ARC Raiders Enemy Weak Spots Guide – How to Kill Bosses Faster
ARC Raiders Enemy Weak Spots decide how fast you win or how fast you run out of ammo. Almost every ARC Raiders enemy has exposed systems, breakable armor, or critical weak points that turn a long, dangerous fight into a quick kill.
In ARC Raiders, enemies scale hard, ammo is always limited, and PvE fights often pull other players into the area. That’s why knowing enemy weak spots is a survival skill. This guide explains how ARC enemies are built, where they break, and how to kill even the toughest machines faster and safer.
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Understanding ARC Weak Spots, Armor, and Damage Scaling
ARC enemies survive because their important parts are protected. Armor plates block damage, engines keep them mobile, and only a few exposed components actually decide how fast the fight ends. Shooting random metal usually just drains your ammo, while hitting the right part can stop an ARC in seconds.
In most encounters, ARC machines clearly show three different hit zones:
- Yellow parts mark critical components like joints, thrusters, or cores. These areas take much higher damage and often trigger stuns or shutdowns.
- White parts are unarmored sections. They can be damaged by any weapon, but they rarely change the fight on their own.
- Dark metal parts are heavy armor. Light ammo is almost useless here, and even medium ammo is inefficient until the armor is broken.
Big ARCs aren’t meant to be rushed head-on. The smart play is to cripple them first: break legs, thrusters, or weapons, and only then finish the kill once they lose control or mobility.
ARC Raiders Enemy Types Overview
ARC enemies are grouped by size. Enemy size directly affects health scaling, armor layering, weak spot exposure, and which ammo types are actually efficient. Understanding these categories helps you decide what to fight, how to fight, and whether it’s even worth the ammo.
Smaller ARCs are built to apply pressure and force movement, while larger machines are designed as resource checks that punish poor target selection and bad positioning.
| ARC Enemy Type | Enemy Type | Threat Level | Typical Weak Spot | |
|---|---|---|---|---|
| Small | Tick, Pop, Turret | Low | Any hit | |
| Medium | Wasp, Hornet, Snitch | Medium | Thrusters / sensors | |
| Large | Leaper, Bastion, Bombardier | High | Joints, rear plates | |
| Boss | Queen | Extreme | Leg joints, head core |
Large ARC Enemies - Weak Spots and Kill Strategy
Large ARCs are the biggest resource traps in ARC Raiders. If you shoot them like normal enemies, you burn ammo, lose time, and attract other players. These machines are designed to punish frontal damage and reward precise system damage.
Each large ARC follows the same design logic: remove mobility or weapon systems, create a control window, then finish the fight quickly before reinforcements arrive.
Leaper
| Aspect | Details |
|---|---|
| Primary Weak Spots | Leg joints, red eye |
| Damage Vulnerability | Fire |
| Threat Profile | High burst, fast repositioning |
Kill strategy:
Leapers are extremely aggressive but structurally fragile. Fire damage is the hard counter — Blaze or Fireball grenades can fully disable or kill a Leaper without spending ammo. If using weapons, break leg joints first to stop jumps and radial blasts. Once grounded, the red eye becomes a reliable finisher. Fighting a mobile Leaper is a mistake; disable it immediately.
Rocketeer
| Aspect | Details |
|---|---|
| Primary Weak Spots | Thrusters |
| Main Threat | AoE rockets through cover |
| Best Control Tool | Showstopper grenade |
Kill strategy:
Rocketeers are dangerous because they ignore cover. The fastest kill is forcing a crash by destroying thrusters. A Showstopper grenade guarantees a knockdown, creating a ~10-second vulnerability window. During this time, climbing on top or unloading into exposed systems ends the fight quickly. Trying to trade damage while it’s airborne almost always loses.
Bastion
| Aspect | Details |
|---|---|
| Primary Weak Spots | Knee joints, rear plate |
| Main Threat | Front-facing minigun |
| Core Tactic | Stagger, reposition, burst |
Kill strategy:
Bastions are walking DPS checks designed to punish frontal pressure. Shooting knee joints staggers the unit and interrupts its firing pattern. Once staggered, reposition to hit the rear plate, which takes increased damage after exposure. Sticky grenades placed before full aggro can delete a Bastion in seconds. Never stand in front longer than necessary.
Bombardier
| Aspect | Details |
|---|---|
| Primary Weak Spots | Joints, rear plate |
| Priority Target | Spotter drone |
| Main Threat | Long-range artillery |
Kill strategy:
Bombardiers control space through indirect fire, not raw damage. The Spotter drone is the real danger, kill it first or every movement gets punished. After that, treat the Bombardier like a Bastion: break joints to reduce pressure, then hit the rear plate. Constant movement is mandatory; static play gets deleted fast.
Queen (Boss ARC)
| Aspect | Details |
|---|---|
| Primary Weak Spots | Leg joints, head core |
| Spawn Condition | Harvester events |
| Threat Level | Extreme |
Kill strategy:
The Queen is not a solo target. This fight is built around team coordination and heavy ammo usage. First phase is all about breaking leg armor to expose yellow joints and reduce mobility. The head core only opens briefly during laser attacks and is the true damage window. Miss those windows, and the fight drags long enough to become lethal. Focus fire and role discipline matter more than individual DPS.
Small ARC Enemies – Weak Spots and Fast Clears
Small ARCs are dangerous because they stack pressure, drain attention, and force bad positioning while bigger threats move in. Clearing them fast keeps fights clean and prevents ammo waste before real danger shows up.
Unlike large machines, small ARCs are about speed and accuracy, not firepower. Most of them die in seconds if you hit the correct system.
| Enemy | Weak Spot | Tips |
|---|---|---|
| Wasp | Rear thrusters | Destroy two thrusters to force a crash and instant kill |
| Hornet | Rear thrusters | Front armor soaks damage; rear engines drop it fast |
| Snitch | Any thruster | Kill immediately to prevent reinforcements |
| Fireball | Front core (while open) | Shoot during flamethrower to hit exposed core |
| Tick | Anywhere | Low HP; melee or single shots work |
| Pop | Anywhere | Kill early to avoid explosion damage |
| Turret | Anywhere | No armor; quick peek shots delete it |
Where to Shoot: ARC Enemy All Weak Spots
This table is meant for quick decisions in live fights. It shows where to aim first, which enemies demand precision, and which ones can be cleared without overthinking. Use it to choose targets fast and avoid wasting ammo on armored zones.
| ARC Type | Primary Weak Spot | Threat Level |
|---|---|---|
| Queen | Leg joints, head core | Extreme |
| Bastion | Knee joints, rear plate | Critical |
| Bombardier | Joints, rear plate | Critical |
| Leaper | Leg joints, eye | Critical |
| Hornet | Rear thrusters | High |
| Fireball | Exposed front core | High |
| Wasp | Thrusters | Moderate |
| Snitch | Any thruster | Moderate |
| Turret | Unarmored body | Moderate |
| Pop | Unarmored body | Easy |
| Tick | Unarmored body | Easy |
Final Thoughts
Once you start aiming with purpose, fights become shorter, quieter, and far safer. You spend less ammo, attract fewer players, and stay mobile instead of getting locked into long PvE brawls. This matters even more in high-risk zones, where every extra second of combat increases the chance of PvP pressure.
FAQ
Do all ARC enemies have weak spots?
Why does my damage feel low on some enemies?
Are grenades always the best option?
What should I kill first in mixed fights?
Snitches and flying ARCs come first. They escalate fights fast and limit movement. After that, disable large ARCs by breaking joints or thrusters.


