Arc Raiders throws dozens of deadly machines at you every raid. From tiny explosive Ticks to the terrifying Matriarch, each ARC enemy requires different tactics to defeat efficiently. This guide covers every enemy type, their weakpoints, loot drops, and the strategies that’ll keep you alive.
- Understanding ARC Behavior
- Small ARC Enemies
- Medium ARC Enemies
- Heavy ARC Enemies
- Boss ARC Enemies
- The Armor System
- General Combat Tips
Understanding ARC Behavior
Before diving into specific enemies, understand how ARC machines operate. Every ARC has three alert states indicated by their scanner light color:
- Blue (Patrol) — Passively searching. Safe to avoid or prepare an ambush.
- Yellow (Alert) — Investigating disturbance. Will return to patrol if nothing found.
- Red (Combat) — Actively attacking. Will pursue until you break line of sight.
If you attack an ARC in patrol mode, it skips yellow and goes straight to red. Use this knowledge to plan your engagements.
Small ARC Enemies (50-150 XP)
These are the most common enemies you’ll encounter. Low threat individually, dangerous in groups.
Tick (50 XP)
Threat Level: Low
Weakpoint: Entire body
Small spider-like machines that scurry along the ground. Often heard before seen—listen for their distinctive clicking.
Strategy: Any weapon works. One-shot them before they swarm you. Climb to safety if ambushed by a group.
Notable Drops: ARC Flex Rubber, ARC Thermo Lining, Tick Pod
Pop (50 XP)
Threat Level: Low
Weakpoint: Entire body
Explosive drones that rush toward you and detonate. Similar to Ticks but with a fiery death wish.
Strategy: Shoot on sight or climb to avoid. Keep distance—their explosion hurts.
Notable Drops: ARC Coolant, Crude Explosives, Pop Trigger
Snitch (100 XP)
Threat Level: Medium
Weakpoint: Thrusters
Flying drones that loudly alert nearby ARC to your presence. Priority targets in stealth situations.
Strategy: Destroy thrusters to destabilize. Kill quickly before they call reinforcements.
Notable Drops: Sensors, Snitch Scanner, ARC Thermo Lining
Wasp (100 XP)
Threat Level: Low
Weakpoint: Thrusters
Basic flying enemies with light weaponry. Common and easy to deal with.
Strategy: Aim for thrusters to drop them fast. Any weapon works.
Notable Drops: ARC Alloy, Light Ammo, Wasp Driver
Fireball (100 XP)
Threat Level: Medium
Weakpoint: Exposed core (when attacking)
Aggressive drones that spray fire. Their weakpoint only appears when they open to attack.
Strategy: Bait the attack, shoot the exposed core, then dodge roll away to avoid residual fire damage.
Notable Drops: ARC Coolant, Crude Explosives, Fireball Burner
Turret (100 XP)
Threat Level: Medium
Weakpoint: Base
Stationary gun emplacements. Dangerous in open areas, trivial with cover.
Strategy: Use cover to bait shots, then peek and fire during cooldown.
Notable Drops: Light Ammo, Simple Gun Parts, ARC Synthetic Resin
Hornet (150 XP)
Threat Level: Medium
Weakpoint: Rear thrusters (unarmored)
Upgraded Wasps with better weapons and light armor. More dangerous but same tactics apply.
Strategy: Circle to hit rear thrusters. Destabilizing them makes the kill easy.
Notable Drops: ARC Performance Steel, Hornet Driver, Medium Ammo
Medium ARC Enemies (200 XP)
These require more firepower and tactical awareness. Don’t engage without preparation.
Spotter (100 XP)
Threat Level: High (indirect)
Weakpoint: Body
Small drones that call in Bombardier artillery strikes on your position. Extremely dangerous if ignored.
Strategy: Kill immediately when spotted. Find vertical cover (buildings, overhangs) to avoid incoming bombardment.
Notable Drops: Sensors, Spotter Relay, ARC Powercell
Sentinel (200 XP)
Threat Level: High
Weakpoint: Core
Heavy stationary turrets with serious firepower. Think of them as Turrets on steroids.
Strategy: Bait attacks from cover. Use explosives for quick kills. Don’t challenge them in the open.
Notable Drops: Sentinel Firing Core, Advanced ARC Powercell, Heavy Ammo
Surveyor (200 XP)
Threat Level: Low
Weakpoint: Core (exposed when shooting laser)
Valuable loot piñatas that flee at high speed when damaged. Worth chasing down.
Strategy: Stun them with Hornet Drivers or Showstoppers to prevent escape. Their weakpoint only shows when they fire their laser.
Notable Drops: Surveyor Vault, ARC Powercell, ARC Alloy (300+ XP for looting)
Shredder (200 XP)
Threat Level: Very High
Weakpoint: Thrusters
Flying death machines that can wipe squads. Never engage without adequate cover.
Strategy: Hide when it signals its attack (distinct audio cue). Pop out during cooldown and aim for thrusters. Heavy ammo or grenades recommended.
Notable Drops: Shredder Gyro, Mechanical Components, ARC Powercell
Heavy ARC Enemies (500 XP)
The big boys. Bring friends, bring explosives, bring patience.
Bombardier (500 XP)
Threat Level: Extreme
Weakpoints: Leg joints, rear
Walking artillery platforms accompanied by Spotters. Their barrage attacks devastate open ground.
Strategy: Kill Spotters first to disable targeting. Stay mobile, aim for leg joints to cripple movement. Avoid close range—their shockwave attack is brutal. Stun weapons like Hornet Drivers make them helpless.
Notable Drops: Bombardier Cell, Advanced ARC Powercell, Launcher Ammo (300 XP per part)
Bastion (500 XP)
Threat Level: High
Weakpoints: Leg joints, rear
Slow-moving walkers with heavy armor. Less dangerous than Bombardiers but still formidable.
Strategy: Circle to hit weak rear armor. They turn quickly despite slow movement—don’t get cocky. Stun weapons trivialize this fight.
Notable Drops: Bastion Cell, Advanced ARC Powercell, Medium Ammo (250 XP per part)
Leaper (500 XP)
Threat Level: Very High
Weakpoints: Leg joints, eye
Agile walkers that close distance fast. More mobile than Bastions with aggressive attack patterns.
Strategy: Explosives are your best friend. Target the eye for maximum damage. Stun weapons recommended for safety.
Notable Drops: Leaper Pulse Unit, Mechanical Components (600 XP core + 500 per part)
Rocketeer (500 XP)
Threat Level: Extreme
Weakpoints: Thrusters, above scanner
Flying heavy units that rain rockets on your position. Terrifying to fight in the open.
Strategy: Find hard cover. Aim for thrusters to bring them down. Stun weapons like Hornet Drivers or Showstoppers make them sitting ducks.
Notable Drops: Rocketeer Driver, Advanced ARC Powercell, Heavy Ammo (500 XP per part)
Boss ARC Enemies (1000 XP)
End-game threats. Squad up or prepare for a long fight.
Queen (1000 XP)
Threat Level: Boss
Weakpoints: Multiple
Massive ARC that dominates the battlefield. Appears during Harvester events.
Strategy: Coordinate with your squad. Focus fire on exposed weakpoints. Bring heavy weapons, explosives, and stun tools. This is a resource-intensive fight—make sure the loot is worth it.
Notable Drops: Queen Reactor, Advanced ARC Powercell, Advanced Mechanical Components, Advanced Electrical Components (1000 XP core + 500 per part)
Matriarch (1000 XP)
Threat Level: Raid Boss
Weakpoints: Event-specific
The ultimate challenge in Arc Raiders. Appears during special Matriarch events and requires serious coordination to defeat.
Strategy: Server-wide event. Join forces with other raiders. Follow the event mechanics—this isn’t a fight you brute force.
Notable Drops: Matriarch Reactor, Magnetic Accelerator (1000 XP core + 500 per part)
The Armor System Explained
ARC plating tells you where to shoot:
- White (Unarmored) — Matte white coloring. Most weapons effective, but moderate ARC Armor Penetration works best.
- Dark Gray (Armored) — Shiny dark plating. Requires moderate or higher ARC Armor Penetration. Low-pen rounds bounce off. Damaging armored plating can strip it away.
- Yellow (Weakpoint) — Bright yellow matte areas. Always prioritize these. Direct damage to ARC health.
General rule: Higher ARC Armor Penetration = more effective against all targets.
General Combat Tips
- Listen first. Many ARC have distinct audio cues. Ticks click, Shredders whir before attacking, Snitches have loud alerts.
- Stun weapons are overpowered. Hornet Drivers and Showstoppers trivialize heavy ARC fights.
- Explosives for heavies. Grenades and launchers make quick work of 500 XP enemies.
- Kill Snitches and Spotters first. They call reinforcements and artillery. Priority targets always.
- Use vertical space. Many ARC struggle with verticality. Climb buildings to escape or get better angles.
- Check your penetration. If rounds are bouncing, you need a higher-pen weapon.
- Surveyors are loot piñatas. Worth chasing down for valuable crafting materials.
Bonus: Husks and Probes
Not all ARC are active threats:
- Husks — Dead ARC machines scattered around. Free loot, no combat required. Wasp Husks, Rocketeer Husks, Baron Husks, and Deforester Husks all drop useful materials.
- ARC Probes — Land periodically to collect data. Breach them with your Raider Tool for loot, but beware—they call for help when hacked.
- ARC Couriers — Mobile Probes worth intercepting for high-value drops like Surveyor Vaults and Sentinel Firing Cores.
Summary
Arc Raiders’ enemy variety is what makes combat engaging raid after raid. Learn the audio cues, memorize the weakpoints, and always bring the right tools for the job. Start with small ARC to practice, work up to heavies with a squad, and save the Matriarch for when you’re fully geared and coordinated.
The Rust Belt is dangerous—but now you know exactly what you’re hunting.