades

Three routes. All functional. One is clearly for people who hate their Raider Coin supply.

  • Craft them. Workbench or Explosives Station. Chemicals x3 and Plastic Parts x2 per grenade. Scrappy hands out materials after runs: this is the economical option if you have five minutes and a functional base station.
  • Buy from Apollo. 810 coins per grenade via the Trader tab. Fast, expensive, and the preferred method of anyone who just wants to get this done and doesn't feel like managing crafting queues at midnight.
  • Loot in-raid. Find them on the map. Pray. This is a strategy only if you enjoy uncertainty and personal suffering.

Reminder Crafting is cheaper. Apollo is faster. Choose based on how much you value your time versus your coins. Both are correct answers. Looting in-raid is not a plan: it is a coping mechanism.

Points You Will Earn Per Enemy

The Arc Raiders Trial points system rewards you differently depending on what you throw your grenades at. Larger enemies mean more points per hit. This is basic arithmetic disguised as game design.

  1. ~150Small ARC enemies/per grenade
  2. ~300Large ARC enemies/per grenade (e.g. Bastion)
  3. 4,000+Points needed/for 3 stars
  4. 14Min grenades needed/against a Bastion

The math: 14 grenades at ~300 points each against a Bastion nets you roughly 4,200 points: enough for three stars. Note that Season 4 removed the 2x major map condition bonus, so don't waste time waiting for specific weather events expecting double dipping. That exploit is gone.

Stars

Points Required

Grenades vs. Bastion

Grenades vs. Small

1 Star

1,000

~4

~7

2 Stars

2,500

~9

~17

3 Stars

4,000

~14

~27+

How to Acquire Light Impact Grenades
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Best Location: Blue Gate Map

The fastest Arc Raiders three stars grenade trial completion happens at Blue Gate. This is not a matter of opinion: it is the location where the game puts a Bastion in a tunnel and waits for you to throw things at it. Somebody at Embark Studios either designed this intentionally or made a catastrophic routing error that benefits players. Either way, exploit it.

  1. Load into Blue Gate

Bring a loadout built around carrying light impact grenades. Weapon choice is irrelevant: you are here to throw things, not shoot them. Bring at least 14 grenades; 15 is the comfortable number.

  1. Move to Head House at the Checkpoint

Enter through the Outergates. The Bastion is stuck in the tunnel ahead. It is large. It is slow. It is completely unaware that you are about to destroy its entire week.

  1. Target ground-based ARC enemies first

Ground-based enemies move less than aerial ones. Fewer wasted throws, fewer missed grenades, fewer opportunities for you to waste 810 coins worth of throwables on a flying machine that decided to relocate mid-throw.

  1. Throw directly at the enemy: not near it

The blast radius is 2.5 meters. It is not generous. Aim at the body. The grenade detonates on contact with any surface, so a floor throw that explodes two meters short of the target is just a noise event.

  1. Spam all 14 grenades at the Bastion, then extract

You will have over 4,000 points. Walk calmly to extraction. Do not engage other enemies. Do not get killed proving some point. Secure the run.

Alternative: Riven Tides map The Riven Tides map also works. Large ARC units spawn across the coastal map and the Bombardier near extraction points is a legitimate secondary option: as confirmed by runners who did exactly this. Blue Gate remains optimal for speed; Riven Tides is for players who want to combine this trial with map exploration simultaneously.

Why the Bastion Specifically

The Bastion is a heavy, slow, ground-based ARC unit that happens to be the most cooperative enemy in the game for this particular light impact grenade weekly challenge. It does not teleport. It does not fly away. It occasionally kills you, yes, but that is mostly your fault for standing too close while spamming grenades at it. The point is: it stays still, it is large, and it gives approximately double the trial points of smaller enemies. If a different large ARC unit is available: a Bombardier, a large unit near an extraction: use that instead. The principle is size, not species.

Hazard ARC fireballs are genuinely lethal in the current build, especially post-Riven Tides. One fireball can end your run before you finish the grenade stack. Keep distance and use cover between throws. Do not tank hits while staring at your points tally.

Best Location: Blue Gate Map
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• Dockmaster's Detector Unlock

• 250 Raider Tokens

• Bird House Attachment

$3.49

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• 75 Blueprints Unlocked

• High Tier Loadouts

• Fast Blueprint Delivery

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Season 4 Trials Changes That Affect This

For context on why this is actually a reasonable weekly objective now: Arc Raiders Season 4 Riven Tides overhauled the entire Trials system. Several changes are directly relevant to how you approach this challenge.

Change

Season 3

Season 4

Map condition bonus

2x points on major conditions

Removed. No bonus.

Condition-locked challenges

Yes. Wait for the right map.

Gone. Play when you want.

Trials during Expedition

Blocked.

Available simultaneously.

Challenge variety

Limited types

Melee, gadgets, grenades, containers

Solo accessibility

Disadvantaged vs squads

Improved. Still imperfect.

The removal of the 2x major map condition bonus is the key point for this trial. You do not need to sit around waiting for a specific weather event. You load in, you throw grenades, you extract. The Riven Tides grenade challenge is available the moment Season 4 opens on April 29.

What Completing This Gets You

Three stars on this trial contribute to your weekly Trial standing, which feeds into rank progression. The Arc Raiders Blindspot Outfit is the main Season 4 cosmetic reward: coastal-themed gear that unlocks progressively as you climb from Tryhard I upward. The base outfit unlocks at Tryhard I, with additional toggles and color variants at Hotshot and Cantina Legend. There is also a River Dance emote at Daredevil rank, a new backpack color, a backpack charm, and a weapon attachment.

  • Tryhard I: Base Blindspot Outfit unlocked. Functional goal for casual players.
  • Daredevil: River Dance emote. You may or may not care about this.
  • Hotshot / Cantina Legend: Alternate Blindspot colorways. Exclusive. Visible to other Raiders in lobby.

Reminder All Trial progress is locked until you extract alive. Death in-raid wipes your accumulated stars for that run. Three stars collected, death on the way out equals zero stars banked. Extract first. Always.

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Arc Raiders: Damage ARC Enemies With Light Impact Grenades Guide FAQ

How many light impact grenades do I need for 3 stars?

14 against a Bastion. 15 is comfortable. Against small enemies you need significantly more: do not attempt it.

Does the 2x major map condition bonus apply in Season 4?

No. Embark removed it. Stop waiting for weather events. Just load in and throw grenades at robots.

Where is the easiest place to complete this trial fast?

Blue Gate map, Head House near Checkpoint. A Bastion sits in the tunnel. Fourteen grenades ends the discussion there.

Can I buy light impact grenades instead of crafting them?

Yes, from Apollo at 810 coins each. Fast, expensive, and perfectly valid if crafting feels like homework right now.

What happens to my points if I die before extracting?

They vanish. All of them. You start the next run from zero. Extract alive. This is non-negotiable.