ARC Raiders Damage Wasps Trial Guide
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ARC Raiders Damage Wasps Trial Guide

16 min read06 April 20262466

ARC Raiders Damage Wasps Trial Guide

The ARC Raiders Damage Wasps trial guide you did not know you needed but here we are. Wasps are small, unarmored, moderately annoying flying machines that exist to be shot repeatedly in the center mass for your weekly score obligations. The good news: the threshold to maximize score ARC Raiders damage trials reward is genuinely one of the lower bars you will clear this week. The bad news: if you show up without Snitch Scanners, you will spend fifteen minutes wandering Dam Battlegrounds squinting at the sky like a lost tourist.

This guide covers the fast 4,000 score exit, the leaderboard grind, and every map option in between. Read it. Remember it. Stop doing this the hard way.

Critical reminder: Points only count if you extract safely. Die with 80,000 score and you walk away with nothing. The ARC do not issue posthumous receipts. Extract or it did not happen.

ARC Raiders Damage Wasps Trial Guide | Understanding the Trial

The Damage Wasps trial rewards you for dealing damage to and destroying Wasps inside a raid. Each Wasp kill under a 2x major map condition nets 440 pts. That means you need roughly nine Wasps destroyed under a modifier to crack the 4,000-point threshold for maximum weekly rewards. Nine. That is the number. Keep it in mind while you overpack your loadout with things you will not use.

The trial tracks individual damage contribution, which means your squadmates stealing your kills is a relationship problem as much as it is a scoring one. Plan accordingly.

Unit

Points (2x Modifier)

Notes

Wasp

440

Primary target. Unarmored. Aim center mass, avoid propellers.

Snitch Scanner (thrown)

Spawns 2 Wasps per throw. No Hornets. The one mercy this game offers.

Natural Snitch (aggroed)

Spawns 1 Hornet + 2 Wasps. More chaotic. Still useful.

Wasp (propeller destroyed)

Reduced

Do not shoot the props. Shoot the center. This is not complicated.

ARC Raiders Damage Wasps Trial Guide
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ARC Raiders Damage Wasps Trial Guide | Fast 4,000 Score: The Dignified Exit

If you want the fast 4,000 score trial rewards ARC Raiders hands out for three-starring this trial, the route is simple enough that explaining it in detail almost feels condescending. Almost.

Option A: Snitch Scanner + Wolfpack Method (Recommended)

Load into Dam Battlegrounds or Blue Gate on any major map condition. Find elevated cover, ideally somewhere other Raiders will struggle to reach without a zipline or a lot of optimism. Place your Barricades. Then throw your Snitch Scanners one at a time with a two-to-three second delay between each throw.

The game has a spawn cap on simultaneous ARC units. Throw too fast and some Scanners will sit inert on the ground until you realize you wasted them. You will know a Scanner activated when you hear the Snitch Alarm and see a beam descend from the sky. Two Wasps arrive. Shoot them. Throw the next Scanner. Repeat until you hear the sound of your own mild satisfaction.

Once you have summoned a cluster, a single Wolfpack grenade clears them efficiently. Five Scanners plus one Wolfpack and you are past 4,000 points inside the first minute of the raid. Extract immediately. You have earned the right to leave.

Option B: Electromagnetic Storm on Dam or Blue Gate (No Prep Required)

The ARC Raiders Electromagnetic Storm trial strategy is legitimately useful here. The storm suppresses ambient sound, meaning you can destroy flying enemies from range without announcing yourself to every Raider on the map. Natural Wasp density on both maps under storm conditions is high enough that nine kills without any Scanner farming is realistic. You just need patience, decent aim, and the Anvil IV's fire rate doing most of the work.

Can also attract Snitches, which will each spawn one Hornet and two additional Wasps if you are equipped to handle the Hornet without crying. That is two extra Wasps per Snitch encounter. Bring Seeker Grenades for cleanup.

Option C: ARC Raiders Stella Montis Night Trial Tips (If You Enjoy Chaos)

The ARC Raiders Stella Montis night trial tips apply here in a limited capacity. Wasps patrol the exterior of Stella Montis during night conditions and the 2x night modifier stacks score nicely. The problem is that Stella Montis night is one of the highest-PvP windows in the game. You will be competing with other Raiders who are also there to do trials, which means your Wasps will occasionally become their Wasps and there is nothing civil about that situation. Go here for variety, not for peace.

Map Options Compared

Map

Condition

Score Potential

PvP Risk

Notes

Dam Battlegrounds

Electromagnetic Storm

High

Medium

Suppressed audio helps. Good for the Dam Battlegrounds trial route ARC Raiders strategy. Pairs naturally with Leaper and Rocketeer damage trials this week.

Blue Gate

Electromagnetic Storm / Locked Gate

Very High

Low–Medium

Pilgrim's Peak elevation advantage. Scanner method devastatingly efficient here. 40-min raid timer on Locked Gate events.

Stella Montis

Night Raid

Medium

High

Night modifier is good. Other Raiders are not. Proceed with the understanding that someone will try to steal your Wasps.

Spaceport

Any / Hidden Bunker

Medium

Low

Trench tower vantage works well. Snap Hook or zipline required for best position. Hidden Bunker gives 40-minute timer.

ARC Raiders Damage Wasps Trial Guide | Fast 4,000 Score: The Dignified Exit
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ARC Raiders Damage Wasps Trial Guide | Maximize Score: The Leaderboard Grind

If casual 4,000-point extraction is beneath you and you have decided this week is the week you climb the Speranza Hotshots board, the following information will help. It will also consume an uncomfortable amount of your free time, which is presumably why you are here.

Pre-Raid Preparation

Nine Snitch Scanners is the floor for a competitive run. More is better. Each Scanner spawns two Wasps, meaning nine Scanners is 18 Wasps on demand before you even touch the natural spawn pool. A full squad of three, each carrying nine Scanners, is 54 on-demand Wasps plus whatever the map provides naturally. The score ceiling for this trial sits between 40,000 and 100,000 or more depending on Scanner count, map conditions, and how efficiently your team communicates rather than argues.

Pilgrim's Peak Setup (Blue Gate)

Blue Gate with an ARC Raiders Electromagnetic Storm trial strategy active is the preferred high-score environment. Get to Pilgrim's Peak. It requires elevation access via zipline or the snap hook strategy ARC Raiders trials veterans know well: a Snap Hook from the correct box gets you to the top without advertising your presence via zipline to every Raider within eyesight. Place Barricades. Block the ziplines if you want to be thorough and slightly territorial about it.

Once established, begin Scanner throws one at a time. Pace them. Wait for the Snitch Alarm confirm before the next throw. Designate one squad member as the Scanner operator and the other two as the people actually shooting the Wasps as they appear. Split roles. Do not have everyone throwing Scanners simultaneously and then discovering half of them did not activate because the spawn cap was hit three throws ago.

Natural Snitch Cycling

While running Scanners, send one squadmate to aggro natural Snitches on the map. A natural Snitch that fully activates its alarm spawns a Hornet and two Wasps. The Hornet is worth additional score and the Wasps stack directly onto your trial count. Kill all Wasps and Snitches in an area to force the map to repopulate with new spawns. The cycle continues as long as the raid timer runs.

Spawn cap note: The game limits how many ARC units can be active simultaneously. Throw Scanners too rapidly and some will simply not activate, sitting on the ground waiting for you to notice them. Throw one, hear the Alarm, confirm two Wasps, shoot them, then throw the next. Patience is a scoring multiplier.

ARC Raiders Damage Wasps Trial Guide | Synergy With This Week's Other Trials

The Damage Wasps trial does not exist in isolation. This week's rotation includes the ARC Raiders Leaper and Rocketeer damage guide territory alongside what is effectively the ARC Raiders Damage Bastions 3-star guide category. These trials overlap in geography and execution, which means a competent rotation captures multiple trial scores in a single run rather than doing five separate raids like someone who has not thought this through.

The Pipeline Tower bastion spawn ARC Raiders players already know is the key intersection point. The Pipeline Tower on Dam Battlegrounds has a guaranteed Bastion spawn. From the top of that tower, you can also tag Rocketeers and Leapers in the red lakes below, hitting the ARC Raiders Leaper and Rocketeer damage guide objectives simultaneously. One Bastion kill on a major condition already pushes past 4,000 on both bastion-adjacent trials. If Wasps are also active in the area during Electromagnetic Storm, you are scoring three trials in one rotation without any particular genius required, just the awareness to do it.

The Dam Battlegrounds trial route ARC Raiders high scorers use rotates between the Pipeline Tower bastion spawn and the Hydrodomes bastion spawn, aggroing every Leaper and Rocketeer visible from elevation in between. Add Snitch Scanner throws for Wasp score during the wait between bastion respawns. Extract when the raid timer threatens your survival, not before. You are welcome.

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ARC Raiders Damage Wasps Trial Guide FAQ

How many Wasps do I need to kill for 3-star Damage Wasps?

Nine Wasps under a 2x major map condition nets exactly 4,000 score for maximum weekly rewards. That is the number. Nine.

What is the best map for the Damage Wasps trial in ARC Raiders?

Dam Battlegrounds or Blue Gate with Electromagnetic Storm active. Good Wasp density, suppressed audio, and enough elevation to work cleanly from range.

Do Snitch Scanners summon Hornets as well as Wasps?

No. Scanners spawn two Wasps only, no Hornets. That is the only generous mechanic this trial contains. Use it accordingly.

Can I complete the Damage Wasps trial solo?

Yes. Five Scanners and one Wolfpack handles the 4,000-point threshold solo in under a minute. Leaderboard scores benefit from a squad but solo is perfectly fine for rewards.

Does dying with a high score count toward the leaderboard?

No. Die and the score disappears entirely. Extract or it did not happen. There is no partial credit and no sympathy available at the extract elevator.

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