You can roll into ARC Raiders feeling stocked and confident, maybe you've even topped up on
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so you're not sweating every purchase, and then one awkward enemy type turns the whole raid into a scramble. That's the thing: it's not always the "hard" ARCs that ruin you, it's the ones that mess with how you like to play. If you don't clock what you're fighting fast, you'll burn ammo, heals, and patience in about thirty seconds.
1) Shielded and Flanking ARCs
Shielded ARCs are the first proper lesson in "stop doing the obvious thing." You'll dump rounds into that bubble and watch nothing happen. Don't get stubborn. Swap to whatever strips shields quickest—EMP, electrical, anything that feels like it's meant to short-circuit hardware. If you've got a squad, say it out loud and collapse on it together, because half the pain is letting it roam while everyone shoots different targets. Flanking ARCs are a different kind of annoying. They're not tanky, they're just slippery. They'll poke, vanish, then show up right as you're mid-reload. Keep moving, keep cover close, and use your minimap like it's part of your crosshair. When they start dancing around walls, stop chasing angles and throw something that hits an area.
2) Healer ARC priority rules
The Healer ARC is where fights start feeling unfair, because your progress gets erased. You'll finally crack an enemy's health and then—boom—it's back up, or worse, something you already downed stands back up. The fix is simple, but you have to commit to it: the healer becomes target number one every time. Even if a bigger unit is spraying you, break line of sight for a second and delete the medic. If you've got a stun, slow, or any "shut up and stop casting" tool, spend it here. People often save cooldowns for "later" and there is no later when the healer's undoing your whole mag.
3) Jammers and Tanks without the panic
Jammer ARCs don't always kill you directly, they just make you feel naked. No radar, abilities flickering, gadgets not doing what they should—suddenly everyone's guessing. Treat them like an emergency. Push the backline, take the angle, and use EMP grenades or anything that buys you a few seconds of normal gameplay. Then there's the Tank ARC, which is basically a walking tax on your ammo. Don't shoot the toughest-looking plates and hope for the best. Work around it, bait the swing, and aim for weak spots—rear sections, undercarriage, anything that looks less armored. In teams, one player should keep it interested while the others do the actual damage from the safe side.
Keeping your kit ready between raids
A lot of the "annoying" factor disappears when your loadout has answers baked in—one anti-shield option, one area tool for flankers, one way to interrupt a healer, and something for jammers. That prep matters as much as aim. And if you're the kind of player who'd rather spend more time raiding than grinding for every bit of gear, it helps to know there are places like
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where you can pick up game currency and items without turning your week into a second job.