Let's be direct: the ARC Raiders Get Hit by Lightning trial guide you're reading right now exists because Embark looked at their player base, thought "what if we made them stand outside in a thunderstorm on purpose," and then put it in the weekly rotation like it was perfectly normal. It is not normal. But here we are, and you need those points, so let's make it hurt efficiently.
To maximize score ARC Raiders Get Hit by Lightning trials, you need to understand one core truth: you are not hunting lightning. Lightning does not care about your route, your loadout, or your feelings. You will find a spot, stand in it like a particularly stupid metal pole, and wait for the sky to notice you. That is the strategy. We will now spend several hundred words dressing it up.
Before anything else: the points. Because this is the ARC Raiders Get Hit by Lightning 3-star guide, and three stars is probably all most of you want. The scoring system is painfully straightforward, which makes it all the more insulting that it took the community an entire day to fully work out.
|
Hit Type |
Damage Taken |
Points Awarded |
Notes |
|
Direct center hit, no shield |
~70 HP |
1,800 |
Maximum per strike. Aim for this every time. |
|
Edge of strike zone |
~25 HP |
~700 |
You were close but not brave enough. |
|
Direct hit, full green shield |
~45 HP |
~1,080 |
Shield absorbs part of the hit. Points suffer. |
|
Double strike (two at once) |
Lethal |
You're knocked down |
Technically possible. Not recommended by anyone sane. |
Three full, unshielded center hits will give you 5,400 points, which is comfortably enough for three stars and the maximum weekly rewards. The leaderboard on Metaphorge already has players sitting above 71,000 points as of the first day, which means someone, somewhere, stood in a field getting electrocuted for the better part of an hour. Respect, we suppose.
To understand the ARC Raiders Get Hit by Lightning damage guide in full: the single most impactful decision you will make is whether to drop your shield before getting struck. With a green shield equipped, the shield eats roughly 25 HP worth of damage before breaking, and your score drops to around 1,080 per hit. Without a shield, you take the full ~70 HP hit and walk away with 1,800 points. The math is not subtle. Drop the shield. Accept the pain. Heal. Repeat.
Critical note on squad play: Unlike most other ARC Raiders trials, Get Hit by Lightning does NOT share score between squadmates. If your teammate takes a strike, you get zero. Zero. You need to be personally inside the lightning. Standing next to your friend while they get electrocuted and thinking "team effort" is not a strategy, it's cope.

Regarding ARC Raiders Get Hit by Lightning location choices: there is no single best spot, and anyone who tells you otherwise with full confidence is either very lucky or lying. What the community has confirmed is that lightning strikes happen less frequently at the outer edges of the map. The center sees more activity. Pick a POI somewhere in the middle, find a clearing, and commit to it with the quiet resignation of someone who has already accepted what this trial asks of them.
The Get Hit by Lightning spawn ARC Raiders pattern has been tested across multiple locations. The Red Lakes area on Dam Battlegrounds saw consistent results. Players who stuck near the center of Dam Battlegrounds reported getting struck far more often than those loitering at the map's edge, apparently because the storm respects density. Or hates it. Either way, proximity to active areas seems to invite more lightning. Staying near zones where other players and ARC enemies are engaging seems to encourage the storm's attention. This is the Get Hit by Lightning ARC Raiders location logic: go where things are happening, stand slightly apart from those things, get hit by sky.
Spaceport has been mentioned by some players as having higher frequency, though this is not definitively confirmed. What is confirmed: if you spend twenty minutes at the outer edge of any battleground waiting for lightning that never arrives, that's on you. Move inward.
For the Get Hit by Lightning trial route ARC Raiders approach that minimizes unnecessary movement: check your final extraction point at the start of the raid. Choose a stationary spot reasonably close to it. Stay there. The ideal ARC Raiders Get Hit by Lightning rotation is not a rotation at all. It is a location. You find it, you stay in it, you heal, and you wait for the next opportunity to be struck by a bolt of electricity from the sky. That's the route. We wish it were more exciting.
The ARC Raiders Get Hit by Lightning best loadout question has one dominant answer: Survivor augment, because every lightning hit drops you to around 30% HP, and the odds of a second strike landing while you're mid-bandage are non-trivial. A Survivor augment means that even if you go down mid-heal, you can crawl to the extraction elevator and not lose everything. Without it, going down between lightning hits and an aggressive squad means your entire run evaporates. The augment is not exciting. It is insurance.
For solo ARC Raiders Get Hit by Lightning guide situations, healing speed is what separates a three-star run from a leaderboard run. Gray bandages will get you to three stars, but they heal slowly, and while they're ticking you will watch lightning strikes land around you and feel nothing but regret. Here is the actual breakdown:
Bring a weapon. You are not alone out there, and while this week's lobbies have been friendly, someone always decides to ruin it. An Anvil handles small ARC threats efficiently, and a Ventor handles the more optimistic squad who thought interrupting your lightning farming was a good use of their time.
Do not attempt this trial on a free loadout. You will not have enough heals to survive three strikes, you will not get three stars, and you will have achieved nothing except a vivid demonstration of what regret feels like inside a video game.

This is the ARC Raiders Get Hit by Lightning trial strategy section, which is also the shortest section proportional to how much time it will actually consume in practice.
The snap hook strategy ARC Raiders Get Hit by Lightning adaptation is straightforward: position yourself near a predictable lightning frequency zone, treat each strike as your trigger to immediately begin healing, and cycle back to standing position as fast as your meds allow. There is no cleverness here. The Get Hit by Lightning flawless clear ARC Raiders standard is just three clean center hits with fast heals between each. That's the ceiling for casual play.
ARC Raiders Get Hit by Lightning night trial tips begin and end with one point: if you can stack the Electromagnetic Storm with a Night Raid or any active major map condition, your points are doubled. A 1,800-point center strike becomes 3,600 under a doubled condition. Three stars from two hits instead of three. The Get Hit by Lightning 5-star requirements ARC Raiders leaderboard territory is also substantially easier to reach under doubled conditions, since every single hit is worth twice as much and you can stack points at a rate that makes the leaderboard look achievable rather than insane.
Night Raid also tends to reduce the number of competing squads, which matters less for this trial than for mine-based ones, but fewer hostile players means fewer interruptions while you're standing unshielded in a clearing with 30% HP waiting for sky-electricity. Night raids are friendlier by necessity: everyone's busy trying not to die, and your particular brand of suicidal weather-chasing barely registers as unusual.
How to beat Get Hit by Lightning ARC Raiders without wasting time: check the storm schedule, pick a major condition window if one is available, drop in, position centrally, and exit with your points the moment three stars are secured. The ARC Raiders Get Hit by Lightning farm route is not a route. It is a spot. Find the spot. Stay in the spot. Leave the spot when you are done.

It hurts your score significantly. A full green shield cuts your points to roughly 1,080 instead of 1,800. Drop it before every strike, no exceptions.
No. Each player earns points only from strikes that hit them personally. Your teammate's pain is entirely their own contribution.
You go down instantly. It is rare, but it happens. Having a teammate or Survivor augment is the only real insurance against this outcome.
Three unshielded center strikes yield 5,400 points, which comfortably clears the three-star threshold and earns the full weekly rewards.
Central map areas see more activity than edges. Red Lakes on Dam Battlegrounds has been reliable. No single location is definitively guaranteed.