ARC Raiders Destroy Fireballs Trial
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ARC Raiders Destroy Fireballs Trial

11 min read06 May 20261776

ARC Raiders Destroy Fireballs Trial

ARC Raiders Fireballs are spherical, heavily armored ARC units that, upon noticing you, roll in your direction and open their front panel to unleash a flamethrower. If you get caught in the flames, you will continue burning after the fact. Congratulations. The good news: their armored shell is a formality. The actual target is the glowing core exposed when the panel opens. Shoot that. Don't stand in front of it while you do.

The Destroy Fireballs Trial asks you to eliminate as many of these things as possible before the raid timer ends and you extract: successfully, ideally. Each Fireball you destroy awards 364 score. The ARC Raiders Trials leaderboard doesn't care about your feelings, only your numbers.

Waiting until a Fireball is two meters from your face before shooting it. That's not a tactic. That's a reflex. It earns you burn damage and a slower score.

Maintain distance. Let it open. Shoot the core. Move on. Repeat this roughly 8–9 times for your 3-star. Or keep going until you've looped the map enough times to become a real problem on the Speranza Hotshots leaderboard.

Scoring Breakdown

The math is not complicated. Each destroyed Fireball = 364 points. The 3-star threshold sits at 3,000 score, meaning you need to kill roughly 9 Fireballs and extract. For those chasing rank promotion via the ARC Raiders weekly Trials system, the real ceiling is somewhere north of 20,000 in a trio: provided you don't spend the first ten minutes getting shot by other players.

Target Score

Fireballs Needed

Difficulty

Recommended Setup

3,000 3+

~9

Easy

Free loadout viable

10,000+

~28

Moderate

Full build, solo route

20,000+

~55+

Hard

Trio split, Night Raid, clean PvP

ARC Raiders Destroy Fireballs Trial
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Loadout

You are not here to be stylish. You are here to farm Fireballs ARC Raiders as efficiently as possible with enough ammo to not run dry in the Archives. The Anvil IV is the weapon of choice: specifically for its fire rate. An Anvil I will technically work, but you will feel the difference and deserve to.

Item

Qty

Priority

Notes

Anvil IV

1

Core

Anvil I works; IV preferred for fire rate

Tactical MK.2

1

Core

Secondary weapon slot

Light Shield

1

Core

Mobility + protection

Heavy Ammo

160+

Core

You will run out if you bring less

Shield Rechargers

5

Standard

Bandages

10–15

Standard

Because fire hurts

Adrenaline Shots

10–15

Standard

Smoke Grenades

2–5

Standard

PvP escape

Trigger 'Nades

3

Optional

PvP only, skip if PvE lobby

If you're only going for 3-star and don't want to spend resources, free loadout works. Even an SMG like the Stitcher handles Fireballs fine: clear nearby enemies, wait for the panel to open, shoot the white plastic core. Slow, but functional. Burning through your good gear for 3,000 points is a life choice you don't have to make.

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Map Selection

Fireballs spawn on every map. You do not have to go to Stella Montis ARC Raiders for a casual 3-star: The Buried City or Assembly areas on other maps will do. But if you want volume, Stella Montis during a Night Raid is your answer. The density of spawns, combined with the route density through Sandbox, Archives, and Business Center, makes it the only real choice for score-pushing.

Night Raids on Stella Montis enable the 2x modifier, which does not double Fireball count but does meaningfully increase overall ARC activity. Check your Event Timers before queuing.

The first 10 minutes on Stella Montis are a social experiment in how quickly strangers will shoot at you for no reason. Plan around this: either by dealing with it or timing your queue near an Event end so fresh players can't spawn in behind you.

Solo Route: Stella Montis

The main loop for solo players running the Destroy Fireballs best route runs through: Lobby Metro → Robotic Sandbox → Seed Vault → Cultural Archives → Business Center → Lobby → Atrium, then back. Rinse. Repeat until satisfied or dead.

  1. Enter via Lobby Metro. Check side corridors: Fireballs park themselves in corners like they own the place.
  2. Push through Robotic Sandbox. Check the lower floor first, then the upper control room. Both levels have spawns.
  3. Head up the Seed Vault stairwell. Peek the Atrium from the top: 1–2 Fireballs usually visible from there.
  4. Sweep Cultural Archives. Expect 2–3 Fireballs, plus Shredders and Ticks waiting to make your life worse. Pay attention.
  5. Take the zipline up to Business Center. Clear it. Continue into Lobby.
  6. Loop back through Atrium via Communications. By now, Fireballs will have respawned at earlier points.
  7. Repeat the rotation until extraction.

Assembly & Medical Research

These are not on the core solo loop but are worth a detour. Assembly has Fireballs between each room; Medical has spawns on both floors. Medical is heavily contested in the first 10–15 minutes. Go later if you'd rather not fight over it.

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Trio Split: The High-Score Method

Splitting a trio across three routes is the fastest path to 20,000+ score. It is also the fastest path to three solo deaths if the server is hostile. The ARC Raiders high score method only works cleanly when: you handle PvP in the first ~10 minutes, you time the queue well, or you're in a quiet lobby. All three are rare at once. That's the deal.

Route 1: Sandbox to Archives

Standard solo loop: Robotic Sandbox and Cultural Archives as the two main rotation points. This is the most Fireball-dense path and the one player who will definitely not be bored.

Route 2: Assembly, Medical, Loading Bay

Send one player through Assembly (server room corridor, dark side hallway), Medical Research (upper and lower floors: sometimes Fireballs are hiding in rooms), and Loading Bay. These spawn points are consistent and not typically covered by the solo route.

Route 3: Non-POI Gaps

The third player covers scattered Fireballs in non-POI zones that don't justify their own route. Yield is low. You may want to double up on Route 2 instead for PvP safety, especially if the map is hot. This route is the one your least mechanically-gifted squadmate runs.

For added confidence: use PvE lobby ARC Raiders to avoid the PvP chaos entirely. In Solo vs Squads on Stella Montis, run free gear, wander the lobby, take a few shots, get eliminated. In the post-match screen, report the PvP experience as bad. Repeat once or twice. The game tends to funnel you into a friendlier lobby. This is not elegant, but neither is dying before you've killed a single Fireball.

Additional Tips

Weapons with Projectile Damage perks or Explosive Resistance traits pair well with this trial: the former kills Fireballs faster, the latter means their burn ticks don't ruin your day. Reload-speed perks synergize well when you're moving quickly between spawns.

If Fireballs aren't spawning, leave the area by roughly 100 meters and return. This is a known behavior: proximity suppresses respawns. Same logic applies if the Fireball interaction prompt doesn't register: move away and come back. Not a skill issue. Just a quirk.

Extraction is not optional. The ARC Raiders score extraction system only banks your points upon successful extraction. Every Fireball you destroy while dying on your way to the exit is a monument to poor planning. Always prioritize getting out alive over grinding one more kill.

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ARC Raiders Destroy Fireballs Trial FAQ

Where do Fireballs spawn most reliably on Stella Montis?

Robotic Sandbox, Cultural Archives, Assembly, Medical Research, and Business Center. Hit all of them in rotation.

Can I complete the Destroy Fireballs trial with a free loadout?

Yes. For 3-star (3,000 score), free gear is sufficient. Don't waste your Anvil IV on it.

How do I actually damage a Fireball? My shots do nothing.

Shoot the exposed core when its front panel opens. The armored shell is largely pointless to shoot directly.

The Fireball isn't spawning. Is the game broken?

Likely proximity suppression. Move 100 meters away, return. Respawns on re-entry to the area.

Do my points count if I die before extracting?

No. Points are banked on successful extraction only. Death voids the entire run.

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