Guide
ARC Raiders Enemy Weakness Guide
Bro, the most heartbreaking thing in ARC Raiders isn't getting backstabbed by another player—it's finally looting a bag full of god-tier gear, only to run into a mechanical beast, dump all your ammo into it while it keeps bouncing around, and end up handing over your life! In reality, the ARC robots in the game all have built-in fatal flaws. As long as you don't foolishly pump bullets into their frontal armor, you can wipe them out in just a few shots by hitting the right spots. Today, let's get straight to the point and break down the weaknesses of these common mechanical monsters, teaching you how to clear the field using the absolute minimum amount of ammo!

Weaknesses of Small High-Agility Units
Although these little guys don't look like they have much health, if they swarm your face or harass you from the air in groups, they can knock you down in seconds, so taking them out requires a one-shot kill mindset.
- Wasp & Hornet: The biggest mistake with these airborne flyers is shooting them from the front, as their frontal side is armored. Their true weakness is their rear thrusters. Just focus fire to knock out any two thrusters, and they will lose balance and crash into a fiery explosion, saving you from wasting a ton of ammo on their main chassis.
- Pop & Tick: These are the absolute nuisances of indoor looting. Pops explode in your face, while Ticks leap onto you and deal continuous damage. They have no armor whatsoever. Don't panic when you hear mechanical rolling or screeching sounds; a quick hit with a pistol or melee weapon will instantly kill them, so never waste heavy ammo on them.
Weaknesses of Medium Special-Ops Strikers
These types of monsters usually come with unique attack mechanics or extreme mobility, making it essential to catch their skill wind-ups and stagger windows for a clean kill.
- Fireball: That flaming sphere is extremely tough when shielded. You must wait for the exact moment it prepares to spew fire and exposes its Front Core, then drop two precise heavy rounds into it to trigger an instant detonation.
- Leaper: Extremely fast and constantly stomping the ground, leaving novices completely overwhelmed. Its core weaknesses lie in its leg joints and the red eye at the center. It is strongly recommended to break its legs first; once crippled, it loses its high-jumping mobility and becomes a helpless sitting duck. Fire grenades can also inflict severe stagger on it.

Weaknesses of Heavy Ground-Armored Units
Faced with these "iron hulks," shooting them head-on is basically just giving them a bath, so learning how to kite them and break their joints is the ultimate mark of a pro player.
- Bastion & Bombardier: Both are land-based heavy monsters packing insane frontal firepower. Their front sides are virtually immune to light ammo, but their knee joints and rear battery canisters/rear plate are fatal vulnerabilities. When playing in a squad, have a teammate draw aggro from the front while you flank them to unload into their back, or simply toss a Deadline Mine to blow them apart instantly. When fighting a Bombardier, remember to shoot down its overhead recon drone first!
- Rocketeer & Vaporizer: When encountering a Rocketeer, don't crouch behind flimsy cover—get inside a building immediately. Its weakness is its thrusters, as blowing them up causes it to crash and destroy itself; meanwhile, the Vaporizer is heavily armored, with its weakness located at its underbelly, allowing you to land massive critical damage when it casts its skills.
Once you master these weaknesses, you won't have to dodge ARC patrols next time you're out scavenging in the wasteland. As long as you coordinate well with your teammates to divide labor between destroying joints and hitting cores, you'll find that these terrifying metal killers are actually just walking "high-tier material crates."
