After numerous nerfs and buffs to both weapons and enemies in Arc Raiders, it appears that game balance has finally found its sweet spot. With the persistent threat of both fellow Raiders and ARC PvE enemies, it can be of immense help to know how to quickly and effectively take down the latter, and minimize your time spent Topside.
This guide for Arc Raiders is a complete listing of all current ARC enemies and their moves, as well as the best strategies to employ in order to beat them, and what they can potentially drop.
Tick
The Facehuggers and Headcrabs of the ARC universe, the Tick is more of an annoyance than a serious threat. Lacking armor, they are easily dispatched, and instead serve as a jumpscare device as you explore dimly lit indoor locations. Its attack has an aural cue that you should listen for, so that you can time your evasive manoeuvre accordingly.
Ticks are best dealt with pre-emptively by simply employing situational awareness. If it does latch on, use the button prompt to extricate it from yourself and then quickly eliminate it.
Drops:
- ARC Alloy
- Tick Pod
Pop
An unarmored rolling kamikaze droid that will barrel straight towards hostiles. Its aural attack cue is a beep that rapidly increases in frequency as it closes in on you, with detonation based on proximity.
A shotgun is best employed to eliminate Pops quickly, especially given the tight quarters in which you will most often encounter them. Alternatively, you can put some hard cover between you and the Pop. However, you stand almost no chance to defend against Pops waiting directly behind closed doors, except perhaps dodge rolling backwards every time you crack open a door.
Drops:
- ARC Alloy
- ARC Powercell
- ARC Thermo Lining
- Crude Explosives
- Pop Trigger
Fireball
Fireballs are a significantly greater indoor threat than Pops, as its flamethrower attack is both AOE (area of effect) and does tick damage i.e. damage over time. Like Pop, it is also a roller ARC that makes a beeline for targets. Unlike Pop, it is very armored, and Light Ammo will not pierce it.
Fortunately, you have a short window of opportunity to blast it just prior to its own attack, when it exposes its innards in order to deploy its flamer. Alternatively, blast it with Medium or Heavy Ammo weapons, either from a distance or from behind cover that cannot be flanked.
Drops:
- ARC Alloy
- ARC Powercell
- Crude Explosives
- Fireball Burner
Surveyor
Unarmed, yet fully armored, the rarely encountered Surveyor will physically attack if given the opportunity, by rolling directly at you at full speed. As you damage it over time and distance, you will have to make note of the locations of the debris that breaks off of it, and double back to salvage them for loot.
You can either chip away at its armor with Heavy Ammo, or wait until it comes to a halt and begins broadcasting, at which point it will expose its vulnerable core for you to inflict much greater damage directly to its innards. The Hornet Driver looted from downed Hornets is also very effective at stunning Surveyors. Your real problem will be keeping up with it outdoors, in order to completely eliminate it for its loot.
Primary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Powercell
- ARC Motion Core
- ARC Circuitry
- Blueprints
- Sensors
- Surveyor Vault
Secondary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Motion Core
- Surveyor Vault
Shredder
These low-hovering ARC units are found indoors where the lethality of their 360 degree, shotgun-like shrapnel attacks are maximized due to the tight confines. On top of that, they are fully armored.
Look and listen for its visual (red) and aural (screech) attack cue, then quickly duck behind convenient cover until it completes its four-round burst firing sequence. Target the primary thruster at the bottom for maximum effect. Alternatively, destroy multiple attitude thrusters on its sides in order to knock it off balance, either slowing it down or dropping it to the floor. Since you will be operating in close quarters for most Shredder encounters, a shotgun would be the ideal weapon. Employ grenades, if you can viably maintain distance and avoid their blast radius. Fire-based area-of-effect tick damage may also be a good tactic, but run the risk of setting you ablaze as well.
Drops:
- ARC Alloy
- ARC Powercell
- Mechanical Components
- Shredder Gyro
- Shotgun Ammo
- Simple Gun Parts
Turret
These unarmored gun turrets are placed inconspicuously inside Topside structures, just waiting for unsuspecting Raiders to step into the detection range of its scanner. Whether on the ceiling, or on the inner walls of elevator shafts, you will have to keep a weather eye out for them.
While easily eliminated, you are better off pre-empting their attack entirely simply by scanning for them visually beforehand.
Drops:
- ARC Alloy
- Light Ammo
- Simple Gun Parts
Sentinel
A larger variant of the Turret, these fixed gun emplacements tend to be located on rooftops and ledges where they have a large area to sweep and rake with sniper cannon fire. Their detection and firing cue is visual, consisting of a red tracking beam, and then multiple beams that converge just prior to launching a Heavy Ammo round at the target.
Distance between you and the Sentinel is not necessarily an advantage in this encounter, as it has exceptional range, so don’t get complacent. Use hard cover and wait till the Sentinel has fired a round before targeting the yellow cylindrical weak point on its lower rear.
Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Coolant
- ARC Synthetic Resin
- ARC Thermo Lining
- ARC Motion Core
- Heavy Ammo
- Sentinel Firing Core
Snitch
Essentially an airborne reconnaissance drone, the Snitch has no offensive ability, but instead acts as a spotter for other armed airborne drones such as the Wasp and the Hornet. Its scanner area is larger than that of the Wasp, and runs blue when in neutral mode, and turns yellow when on the alert. A red beam indicates fully hostile, but not necessarily aware of the player’s exact location, if for example it was shot from a great distance. Its reinforcement signal is an audible long beep which you can use to judge whether you want to stick around or flee.
The Snitch is best eliminated from afar with well-placed shots to at least two thrusters, before it can even detect you. Alternatively, you may actually want it to detect you, so that you can lure out more armed airborne drones in order to farm them for resources. The Snitch itself is a source for Snitch Scanners, a throwable that you can use to spawn hostile airborne ARC on the target location.
Drops:
- ARC Alloy
- ARC Powercell
- ARC Synthetic Resin
- Sensors
- Snitch Scanner
Wasp
This drone with four thrusters and rapidfire guns is one of the more common ARC enemies out in the open. Its search beam runs through the same blue-yellow-red alert pattern.
Ideally neutralized at range with pinpoint shots to at least two thrusters with a sniper, you can also employ a shotgun at close-medium range. Try to alternate between thrusters as you whittle down their health, as completely destroying a single thruster causes it to fly very chaotically, making it even harder to target it. While the Wasp usually dies from impact with the ground, it can survive if the fall was from not very high up, and will then keep firing at you, so exercise caution. You can opt to wait it out once the Wasp is on the ground, as any grounded airborne ARC will eventually be set ablaze.
Drops:
- ARC Alloy
- ARC Powercell
- Light Ammo
- Wasp Driver
Hornet
An occasional companion drone to Wasps, the Hornet employs electrical darts at close range to stun you and primarily deplete your shields more so than health.
Which is why they should be eliminated first, and from a distance in order to minimize risk. The frontal thrusters have armor plates protecting them, but the rear thrusters do not, and are thus the preferred target. If forced to engage at close range, listen for aural cues to know when the Hornet will begin its firing sequence, and duck away. Then immediately confront it in close quarters with shotgun blasts to the rear thrusters, which you can approach either from the sides or by rolling directly underneath the Hornet.
Drops:
- ARC Alloy
- ARC Powercell
- Hornet Driver
- Medium Ammo
- Simple Gun Parts
Rocketeer
The single most lethal airborne ARC enemy, the Rocketeer is possibly a more lethal threat than the actual endgame boss due to its high mobility. Its long-range missiles appear to home, or are at the very least, extremely precise in their targeting. All four thrusters are fully armored, and its health pool is significantly high.
Its attack visual cue consists of four yellow lasers that converge into a singular red beam just prior to launching a missile barrage. The interior of a structure is best used as cover, so that you can duck in and out of it between attacks. You will have to whittle away the armor on a single thruster in order to eventually destroy it, and then repeat the process for a second thruster before the Rocketeer comes crashing down to earth. If ground impact doesn’t destroy it, it will eventually catch fire like all grounded airborne ARC.
Exceptional range can work if you have a suitable weapon. You can chip away at it from afar, and each time you hit the Rocketeer you can stun it long enough to keep it at bay, until you finally down it for good.
If you have the height advantage, you may be able to target the triangular weak point on its top, but this is very situational. From this position, you would be better off using throwables that stun instead, which will cause the Rocketeer to fall out of the sky. Then grenade it quickly, ideally doing fire-based area-of-effect tick damage.
Finally, all downed airborne ARC can be ridden, and if you can stay atop it, you can do persistent damage using even melee weapons while being relatively safe.
Primary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Circuitry
- ARC Motion Core
- ARC Powercell
- Heavy Gun Parts
- Heavy Ammo
- Rocketeer Driver
Secondary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Powercell
- Rocketeer Driver
Leaper
The Leaper, popularly known as ‘Legs’, is one of the more difficult ARC encounters you will have early on. No matter from how far away or how high up you fire at a Leaper, it will live up to its name and launch-leap itself all the way to your location, and right on top of you. Its attacks consist of trample, stomp, and a shockwave that quickly depletes armor. Fortunately, it does not have projectile attacks and you can use this to your advantage.
Your best tactic is to lure it to a structure that it cannot physically squeeze itself into, and within which you can safely shelter as you chip away at its armor. Once you have it in close quarters, you can either strip away the armor plates on its limbs, or grenade it directly in the face if you are confident in your grenade-throwing ability. Fire damage is the best option, as it does tick damage i.e. damage over time, however you will have to be careful not to accidentally set yourself ablaze with a misplaced throw.
Primary Drops:
- ARC Alloy
- ARC Flex Rubber
- ARC Performance Steel
- ARC Powercell
- Explosive Compound
- Leaper Pulse Unit
- Mechanical Components
Secondary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Performance Steel
- Leaper Pulse Unit
- Mechanical Components
Bastion
One of several ground-bound ARC, the Bastion is basically a tank on legs armed with a gatling-gun. Bastion encounters are loud and will likely draw other players and possibly ARC to the firefight. Fortunately, the Bastion is far easier to contend with than the Leaper, as it is not very agile and not very smart either. Unfortunately, it tends to be escorted by airborne additionals, such as Wasps and Hornets, thus you should eliminate them sooner rather than later.
Whether attacking from afar or close, its weak points are bright as day: painted bright yellow at the knee caps as well as the cylindrical canister at the rear. Targeting either will stun the Bastion briefly. If forced to fight up close, you should employ the shotgun, as every pellet appears to count. Make use of cover that will let you peek from either side, while keeping the Bastion from flanking you. Ideally, you will target the rear legs in order to buckle the Bastion’s knees, and tip its top section upwards, exposing its midsection. This allows you to then target its core directly.
Attacking it from the rear is difficult as it will naturally pivot to face you. Should the opportunity present itself, you should target the yellow canister until it is completely destroyed and takes the rear hull plate with it. Then you can focus on the Bastion’s innards.
If you would rather not risk stepping in and out of fire, you can also wait for a lull in its firing sequence when the Bastion pauses to reload.
Primary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Circuitry
- ARC Motion Core
- ARC Powercell
- Bastion Cell
- Mechanical Components
- Medium Gun Parts
- Medium Ammo
Secondary Drops:
- ARC Alloy
- ARC Motion Core
- ARC Powercell
- Bastion Cell
- Mechanical Components
Bombardier
A Bastion variant that employs a mortar instead of a gatling gun, this ARC enemy has the same yellow weak points in the kneecaps and rear canister. Spotter drones will assist it to make precision strikes on your position, even through doors and windows. It can even target your predicted position if you are in motion.
Dispatch the pair of Spotters first in order to maximize your chances of evading strikes, then employ the same attack strategies as with the Bastion. Your best window of opportunity is immediately after it fires its payload. Note that the Spotters will eventually redeploy, so don’t get preoccupied with swatting them down every single time they reappear..
Primary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Performance Steel
- ARC Powercell
- Bombardier Cell
- Heavy Gun Parts
- Launcher Ammo
- Mechanical Components
Secondary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Performance Steel
- ARC Powercell
- Bombardier Cell
- Mechanical Components
Spotter
Spotters work in pairs and in conjunction with the Bombardier in order to home-in on your position for artillery strikes. Their targeting laser can mark your location inside of structures, through doors and windows, and across long distances, making you vulnerable no matter where you hide.
Eliminating Spotters only gives you a brief respite, as they redeploy soon enough. Minimize ammunition spent on them, and focus the Bombardier instead. If you must, employ items that can disorient them long enough for you to duck into a secure structure. Terminating the Bombardier will cause the Spotters to simply leave the area, so you may want to quickly down them as well if you want their loot.
Drops:
- ARC Alloy
- ARC Powercell
- Sensors
- Spotter Relay
The Queen
The second-largest ARC, the Queen is only encountered during specific Events. Essentially a Bombardier on steroids, the Queen employs a multi-strike artillery attack, a heat-based laser, and an EMP shockwave.
Ideally, you will simply evade the Queen, and simply sneak into the Harvester for its loot. If you really want to take it down, it suffers from the same weak knee caps as other ground-bound ARC. Avoiding its artillery strike attacks is a matter of keeping your distance and employing overhead cover. Close quarters combat is difficult due to the nature of the counterattack: EMP and ground slam make it hard to stay upright.
Primary Drops:
- Advanced ARC Powercell
- Advanced Electrical Components
- Advanced Mechanical Components
- ARC Alloy
- ARC Circuitry
- ARC Coolant
- ARC Flex Rubber
- ARC Motion Core
- ARC Performance Steel
- ARC Synthetic Resin
- ARC Thermo Lining
- Complex Gun Parts
- Magnetic Accelerator
- Queen Reactor
Secondary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Circuitry
- ARC Motion Core
- ARC Performance Steel
- ARC Synthetic Resin
- ARC Thermo Lining
- Magnetic Accelerator
- Queen Reactor
Matriarch
The current largest ARC, the Matriarch is only encountered during specific map conditions. The Matriarch is equipped with homing rockets, mortars that fire gas shells, and flashbangs to disorient Raiders. It has an energy shield that blocks projectiles but not Raiders themselves. On top of all of that, it can summon almost every type of ARC ranging from the indoor Fireballs to airborne Rocketeers.
Like all multi-limbed, ground-bound, walker-type ARC, the Matriarch has vulnerable kneecaps. Extreme elevation combined with some interior cover will negate the effectiveness of both her weapons and her additionals/summons, so get up high and indoors. From here, it should also be easier to target the face armor rather than the knees, which will eventually expose her core.
As for her energy shield, simply refrain from firing until it goes back down again. Avoid the risk of close quarters, unless you have already eliminated her entire entourage.
Primary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Circuitry
- ARC Flex Rubber
- ARC Motion Core
- ARC Performance Steel
- ARC Synthetic Resin
- ARC Thermo Lining
- Magnetic Accelerator
- Matriarch Reactor
Secondary Drops:
- Advanced ARC Powercell
- ARC Alloy
- ARC Circuitry
- ARC Flex Rubber
- ARC Performance Steel
- ARC Synthetic Resin
- Magnetic Accelerator
- Matriarch Reactor
Those are all current ARC enemies, their attack patterns, and how to defeat them, as well as their loot drop pool in Arc Raiders.