Time: 2025-11-23 by mmojugg Game: ARC Raiders Guide Tags: Arc Raiders Update 1.3.0

If you've been diving deep into the latest raids on Stella Montis or beyond, bookmarking this guide can keep your loadout sharp for every run. While you're here, check out our ARC Raiders Shop for quick access to Coins, Map Keys, Weapons, Materials, Blueprints, and Boosting Services to elevate your gameplay without the grind.
Patch 1.3 brought targeted tweaks to explosives, focusing on consistency against ARC units. Damage now hits more predictably, with small enemies like turrets barely noticing the shift. Larger threats, such as Bastions, take slightly less overall, pushing players toward precise placement over raw spam. This pairs with Hullcracker adjustments, making grenades even more essential for big ARC takedowns—better cost-to-kill ratio now. Shredders also chase Lure Grenades more reliably, turning a utility tool into a stronger distraction play.
Most grenades hold steady, but fire-based ones like Blaze feel the pinch on multi-part giants. Radii stay generous enough for clustering under heavies, keeping layered throws viable.
Explosive Damage vs Large ARC: Reduced slightly; requires better aim/overlap for Bastions/Bombardiers
Shredder AI: Improved Lure detection/movement; easier to redirect packs
Small Enemy Explosives: Unchanged; flyers/snitches still pop fast
These colorful throwables light up dark corners but fade in daylight. Purely cosmetic, they're fun for spotting loot in caves or pranking squadmates. No combat value—skip unless you're building a light show.
Tagging Grenade arms after a delay, marking Raiders or ARC with a wall-piercing eye icon for 10 seconds. Great for peeking tight spots like Stella Montis corridors, but the fuse lets savvy players dodge. Best as setup for rushes, though third-person peeks often counter it—trades at best.
Gas Grenade unleashes a green cloud draining Raider stamina over 20 seconds. It hampers dodges and rolls, mimicking Matriarch fights. Tight rooms amplify it, but drain isn't aggressive enough for quick kills—pair with gunfire while they're slowed. Against ARC? Negligible.
Grenade | Key Stat | PvE Use | PvP Use |
|---|---|---|---|
Tagging | 10s track, 6m radius | Scout ARC packs | Corner intel |
Gas | 20s stamina drain, 7.5m | Minimal | Zone control |
This packed tier shines in ambushes but lacks one-shot punch.
Trailblazer, a fresh addition, rolls a gas trail that chains into layered blasts (around 50 effective health vs shielded Raiders). PvP area denial in halls—catches exits, strips shields. Delay hurts vs rushes; ARC needs clustered legs (Bashers/Bombardiers). Rare reward-only for now.
Heavy Fuze Grenade packs 80 damage in 7.5m but rolls and fuses slowly (3s). Pricey (Explosives Station III: 2 Canisters + 1 Explosive Compound). Layers well under Bastions; PvP forces repositions but misses often.
Snap Blast Grenade sticks for 70 damage—cheaper (Explosives II: Crude Explosives + Magnet). Reliable finisher on ARC surfaces or Raiders; spammable for denial.
Seeker Grenade homes one burst at nearby ARC, deleting flyers (Wasps, Snitches, Hornets). Panic button for air threats; pairs with Wolfpacks.
Shrapnel Grenade shreds 60 damage in 6m post-fuse—PvP aerial denial, cheaper than Fuze. Forces Raiders from covers.
Grenade | Damage | Fuse/Stick | Best Target |
|---|---|---|---|
Trailblazer | ~50 layered Gas delay | Raider corners | |
Heavy Fuze | 80 | 3s roll | Bastion layers |
Snap Blast | 70 | Sticks | Finisher |
Seeker | High burst | Homing | Flyers |
Shrapnel | 60 | Fuse | Air denial |
Light Impact Grenade delivers 30 damage in tiny 2.5m on impact—spam to flush corner holders, break shields. Cheap (Basic/Explosives I), carry five for PvP. Overuse wastes, but one pops peeks perfectly.
Post-patch Blaze Grenade spreads fire (5/s for 10s, 10m)—nerfed vs large ARC (3-4 for Allipers now, not 1-2). Still traps Raiders in burning rooms, shreds health/shields. Avoid self-burn; excels in enclosed fights.
Lure Grenade sticks anywhere, draws ARC aggro (15s, 50m). Redirect Shredders/Rocketeers—cheap greens (Utility II). Passive after throw; clutch for extracts or vs Rocketeers. Patch boosts Shredder pursuit.
Smoke Grenades (full and Li'l): Break sightlines—extract cover, close-range ambushes. Li'l cheaper/shorter (6s), spammable every raid. Full lasts 20s for snipers.
Grenade | Utility | Duration | Loadout Tip |
|---|---|---|---|
Light Impact | Flush/peeks | Instant | 5x PvP |
Blaze | DoT trap | 10s fire | Room denial |
Lure | Aggro shift | 15s | Extracts |
Smoke/Li'l | Vision block | 20s/6s | Every raid |
Trigger Grenade (rare): 90 damage, remote det (7.5m). Stack three, pop for Bastion ambushes; cleans PvP shields. Beats Fuze hands-down.
Showstopper: Impact EMP—2s Raider stun, 10s ARC. Drops Rocketeers (hit turbines), legs Bastions. Hard-to-miss; Stella Montis meta. Avoid self-stun.
Wolfpack: Homing swarm shreds flyers/Rocketeers (166x12 bursts). Less optimal on multi-hitbox queens, but top for air control.
Grenade | Damage/Stun | PvE Star | PvP Star |
|---|---|---|---|
Trigger | 90 remote | Big ARC | Shield pop |
Showstopper | 2s/10s stun | Rocketeers | CC lockdown |
Wolfpack | Homing x12 | Flyers | Air supremacy |
With Hullcracker needing precision post-patch, grenades fill the gap for efficient ARC clears. Mix S/A for threats, B for flex. Prioritize Triggers/Wolfpacks for heavies, Smokes/Impacts for Raiders.
The rebalance cuts multi-part overlap, so fire ticks hit fewer spots. Expect 3-4 Blazes for Allipers (vs 1-2 pre-patch). Still strong DoT in fire pools, unchanged vs Raiders.
Aim turbines (face/sides)—impact stun drops them instantly for mounts or finishes. 10s lockout; pairs with Wolfpack for cleanup.
No—it's 15s distraction. Stay passive post-throw, or ARC refocuses. Patch makes Shredders chase harder, ideal for extracts.
Trigger's remote 90 damage layers perfectly (same rarity/cost), no roll miss. Fuze forces evasion in PvP; always Trigger.
Li'l Smoke: shorter but stackable every run. Full for long extracts. Both block snipers, enable shotgun pushes.
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