Damage ARC Enemies Red Lakes
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Damage ARC Enemies Red Lakes

12 min read25 May 20261323

Damage ARC Enemies Red Lakes

The Damage ARC Enemies in the Red Lakes trial scores 1.1 points per damage point dealt to any ARC unit inside the Red Lakes zone on Dam Battlegrounds. That is the entire mechanic. There is no trick. The zone is in the southwest section of the map, straddling the floodgates. ARC that exist there when you shoot them count. ARC you pull into the zone from outside also count, because the game is not that specific about where the bullet originated.

This is not a damage arc enemies red lakes situation where you need a special build or a three-page macro. You need a weapon, the zone, and enemies inside it. The Leaper near the floodgates is your primary target. Two of them can spawn in the southwest Red Lakes area. Everything else in that zone is supplementary suffering.

Quick Summary Load into Dam Battlegrounds. Go to the Red Lakes zone (southwest, near floodgates). Kill Leapers. Kill everything else. Extract before dying. Congratulations.

Scoring Breakdown

The ARC Raiders weekly trial scoring system for this challenge rewards raw damage, not kills. A Leaper absorbs a lot of it before expiring, which is actually in your favor. The math: one full Leaper kill delivers roughly 1,760 score. Two Leapers plus a handful of small ARC clears 3,000 with room to spare. The trial rewards effort proportionally and punishes dying absolutely: score does not count if you don't extract.

ARC Type

Approx. Score

Red Lakes Spawn

Priority

Leaper

~1,760 (full kill)

Yes: 2 near floodgates

HUNT FIRST

Bombardier

~900–1,100

Possible

Free target

Rocketeer

~1,100

Occasional

If present

Tick / Wasp

~100

Always

Don't bother

Turret / Surveyor

~200

Occasional

Padding only

Small ARC exist in the Red Lakes zone in generous quantities. They are useless for score but will happily distract you while something larger removes your spine. Clear them if they're in the way. Otherwise, ignore.

Map & Route

The Red Lakes zone Dam Battlegrounds sits in the southwest portion of the map. The floodgate structure defines the eastern boundary of the zone. Two Leaper spawns are confirmed here: one along the floodgate wall, one patrolling the lakeside path. These are not guaranteed every raid, because the game enjoys reminding you that certainty is a lie, but they appear consistently enough to base a route on.

Recommended Route

  1. Spawn in. Head directly southwest: skip the Control Tower entirely unless you enjoy competing with four other Raiders who also read a guide.
  2. Check the Pipeline Tower first. From the top, you have line of sight over the Red Lakes below. Aggro Leapers at range before descending.
  3. Pull Leapers toward the dam wall. Engage one at a time. Their shockwave jump covers absurd distance: if you think you're safe, you're not.
  4. Target knee joints to expose the core. Unload. The Leaper will stagger. Keep pressure on the core.
  5. After clearing the zone, rotate back up to Pipeline Tower. Leave the kill area immediately after each kill: Leaper respawns require the zone to be vacated.
  6. When raid timer hits critical, exit via the Red Lakes Balcony Lift. It stays open longest and sits conveniently at the edge of your farming area.

Do Not Sit on a corpse waiting for a respawn. That is the most documented way to waste 12 minutes and score 800 points. Leave the zone. Come back. Repeat.

Damage ARC Enemies Red Lakes
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Loadout

This is the best loadout ARC Raiders trials for a damage-focused Red Lakes run. It is not complicated. The Anvil IV is your primary because fire rate matters against a Leaper that does not stop moving. The Hullcracker handles the core exposure phase. Eight well-placed Hullcracker rounds is the benchmark kill. Bring more than eight rounds: math has a way of going wrong mid-fight.

Category

Item

Tactical Note

Primary

Anvil IV

Prioritize IV over I; do not accept the slower fire rate.

Secondary

Hullcracker

Aim for top-center during the core exposure phase to maximize hit chance.

Grenade

Deadline Mine

Deploy at aggro chokepoints near the floodgate path.

Consumables

Meds + Ammo

Overprepare; Leapers will not respect your supply situation.

Optional

Snap Hook

Use for Pipeline Tower access; it is faster than the stairs.

Optional

Jupiter / Osprey

Coordinate Jupiter fire on Bombardiers for rapid squad clears.

Free loadout is technically viable for the 3-star threshold, provided you accept that the Leaper does not care about your budget. A Deadline Mine placed at the Leaper's patrol chokepoint at the floodgate entrance compensates meaningfully for lower-tier weaponry. It won't save you from the shockwave at close range.

Score Multipliers

The ARC Raiders score multiplier trial events are the fastest legitimate way to inflate your leaderboard position. Night Raid conditions on Dam Battlegrounds increase ARC activity density across the map, including the Red Lakes zone. More ARC in the zone means more score per minute. The math is trivial. The execution is harder at night because visibility is worse and ARC are not slower.

The Electromagnetic Storm event is a workable alternative. It extends raid duration and adds ARC aggression. Check event timers before queuing. Loading into a flat daytime raid when a Night Raid was 20 minutes away is the kind of decision that defines a mediocre leaderboard position.

Event Priority Night Raid > Electromagnetic Storm > Any daytime modifier > Nothing. Queue accordingly.

For squad play, the ARC Raiders squad trial strategy splits cleanly: one player on Pipeline Tower maintaining sight over the Red Lakes, two players on the ground cycling kills. The Bombardier that cannot physically reach elevated positions is a free damage target for the tower player. Coordinate fire, do not waste time arguing over who gets the Leaper: there are two spawns.

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Enemy Notes

The Leaper ARC Raiders weakpoints are the knee joints. Shoot them. The joint detonates, the core is exposed, and the Leaper staggers for approximately 8 seconds. That window is your DPS window. Eight Hullcracker rounds to the top of the exposed core is the kill benchmark under controlled conditions. Under actual conditions, with the Leaper moving and you possibly panicking, plan for twelve.

Enemy

Weak Point

Threat

Notes

Leaper

Knee joints → core

Shockwave jump: massive range

Primary target. Prioritize always.

Rocketeer

Centre mass / thrusters

Rockets curve through grates

Reposition after every few shots.

Bombardier

Upper body

Cannot reach elevated positions

Free score from Pipeline Tower.

Tick / Wasp

Any

Distraction

Ignore unless directly in path.

The Leaper spawn cycle Red Lakes resets only after you leave the area. This is not a tooltip: it is the most important routing fact in this guide. Stay in the zone grinding the same corpse and you will finish the raid with 1,700 score and a useful lesson about patience.

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Damage ARC Enemies Red Lakes FAQ

Where exactly is the Red Lakes zone on Dam Battlegrounds?

Southwest section of Dam Battlegrounds, along the floodgates. The Red Lakes Balcony Lift extraction point marks the boundary.

How many Leapers spawn in the Red Lakes?

Up to two: one near the floodgate wall, one patrolling the lakeside. Not guaranteed every raid. Respawn requires you to leave the zone.

Can I complete this trial with a free loadout?

Yes. A Deadline Mine at the Leaper patrol chokepoint compensates adequately. Expect slower clears and fewer second chances if you misplay.

Does score count if I die before extracting?

No. The game does not issue posthumous receipts. Extract alive or your score does not exist. Plan the exit before you start farming.

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