Arc Raiders 1.3.0: Full Guide to Solo Every ARC

       by        Game: ARC Raiders Guide        Tags: Arc Raiders Update 1.3.0


If you're diving into the Rust Belt for ARC Cores, Drivers, Powercells, XP boosts, or prime loot, these updated Patch 1.3.0 tactics will turn risky encounters into efficient farms. Save this guide for your next raid prep, and check out our Arc Raiders Shop for Coins, Map Keys, Weapons, Materials, Blueprints, and Boosting Services to gear up effortlessly.

Patch 1.3.0 Key Changes Impacting ARC Hunts

Patch 1.3.0 brought explosive consistency, nerfing splash damage on multi-part ARCs like Bastion and Leapers—no more multi-limb overkill.

Hullcracker demands precision shots to weak points, with ammo buy costs worsening (6 for 4,500 Coins, ~750/shot) and crafting shifted to 1 ARC Motion Core + 2 Crude Explosives.

Deadline Mine trader stock dropped to 1/day at 15,000 Coins, crafting now 3 Explosive Compound + 2 ARC Circuitry—still a one-shot king for larges but pricier.

Legendaries expose weak points well but cost too much. Focus grenades/mines first, heavy ammo guns second for penetration.

Change

Pre-1.3

Post-1.3

Deadline Mine Trader

3/day @ 8,100 Coins

1/day @ 15,000 Coins

Launcher Ammo Buy

10 for 6,000 Coins

6 for 4,500 Coins

Explosives vs Larges

Splash multi-hit

Consistent, precision-focused

Hullcracker

Spam center-mass

Weak point aim only

Top-Tier Explosives Ranked for ARC Slaying

Grenades/mines rule post-patch. Deadline Mine one-shots Bombardier/Bastion center-mass. Wolfpack's 12 homing projectiles shred Rocketeers (one-shot if solo target). Trigger Grenades (early quest blueprint, 90 damage, sticks/remote det) versatile.

Explosive

Damage

Sticks?

Best For

Cost

Notes

Weakness

Deadline Mine

Massive

Yes

Larges/Bosses (1-shot Bastion/Bombardier)

15k Coins/1 day; craft expensive

Limited stock

Wolfpack Grenade

High (split)

No

Flyers/Rocketeer (homes)

Pricey craft

Splits if multiples nearby

Trigger Grenade

90

Yes

Mobile mids (remote det)

Cheap post-quest

Quest unlock

Heavy Fuse Grenade

80

No

Budget blasts

Cheapest craft

Aim/timing key

Snap Blast Grenade

70

Yes

Timer reliability

Affordable

Less punch

Seeker Grenade

50

No

Smalls (homes)

Low

2x Hornets (~60 HP)

Showstopper Stun (10s)

Precise

Utility lockdown

Craft mid

No damage

Light Impact

30

No

Flyers (1-shot Wasp)

Negligible

Tiny radius

Blaze Grenade

Nerfed ~50%

Yes

Avoid larges

Cheap

Patch gutted multi-hit

Stock safe-pocketable ones. Loot/craft mid-raid.

Must-Have Utilities

Photoelectric Cloak (Utility Station upgrade): ARC-invisible while active.

Cloak > plant mine/grenades > retreat. Game-changer for solos.

Lure Grenades now better attract Shredders.

Locating ARCs Efficiently

Hunt specifics via interactive maps like MapGenie.io (all maps: Spaceport, Dam Battlegrounds, Buried City, Blue Gate; markers for spawns, loot, extracts).

Filter by enemy type for farms.

Low-Threat Flyers: Wasps & Hornets

Threat: Low-Moderate | XP: Wasp 100/200, Hornet 150/250

Four thrusters: destroy 2 to crash/explode.

Wasps unarmored;

Hornets front-plated—flank rear. Guns only (heavy penetrates). 1-2 Light Impacts as backup.

Drops: Alloys, Drivers, Ammo.

Step-by-Step:

Spot blue scanner (patrol).

Aim thrusters from cover.

Grounded? Melee finish.

Ground Minors: Pops, Fireballs, Ticks

Pops (50/100 XP): Shoot/melee explodes them. Drops: Alloys, Powercells, Crude Explosives.

Fireballs (100/100 XP, full plate): 1 heavy penetrates shell; or patient—core exposes close-range during flame. Drops: Burner.

Ticks (50/100 XP): Melee/shoot fast. Drops: Pod.

Fixed Defenses: Turrets & Sentinels

Turrets (100/200 XP): 2 heavy shots from cover. Drops: Alloys, Powercells, Light Ammo.

Sentinels (200/300 XP, sniper range/harder hits): 5 heavy shots, cover essential. Drops: Firing Core, Heavy Ammo, Advanced Powercells.

Patch: explosives unchanged on smalls.

Aerial Spotters: Snitches & Surveyors

Snitches (100/200 XP): Long-range heavy to underside glow spots. Break 2/3 side plates: erratic > dead. Drops: Scanner. Prevent summons.

Surveyors/Rollbots (200/300+ XP, high blueprint rate): Rolling armored, flees, sky-beams expose core—free heavy shot. Else: Showstopper/Hornet Driver stun > penetrate shell to core (2-3 Triggers). Cloak for setup. Drops: Vault, Alloys, Powercells.

Mid-Tier Mobiles: Shredders & Leapers

Shredders (TBA XP): Bottom thruster heavies unbalance/flinch. 2-3 Triggers/Snap Blasts (stick best). Corners/distance dodge projectiles. Drops: Gyro, Shotgun Ammo. Patch: Better lure response, handling tweaks.

Leapers (500/600+ XP, full plate): Core > legs. Vertical cover (no jumps), backpedal pulses. 3-4 Triggers/Heavies. Hullcracker: 10 core shots (double pre-patch). Drops: Pulse Unit, Components.

Pro Tip: Cloak-plant barrage.

Tanky Titans: Bastion & Bombardier

Threat: Critical | XP: 500/500+ each

Group: Flank battery > expose core. Solo: Front cover (Bastion MGs), vertical (Bombardier mortars/overheads).

Grind alt: Yellow knees > stun > back battery repeat. Skip—explosives!

Deadline: 1 center-mass (Bastion may need 1-2 backup).

Grenades: 8-10 Bombardier, 12 Bastion (mix Triggers/etc.).

Hullcracker: 3 legs stun; 31 center Bastion (double pre-patch).

Method (Bastion)

Qty

Buy Cost

Notes

Deadline Mine

1

15,000

Safest, cloak-plant

Triggers/Snaps

12

~28k equiv.

Repeat barrages

Hullcracker

31

23,250

Risky (30k gun loss), precision

Grenades win: safe-pocket, lootable, no weapon risk. Drops: Cells, Ammo, Advanced Powercells.

Flying Fortress: Rocketeer

Threat: Critical | XP: 500/200+

Heavies break thruster armor > 2 down = crash. Hullcracker ~11 shots viable. Wolfpack: Arc above for proximity pop—one-shot solo. Drops: Parts, Heavy Ammo.

Advanced: Cloak > grapnel top > Deadline (risky but guaranteed).

Apex Bosses: Queen & Matriarch

Queen (Extreme, 1000/1000+ XP): Mortars, laser, EMP, slam. 7-8 Deadlines underside (cloak > plant > cover > wait aggro drop > repeat). Hullcracker doubled shots.

Matriarch (Extreme): Rockets, gas, shield, flash, summons. 8-9 Deadlines similar. Hijack group aggro for free plants. Drops: Reactors, Advanced Components.

FAQs on ARC Raiders Solo Hunt after Patch 1.3.0

Q: Does Deadline Mine still one-shot Bastion/Bombardier post-1.3?

A: Yes, precise center-mass placement. Bastion tankier—backup grenades ready. Cloak ensures no aggro during setup; explosion handles rest despite nerfed splash.

Q: Why prefer grenades over Hullcracker for larges now?

A: Equivalent cost (~15k Deadline vs 23k+ ammo), but grenades faster/safer: safe-pocket, craft/loot easier, no 30k Hullcracker loss risk. Post-nerf, Hullcracker needs weak-point aim only.

Q: Best heavy ammo loadout for pure-gun ARC clears?

A: Any penetrating heavy (e.g., for thrusters/joints). Pair Penetration mods. Smalls/mids: 100%; larges: supplement grenades. Prioritize vs light/medium needing perfect hits.

Q: How does Photoelectric Cloak change solo boss fights?

A: Enables repeated zero-risk Deadline plants on Queen/Matriarch undersides. Wait passive phase, plant, cover—scales to any solo without group flanks.

Q: Wolfpack Grenade optimal use cases?

A: Rocketeers (one-shot via overhead arc, solo target). Mid-high tiers if isolated. Avoid multiples—projectiles split. High value vs craft cost for aerial heavies.

Thanks for Reading

Stay tuned to MMOJUGG for more Patch 1.3.0 deep dives and Rust Belt mastery.

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