ARC Raiders machines fall into five groups: close-range ambushers (Ticks, Pops, Fireballs), recon units (Snitches, Surveyors), flyers (Wasps, Hornets, Fireflies, Rocketeers), heavy ground machines (Leapers, Bastions, Bombardiers, Comets, Shredders) and bosses (the Queen and Matriarch). Kill the Snitch first, shoot flyers in the rear thrusters, and treat bosses as an optional decision rather than a default fight.

ARC Raiders gameplay screenshot with a machine enemy

How to recognise ARC enemies fast

Nobody stops mid-raid to read a wiki. You read size, speed and sound, then decide whether to fight, reroute or leave. Every ARC enemy has a weak spot and a range it prefers, and terrain changes both. Learn the function of each group and the names follow.

Ambush enemies: Ticks, Pops and Fireballs

These are the smallest machines and the ones new players wave off. One or two shots kill any of them. The damage comes from hesitation, usually while you are locked in a looting or breaching animation in a small room.

  • Tick: skitters and arrives in clusters. Kill them before they stack.
  • Pop: approaches erratically and explodes on proximity. Shoot it before it reaches you.
  • Fireball: rolls faster downhill and burns on contact. You hear it before you see it.

Clear a room before you open a container. Indoor spaces make all three worse because you cannot kite them.

Recon enemies: Snitches and Surveyors

These deal little damage but cause more failed raids than most players realise. A Snitch that finishes its call turns a small patrol into a sustained fight. In any mixed encounter, kill the Snitch first, during its wind-up animation, whatever else is shooting at you. The heavy machine in front of you is not going anywhere.

Surveyors scan from the air. Being detected raises aggression across nearby ARC units, so destroy them before the scan lock completes, especially when you enter a new area.

Flyers

EnemyBehaviourWeak spotWhat to do
WaspHovers and fires at moderate paceRear thrustersEasy alone, dangerous in groups. Use angled or overhead cover.
HornetMore aggressive, harder burstsRear thrustersBreak line of sight if more than one engages.
FireflyCloses fast and releases gasRear gas tankShoot the tank before it reaches you.
RocketeerHolds range, splash damagePanels exposed during wind-upGet into hard cover and fight from angles.

Heavy ground machines

These are not bosses, but they change any fight they join. Expect to spend more ammunition and time, and to need better positioning.

EnemyThreatWhere to hitApproach
LeaperLunges to close the gapLeg joints during lunge recoveryKeep moving and back-pedal, shoot the legs between lunges.
CometArmoured shellInternals once the shell opensSustained automatic fire forces it open.
ShredderBrutal at close rangeRear canisters and leg jointsKite at range, never fight it in tight spaces.
BombardierWide explosive barragesLeg joints between barragesClose the distance fast or hold hard cover between cycles.
BastionSlow, heavy frontal armourLeg joints and rear panelsFlank with a squad, or avoid it solo.

Bosses: the Queen and Matriarch

Both are multi-phase machines that spawn extra enemies, attract third parties and punish bad cover use. Strip armour from the legs and face to expose the core, then focus fire during the core window. Someone on the squad needs to handle the adds, or they will flank you at the worst moment.

The Queen patrols near Harvester events, where the interior holds some of the best loot in the game. Only take the fight if you are prepared. Our map conditions guide covers the Harvester event in more detail.

Loadout thinking

Bring accurate semi-auto or burst weapons for flyers and weak-spot work, automatic fire for Comets and bosses, and something with burst damage for anything that closes fast. Carry a way to break line of sight, since running away is a valid answer to most heavy machines.

We also make an ARC Raiders cheat. Whatever you use, no cheat is risk free, so check live status first.