
ARC Raiders Flashpoint Release Date & Overview
New guide live: Damage Flying ARC Enemies in ARC Raiders Trials. Snitch Scanner farming, Wolfpack strats, Pilgrim's Peak perch, and your fastest path
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.
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.
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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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.

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

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.
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:
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.
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.
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."

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.


New guide live: Damage Flying ARC Enemies in ARC Raiders Trials. Snitch Scanner farming, Wolfpack strats, Pilgrim's Peak perch, and your fastest path

New guide live: Damage Flying ARC Enemies in ARC Raiders Trials. Snitch Scanner farming, Wolfpack strats, Pilgrim's Peak perch, and your fastest path

New guide live: Damage Flying ARC Enemies in ARC Raiders Trials. Snitch Scanner farming, Wolfpack strats, Pilgrim's Peak perch, and your fastest path

New guide live: Damage Flying ARC Enemies in ARC Raiders Trials. Snitch Scanner farming, Wolfpack strats, Pilgrim's Peak perch, and your fastest path

New guide live: Damage Flying ARC Enemies in ARC Raiders Trials. Snitch Scanner farming, Wolfpack strats, Pilgrim's Peak perch, and your fastest path

New guide live: Damage Flying ARC Enemies in ARC Raiders Trials. Snitch Scanner farming, Wolfpack strats, Pilgrim's Peak perch, and your fastest path

Yes, but Blue Gate during a 2x event gives the best score and enemy density.
Bring at least nine Scanners per run; each one spawns two Wasps on demand.
Yes: Rocketeers are flying ARC and award the highest score per kill by far.
Propeller destruction causes environmental crash damage, which does not credit you personally.
No: you must extract safely. Death voids the entire run, every single time.


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