Time: 2025-11-18 by mmojugg Game: ARC Raiders Guide Tags: Arc Raiders Trials

Arc Raiders keeps the adrenaline pumping with fresh weekly Trials that test your survival skills against relentless ARC machines. Week 4 brings five intense challenges designed to push your limits, whether you're aiming for those coveted 3-star completions or climbing the leaderboards for seasonal rewards. As someone who's spent countless hours topside—balancing solo runs with the thrill of unexpected drops—I've found that a mix of patience, smart positioning, and the right tools turns these trials into rewarding hunts.
If you're gearing up for this week's push, consider bookmarking this spot for quick reference; it's packed with actionable steps to make your raids smoother. And if you're looking to stock up on essentials, swing by the ARC Raiders Shop for Coins, Map Keys, Weapons, Materials, Blueprints, and Boosting Services to give your loadout that extra edge.
Diving into Week 4, it's worth noting how dynamic the leaderboards can be. One evening push might land you in the top 10, only to wake up to a slide down the ranks as others grind through the weekend. This volatility highlights the value of consistent runs—focus on personal bests rather than daily fluctuations. Ranks reset Mondays based on your top scores across all challenges, placing you in divisions of 100 for fair competition. Aim for that Cantina Legend spot if you're chasing global glory, but even steady progress unlocks cosmetics and gear worth the effort.
Before tackling specifics, a few foundational habits set you up for success. Prioritize major map conditions like Night Raid, Electromagnetic Storm, or Hidden Bunker—these double your points and amp up enemy spawns for faster progress. Enter fresh instances to avoid crowded lobbies, and commit to full raids if leaderboard spots are your goal; partial extracts cap your potential. While squads shine for efficiency, these solo-focused tactics ensure you can grind on your schedule without relying on teammates.
Tip Category | Key Advice | Benefit |
|---|---|---|
Map Selection | Choose conditions with 2x multipliers (e.g., Electromagnetic Storm) | Doubles points per action |
Run Style | Full raids in fresh games | Maximizes enemy encounters and loot |
Play Mode | Solo for flexibility; groups for speed | Balances control with efficiency |
Leapers, those agile spider-like ARC units, leap into action with sonic blasts that can end a run fast. Each full kill nets around 3,520 points, but partial damage counts toward thresholds—ideal for safer plays. To hit 3 stars solo, secure one complete elimination plus chip damage on another.
Opt for Dam Battlegrounds over Spaceport for reliable spawns: three Leapers often appear at Red Lake, its balcony, and the Water Treatment Extraction Point (with occasional Dome visits). Rotate between these spots, as respawns take about 8 minutes, potentially yielding 32,000 points in a dedicated farm.
For safety, perch on the Red Lake balcony overlooking both the lake and balcony spawns. Utilities dominate here—two Blaze Grenades melt their armor, or pair one with a Wolfpack for quick finishes. Fireball Burners pack a punch too; stock up cheaply and fire from cover. Avoid melee risks like Anvils unless desperate; they're reliable hand cannons but slow for mobile threats. In my sloppiest run, player interruptions forced three attempts, but persistence paid off—adapt by scouting quietly.
Dealing damage to Queens or Matriarchs feels punishing due to lobby competition, but it's doable with isolation tactics. A solid 12,000 damage to a Queen translates to about 8,500 points—far from max, but enough for 3 stars without heroics. Matriarchs, the newer roaming behemoths, have lower health but draw even fiercer rushes, often leaving slim pickings.
Stick to Dam Battlegrounds for Queen encounters during Harvester events. Secure the room by locking doors with Door Lockers, then unload 150 rounds from a Tier 4 Hole Cracker through upper windows—dodge lasers by strafing cover. As the first engager, you can snag the finisher, but expect shared credit in busy lobbies. For Matriarchs, experiment on open maps like Spaceport, but prioritize Queens for better solo yields this week. Skipping aggressive PKs keeps it clean; luck with passive squads is your ally.
This challenge offers a breather—pure resource gathering without combat pressure. Each harvest yields 500 points, and 3 stars require about 23 collections. Buried City shines for density: Rush Galleria for 25-30 Great Moloins across three floors (bottom to top).
Players swarm it, so free-loadout retries are key—fight off interlopers if needed, then extract satisfied. For max points (15,000+), chain to Morano Park and outskirts for Agave plants. Lush Bloom events boost spawns further; time your runs accordingly. It's forgiving and scalable, perfect for warming up before heavier trials.
Plant Spot | Estimated Yield | Strategy Note |
|---|---|---|
Galleria (Buried City) | 25-30 Great Moloins | Floor-by-floor sweep; contest early |
Morano Park | 10-15 mixed | Follow-up after Galleria clear |
Outskirts | 5-10 Agave | Quick peripheral hunt for extras |
ARC Probes top this week's farm potential, with 1,334 points per search—three secures 3 stars easily. Electromagnetic Storm maps explode with crashed stacks (up to three per cluster), spawning grounded for beeping audio cues or map pings.
No breaching needed; even looted probes reward interaction, enabling peaceful co-ops. Dam Battlegrounds and Spaceport teem with them—my 12-probe run hit 16,000 points in under 10 minutes, with room for double that. Scout clusters methodically; 12 minutes remained after learning spawns, proving the abundance. Extract strategically, like pairing with friendly solos, to preserve momentum.
Aerial threats like Wasps, Hornets, Snitches, and Rocketeers demand elevation and precision—200-300 points per small kill, up to 1,500 for Rocketeers. Without scanners, 21,000 points came from sustained sniping, proving viability.
Spaceport under Hidden Bunker extends timers by 10 minutes for extended farms. Zipline to South Trench Tower, trap access, and snipe with a Renegade—its lever-action excels at range. Pack six Wolf Packs for Rocketeers, but shared lobbies dilute yields; one aggressive solo under Launch Tower nabbed multiples with a Jupiter, risking gear loss. My safer perch secured 20-30k; aggressive mid-map plays suit leaderboard chasers. Weekends see Snitch Scanner hoarding—spam them then for 50-60k squad potential.
A: They provide a 2x multiplier on actions, making enemy spawns and challenges more lucrative—ideal for probes or flying enemies, but watch for heightened ARC aggression.
A: Around one full Leaper kill (3,520 points) plus partial on another; for Queens, 8,500 points from ~12,000 damage suffices, though lobbies often cap solo gains.
A: Yes, but focus on one per run for best scores—Trials track personal highs separately, so chain them across sessions for efficiency without burnout.
A: Not solo; their lower health and summon swarms draw crowds faster. Queens offer better isolated damage opportunities on familiar maps like Dam Battlegrounds.
A: Solo builds self-reliance for flexible grinding, but groups accelerate points on shared kills like flying ARCs—mix based on your schedule for optimal ranks.
There you have it—Week 4's blueprint for solo dominance in Arc Raiders Trials. Keep an eye on MMOJUGG for more topside insights to fuel your next raid. Stay sharp out there.
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