Arc Raiders ARC Enemies Guide
Complete combat guide to defeating every ARC robot type with weaknesses, tactics, and advanced strategies
Understanding ARC Machines
ARC (Autonomous Robotic Combatant) machines are the primary hostile force in the Rust Belt. Understanding their detection systems, armor mechanics, and weak points is essential for survival.
Detection & AI Behavior
Vision Cone System
Most ARCs have a narrow 45-degree vision cone and limited peripheral awareness. Detection states are indicated by color:
- Blue - Passive patrol mode, unaware of threats
- Yellow - Suspicious, investigating sounds or movement
- Red - Active engagement, knows your location
Audio Detection
Most ARCs have poor hearing and won't detect you unless you're very close. The major exception is the Snitch, which has enhanced audio sensors and will call reinforcements.
Armor & Weak Points System
β¬ White Surfaces
Unarmored areas that take full damage from any weapon type.
β¬ Grey Plating
Heavy armor that significantly reduces damage. Use armor-piercing rounds or target weak points instead.
π¨ Yellow Components
Primary weak spots - Deal maximum damage and often disable critical systems. Always prioritize these targets!
Ground Units
π΄ ARC Surveyor
Description: An unarmed, armored sphere that beams a blue laser into the sky to transmit to ARC in orbit. Called the Rollbot before launch.
Weakness: Its core is exposed only while it transmits
Tactics: Sneak up and hit the core mid-transmission. Once it senses you, it rolls away faster than you can sprint and rams you if cornered. Stun it with a Hornet Driver or Showstopper, then finish it with heavy explosives. Drops the Surveyor Vault.
β‘ Pop
Description: Small rolling bots that tase on contact.
Weakness: Fragile body, short range
Tactics: Take them out from distance before they can close in. Don't let them latch on.
π₯ Fireball
Description: Larger than Pops, opens up to spew fire.
Weakness: Core exposed during attack prep, vulnerable while opening
Tactics: Maintain distance to avoid fire damage. Its shell is armored, so strike the core when it opens up to attack.
π·οΈ Tick
Description: Spider-like ARCs that leap and latch onto Raiders.
Weakness: One-hit melee kill, fragile body, predictable lunge
Tactics: Best to use melee weapon for silent one-hit kill. Watch for lunge animation. Don't let them latch on - they deal continuous damage over time.
Aerial Units
π Wasp
Description: Most common flying drone with gun.
Weakness: Crashes after losing 2 rotors, narrow vision cone
Tactics: Focus fire on thrusters rather than main body for quick eliminations. Priority target when Hornets are present. Any weapon works well.
β‘ Hornet
Description: Taser quadcopters with armored front rotors.
Weakness: Unarmored rear rotors, narrow vision cone
Tactics: Use heavy ammo for armored front or target unarmored back rotors. Clear Wasps first. Fires stun rounds so maintain distance.
ποΈ Snitch
Description: Unarmed scout with enhanced hearing that calls reinforcements.
Weakness: Unarmed, fragile body
Tactics: KILL ON SIGHT! Can detect gunfire from long range and summon 2 Wasps + 1 Hornet. Priority target in stealth situations. Floats high above battlefield.
π Rocketeer
Description: Large flying robot with devastating rockets. Responsible for the most player deaths of any ARC during the pre-launch tests.
Weakness: Single thruster damage, glowing red core during reload
Tactics: NEVER STAY STILL. Keep moving constantly. Use heavy ammo. Find cover between rocket volleys. Target exposed core when reloading. Very dangerous - prioritize when possible.
Heavy Units
π¦ Bastion
Description: Massive crab-like machine with devastating firepower and shield-shredding capabilities.
Weakness: Yellow kneecaps on legs, yellow rear cylinder canister
Tactics: Best avoided unless well-equipped. Flank while using cover. Target leg joints to slow movement. Use heavy ammo and explosives. Team coordination essential. Lure into chokepoints to limit mobility.
π¦ Leaper
Description: Four-legged robot that jumps onto Raiders and unleashes shockwaves.
Weakness: Vulnerable leg joints, exposed face weak point
Tactics: Use buildings it can't fit through as cover. Tag the unit to draw aggro. Focus fire on individual legs to expose weak points. Use weapons with high ARC Armor penetration. Watch for jump attacks and dodge shockwaves. More mobile than Bastion - stay alert!
π₯ Bombardier
Description: Heavy artillery unit with long-range mortars, accompanied by Spotter drones.
Weakness: Vulnerable without Spotters, yellow leg joints, slow turning
Tactics: Priority one: eliminate ALL Spotter drones first! Target leg weak points while maintaining constant movement. Use terrain and buildings for cover against mortars. NEVER remain stationary. Poor close-range defense.
π¦ Spotter
Description: Small flying drones that escort the Bombardier in pairs and paint Raiders with a marking laser so the Bombardier can hit them, even behind cover.
Weakness: Fragile (80 HP), needs constant line of sight
Tactics: Break line of sight or get inside a building the Bombardier can't shoot into. Killing both blinds the Bombardier, but a new pair respawns, so time it for when you need to move or fight. Drops the Spotter Relay.
Support Units
π― Turret
Description: Stationary defense with scanning laser that turns red when locked on.
Weakness: Fixed position, flanking vulnerability
Tactics: Use cover to approach. Flank when possible. It has low health, so any ammo works if you hit your shots. Don't peek repeatedly. Watch for blue scanning light turning red.
π― Sentinel
Description: Long-range sniper with targeting laser.
Weakness: Fixed position, long reload time
Tactics: Watch for targeting laser. Take cover IMMEDIATELY when spotted. Flank when possible. Don't peek same angle twice. Heavy ammo required. Armor-piercing rounds effective.
Boss Units
π Queen
Description: The largest and most formidable ARC. Only appears during Harvester events.
Attacks: Devastating laser beam, EMP blasts, ground slams, calls Rocketeers
Weakness: Exposed head during laser charge, leg joints after armor break
Tactics: Requires multiple coordinated teams. Focus fire on leg armor first to expose weak points. ONLY attack head during laser charge-up animation. Bring heavy weapons and explosives. Constant movement essential. Slow turning speed - use flanking.
πΈοΈ Matriarch
Description: Imposing machine found during specific Spaceport conditions. Protected by "children" ARCs.
Attacks: Rocket fire, gas mortars, energy shield
Weakness: Energy shield can be destroyed, vulnerable after shield down
Tactics: Full squad coordination essential. Watch for protective ARCs. Destroy energy shield first, then focus fire. Avoid gas mortars and rocket fire. More dangerous than Queen in enclosed spaces.
General Combat Tips
π― Prioritize Targets
Always eliminate in this order: Snitch β Rocketeer β Hornet β Wasp β Ground units
π£ Use EMPs Wisely
EMP grenades temporarily disable most ARCs. Save for Rocketeers and high-threat situations.
π« Weapon Choice Matters
Ferro weapons punch through armor effectively. Great all-purpose choice for learning.
π₯ Team Tactics
Coordinate focus fire. One player draws aggro while others target weak points.
π Know When to Retreat
Not every fight is worth it. Sometimes the best tactic is avoiding combat entirely.
π Use Terrain
Buildings provide cover. Chokepoints limit ARC mobility. High ground gives better angles.
Recommended Loadouts by ARC Type
Anti-Swarm (Wasps/Hornets)
- Assault rifle or SMG for rapid fire
- Light/Medium ammo
- Target thrusters
Heavy Hunter (Bastion/Leaper)
- Heavy weapon with AP rounds
- Explosives (grenades/mines)
- EMP grenades
Boss Raid (Queen/Matriarch)
- Highest damage weapons
- Full heavy ammo supply
- Team coordination required