ARC Raiders Damage Flying ARC Enemies Trial Guide
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ARC Raiders Damage Flying ARC Enemies Trial Guide

7 min read30 March 20261896

ARC Raiders Damage Flying ARC Enemies Trial Guide

The sky is full of things that want to reduce you to particulate matter, and Trials has the audacity to tell you to stand underneath them and poke at them. Welcome to the ARC Raiders Damage Flying ARC Enemies Trial guide: where the goal is to maximize score on flying ARC enemies in ARC Raiders Trials while doing your absolute best impression of a person who has things under control.

Trials rotate weekly and task your squad with climbing a competitive leaderboard across five objectives. This one is straightforward in concept: Wasps, Hornets, Snitches, and Rocketeers need to feel your love, and in return they will hand you score. Reach 4,000 points and you get the 3-Star reward. Keep going and you claw your way up the Speranza Hotshots board. This guide covers both cases: the fast exit and the obsessive grind.

Critical reminder: Points only count if you extract safely. Die gloriously in the sky doing 80,000 score and you walk away with nothing. The ARC do not issue posthumous receipts.

Trial Preparation

The ARC Raiders Damage Flying ARC Enemies Trial guide is one of the more forgiving trials in the rotation because it can be completed across all party sizes, on multiple maps, and with budgets ranging from "nothing to lose" to "I apparently enjoy risk." Whether you are going for the fast ARC Raiders 3-star rewards flying ARC run or pushing toward the top of the weekly leaderboard, the core setup remains largely the same.

Scoring per Enemy Type (2x Event Modifier)

The scoring in this trial comes entirely from damaging and destroying flying ARC units. To maximize score on flying ARC enemies in ARC Raiders Trials, aim at the center of each unit rather than the propellers. Propeller destruction sends them into a death spin that damages them via the environment: those hits do not count toward your score. Hit the body. Be precise. Be annoyed when you accidentally clip a thruster anyway.

Enemy

Score (Normal)

Score (2x Event)

Difficulty

Notes

Wasp

~100

~200

Easy

Best farmed via Snitch Scanner

Hornet

~180

~360

Easy–Medium

Shoot rear thrusters to disable, body for score

Snitch

~130

~260

Easy

Low HP; let it scan before destroying

Rocketeer

~1,100+

~2,200+

Hard

Wolfpack Grenade or Hornet Driver; armored

The Wasp Hornet Snitch Rocketeer score breakdown above should inform your target priority. Two Rocketeers under a 2x modifier alone will nearly carry you to the 4,000-point threshold. After that, any Wasp or Hornet you tap on your way to extract is a bonus.

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ARC Raiders Damage Flying ARC Enemies Trial Guide
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Best Loadout: Damage Flying ARC Enemies in ARC Raiders

There is no single "correct" loadout, but the best loadout damage flying ARC enemies players have settled on is built around medium-to-long range firearms paired with grenades that do not require you to have played since beta to use effectively. Here is the recommended kit:

Item

Category

Key Usage & Strategy

Anvil IV

Primary

Best for sustained damage against small flyers. (Use Anvil I as a backup).

Renegade

Secondary

Reliable mid-range. Keep ~80 Medium Ammo (loot from Hornets).

Wolfpack Grenades

Tactical

Use tracking rockets for Rocketeers; 2 grenades usually kills one.

Snitch Scanners (x9)

Utility

High-score backbone. Farm these to spawn Wasps for points.

Barricade Kits (x2–3)

Defense

Use at vantage points to block ziplines and create cover.

Light Shield + 5 Rechargers

Survival

Essential for mitigation. Remember: You are not immortal.

5 Bandages

Healing

Standard survival requirement.

Any Augment

Passive

User preference; Mobility or Damage is recommended.

Free Loadout: Yes, you can complete the 3-star threshold with a free loadout. However, free kits limit your ammo and grenade options significantly, which makes the high-score route impractical. Use a free loadout for the 4,000-point escape only.

Best Loadout: Damage Flying ARC Enemies in ARC Raiders
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ARC Raiders Best Map for Flying ARC Enemies

Technically, this trial can be completed on any map. Practically, some maps are considerably less painful than others. The ARC Raiders best map for flying ARC enemies is Blue Gate during the Blue Gate Locked Gate event ARC Raiders, and it is not a close competition. The Locked Gate event provides a 2x Trials modifier and a 40-minute raid timer: enough time to set up properly, grind through your Snitch Scanners, and extract with a score that would make a Rocketeer weep if Rocketeers had feelings.

  • Blue Gate – Locked Gate Event: Recommended. 2x multiplier, 40-minute timer, high natural flying ARC density, and access to Pilgrim's Peak. Best overall option for this trial.
  • Blue Gate – Night Raid / Electromagnetic Storm: A solid fallback if Locked Gate is not active. Also carries the 2x modifier.
  • Spaceport – Hidden Bunker Event: Valid alternative. Same 40-minute timer and 2x multiplier. One caveat: this event triggers once every 12 hours, so your schedule and the server schedule must agree, which they rarely will.
  • Any map, any condition: Possible for a quick 3-star run. Not ideal for pushing score.

Use Aggression-based Matchmaking for friendly lobbies whenever possible. Consistently safe, consistently less irritating. Highly recommended.

Pilgrim's Peak Location: Blue Gate ARC Raiders

The Pilgrim's Peak location Blue Gate ARC Raiders players favor sits in the northeastern section of the map. The tower there gives you an elevated vantage over a wide stretch of the map, which means you can engage flying ARC at range, pulling them toward you with shots rather than walking into their patrol paths like an optimist.

From the top of Pilgrim's Peak, set up your Barricade Kits. Block the ziplines if possible. Make this position as miserable to contest as you can. One note worth knowing: one of the Locked Gate event keys spawns at Pilgrim's Peak, so other players may arrive with intentions that conflict with your farming session. Communicate early if you want to share the tower peacefully. If they have other ideas, the Barricades were not decorative.

The elevation advantage is the point. From the tower, you can tag Snitches and Hornets from far enough away to bring them to you rather than wandering around the map at ground level, where the ARC are considerably more organized about destroying you.

ARC Raiders Best Map for Flying ARC Enemies
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How to Spawn Wasps with a Snitch Scanner in ARC Raiders

This is the section that separates the people who grind 20,000 score from the ones who grind 100,000. Understanding how to spawn Wasps with a Snitch Scanner in ARC Raiders is the single highest-leverage thing you can do for this trial. Here is how it works.

Step 1: Farm Your Snitch Scanners

Before your scoring run, you need to know how to farm Snitch Scanners in ARC Raiders, because bringing zero into the most important session of your week is an avoidable tragedy. The process:

  1. Load into any map with a basic loadout and at least one safe pocket slot.
  2. Shoot down every Snitch you encounter and loot their dropped Scanner.
  3. Each slot holds up to three Scanners, so three inventory slots gives you nine Scanners per run.
  4. Extract safely to keep all of them. Die and lose everything, as is tradition.
  5. Repeat across one or two farming runs until you have a comfortable stack.

Nine Scanners is the floor for a competitive run. More is better. Each Scanner spawns two Wasps: nine Scanners means 18 Wasps on demand, on top of whatever the map naturally provides.

Step 2: Position and Deploy

Once you are set up at Pilgrim's Peak: or your chosen vantage: barricades in place, ammo accounted for, begin throwing your Snitch Scanners one at a time. You will know a Scanner activated when you hear the Snitch Alarm and see a beam descend from the sky. Two Wasps drop in. Shoot them. Throw the next Scanner.

Do not throw multiple Scanners in rapid succession. The game has a spawn cap on simultaneous ARC units. Throw too fast and some Scanners will not activate, sitting inert on the ground until you remember to pick them up, which you probably will not. Watch the sky. Pace yourself. Maintain eye contact with the consequences of your own impatience.

Using this method: combined with the natural flying ARC patrolling Blue Gate: the score ceiling for this trial runs from 40,000 to over 100,000 points, depending on Scanner count, party size, and how well you avoid accidentally killing things the wrong way.

How to Deal With Each Flying ARC

A brief, merciless breakdown of every flying enemy you will encounter and the fastest way to process them from "existing" to "not your problem anymore."

  • Wasp: Low health, abundant supply courtesy of your Scanners. Anvil IV to the body. Do not overthink it.
  • Hornet: Tougher than a Wasp, worth more score. Two shots to the rear thrusters disable it. Finish with body shots. If it falls to the ground, the environmental damage does not count: keep it in the air or finish it fast.
  • Snitch: Low HP, snitches on you to reinforce the ARC population. Here is the important part: aggro it and let it activate its alarm before you destroy it. The alarm call spawns a Hornet and two additional Wasps, giving you free extra targets. Then kill the Snitch. In that order.
  • Rocketeer: Armored, dangerous, worth significantly more score than its smaller colleagues. Wolfpack Grenades are the standard method, as their tracking rockets are forgiving. The Hornet Driver is a valid alternative for more experienced players. Regular weapons will barely register against the armor. Do not try to Anvil a Rocketeer into submission unless you have specifically set up the Rocketeer Flipper strategy, which requires positioning yourself below its thrusters while it is in combat mode.
How to Spawn Wasps with a Snitch Scanner in ARC Raiders
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ARC Raiders Fast 3-Star Rewards: Flying ARC

Not everyone wants to spend forty minutes farming Scanners on a tower. For ARC Raiders fast 3-star rewards flying ARC, the path is considerably shorter and requires no preparation beyond basic competence.

Load into Blue Gate during any 2x event. Head toward the Pilgrim's Peak area on the northeastern side of the map. The density of natural flying ARC spawns here is high enough that you can accrue 4,000 points by engaging Wasps, Hornets, and whatever Snitches stumble into your line of sight. Aggro Snitches before killing them to chain extra Wasp and Hornet spawns. If you brought Wolfpack Grenades and manage to find a Rocketeer, two grenades will carry you most of the way to 4,000 on their own under a 2x modifier. Once the threshold is hit, extract. Done. Move on with your evening.

Alternative fast method: two Wolfpack Grenades on two Rocketeers during any 2x event will approach or clear the 4,000-point threshold by themselves. Rocketeers are not common, but they are efficient. If you see one, treat it as a priority.

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ARC Raiders Damage Flying ARC Enemies Trial Guide FAQ

Can I complete the Damage Flying ARC Enemies Trial on any map?

Yes, but Blue Gate during a 2x event gives the best score and enemy density.

How many Snitch Scanners should I bring to maximize score?

Bring at least nine Scanners per run; each one spawns two Wasps on demand.

Do Rocketeer kills count toward the Damage Flying ARC Enemies Trial?

Yes: Rocketeers are flying ARC and award the highest score per kill by far.

Why does damaging propellers reduce my score on flying ARC?

Propeller destruction causes environmental crash damage, which does not credit you personally.

Does my Trial score count if I die before extracting?

No: you must extract safely. Death voids the entire run, every single time.

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