Time: 2025-11-23 by mmojugg 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 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 |
Spam center-mass | Weak point aim only |
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 | |
High (split) | No | Flyers/Rocketeer (homes) | Pricey craft | Splits if multiples nearby | ||
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) | |
Precise | Utility lockdown | Craft mid | No damage | |||
Light Impact | 30 | No | Flyers (1-shot Wasp) | Negligible | Tiny radius | |
Nerfed ~50% | Yes | Avoid larges | Cheap | Patch gutted multi-hit |
Stock safe-pocketable ones. Loot/craft mid-raid.
Photoelectric Cloak (Utility Station upgrade): ARC-invisible while active.
Cloak > plant mine/grenades > retreat. Game-changer for solos.
Lure Grenades now better attract Shredders.
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.
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.
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.
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.
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.
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.
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.
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).
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.
A: Yes, precise center-mass placement. Bastion tankier—backup grenades ready. Cloak ensures no aggro during setup; explosion handles rest despite nerfed splash.
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.
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.
A: Enables repeated zero-risk Deadline plants on Queen/Matriarch undersides. Wait passive phase, plant, cover—scales to any solo without group flanks.
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.
Stay tuned to MMOJUGG for more Patch 1.3.0 deep dives and Rust Belt mastery.
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