LootLoreBrowse
Build Guide Verified

ARC Raiders Best Early Game Builds — Starter Gear Recommendations

By Z. LiPublished Updated Last verified
Build at a glance
Head
Basic Helmet
Chest
Basic Chest Plate
Legs
Basic Leg Guards
ARC Raiders guide cover for ARC Raiders Best Early Game Builds — Starter Gear Recommendations

Early Game Build Quick Reference

SlotRecommended ChoicePriority
Head ArmorBasic helmet (any)Medium — fill the slot
Chest ArmorBasic chest plate (any full coverage)High — most important armor slot
Leg ArmorBasic leg guardsMedium — fill after chest
Hand/Arm ArmorBasic gloves/arm guardsLow — fill last
Primary WeaponSMG or Assault Rifle (basic/craftable)High — versatility is key
Secondary WeaponBasic pistolLow — backup only
Consumables2x Medkit, 1x utility item (grenade or flare)High — always carry healing
Extraction ItemExtraction flare if availableHigh — speeds extraction reliability

Early Game Philosophy — Expendable but Effective

The foundational principle of early game loadout building in ARC Raiders is expendability. Your gear should be good enough to handle basic ARC encounters and give you a fighting chance in an unexpected PvP situation, but cheap enough to replace immediately if you lose it. Bringing your best available gear into early raids before you understand the maps and threat patterns is a guaranteed way to regress your progression. Lose a beginner loadout and you're back raiding in an hour. Lose your one crafted mid-tier weapon and you've lost hours of farming.

The early game is also a learning phase. You're building map knowledge, ARC patrol familiarity, and extraction route memorization. These skills develop faster when you're not playing desperately to protect expensive gear. An expendable loadout allows you to take calculated risks — push a slightly riskier zone, engage an ARC patrol to test your aim, try a new extraction route — without catastrophic consequences. The information gained from these experiments accelerates your skill development faster than playing safe with expensive gear.

Armor First — Always Fill All Slots

New players consistently make the mistake of investing in a good weapon before completing their armor set. This is backwards. A complete set of basic armor provides meaningfully more total protection than a partial set of upgraded armor because every unoccupied armor slot is effectively unprotected. ARC machines don't spare your unarmored sections — they deal full damage to any exposed slot.

Prioritize the chest armor slot first — it covers the largest body area and provides the most protection per item slot. After chest, fill the head slot (headshots have multiplier damage from both ARC and other Raiders). Then legs, then hands. Once all four slots are filled with basic armor, consider upgrading individual pieces starting with chest. This progression sequence maximizes your effective hit points at every stage of gearing.

Early Game Survival Build

SlotRecommended pickWhy / notes
HeadBasic HelmetAny helmet fills the slot — protection over aesthetics
ChestBasic Chest PlateHighest priority slot — upgrade this first when possible
LegsBasic Leg GuardsStandard protection — fill slot with any available option
HandsBasic GlovesLowest priority but don't leave empty
PrimaryBasic SMG or ARSMG for indoor-heavy maps; AR for mixed terrain
SecondaryBasic PistolEmergency backup — don't rely on it as a primary damage source
Consumable 1Medkit x2Never raid with fewer than two healing items
Consumable 2Grenade or StimGrenade for ARC clearing; Stim for emergency mobility

Weapon Choice for New Players

SMGs and Assault Rifles are the correct choices for early game weapon selection. Both handle the combat scenarios new players encounter most frequently — short to medium range ARC encounters in residential and industrial buildings. SMGs have a slight edge for players who expect most encounters in tight indoor spaces. Assault Rifles have the edge for players running more varied terrain or open areas. Either choice is correct; pick based on your planned map zone.

Avoid investing in Sniper Rifles or Shotguns as your primary weapon early game. Snipers require map and position mastery that new players haven't developed yet, and their close-range incompetence is punishing in the unpredictable scenarios beginners encounter. Shotguns are situationally excellent but too specialized for the varied combat that characterizes early progression runs. Build versatility first; specialize after you understand the maps.

Essential Consumables for Every Raid

  • Medkits (minimum 2): bring at least two healing items per raid — one for emergency use mid-raid, one reserved for extraction situations
  • Utility item — Grenade: useful for clearing ARC groups, flushing Raiders from cover, and emergency deterrence
  • Utility item — Stim or Sprint Boost: emergency mobility for extraction runs or breaking contact with overwhelming threats
  • Extraction Flare (if unlocked): reduces extraction beacon wait time or provides additional extraction flexibility
  • Ammo reserves: carry more ammo than you think you need — fights always consume more than expected

Alternative Early Build — Stealth Farmer

SlotRecommended pickWhy / notes
HeadBasic HelmetSame as survival build
ChestBasic Chest PlateSame as survival build
LegsBasic Leg GuardsSame as survival build
HandsBasic GlovesSame as survival build
PrimarySuppressed SMGSuppressor reduces ARC alert range significantly
SecondaryBasic PistolBackup for suppressor malfunction scenarios
Consumable 1Medkit x2Same healing requirement
Consumable 2Smoke GrenadeEmergency smoke screen for disengagement when detected
SpecialMovement StimSprint boost for rapid disengagement when stealth breaks

Frequently asked questions

How do you get starter gear in ARC Raiders?

Starter gear comes from completing initial tutorial missions that award basic equipment, purchasing from Stella Montis traders with starting Credits, or crafting from common materials gathered in your first few raids. Prioritize getting a full basic armor set from any of these sources before upgrading individual pieces.

What's the cheapest viable loadout for ARC Raiders early game?

The cheapest viable loadout is a complete set of basic armor (all four slots filled) with a basic SMG or AR and two medkits. This setup is affordable to replace after a death, handles most early-zone ARC encounters, and provides enough protection to survive most one-on-one engagements with other Raiders.

When should you upgrade from early game gear?

Upgrade when you have enough crafting materials for the next tier AND a backup supply of your current-tier loadout. Never upgrade into gear you can't replace. The right time is when you've consistently been extracting from low-risk zones and have material reserves sufficient for both the upgrade and at least one replacement set.

Do you need a secondary weapon early game?

A secondary weapon is useful but not critical early game. A basic pistol provides a backup when your primary runs dry in a critical moment, but it's not a significant investment to optimize. Fill your primary and armor slots first; the secondary is a quality-of-life addition rather than a core build component.

What consumables are most important to craft first?

Medkits are the highest priority consumable to craft. You should always have a supply of healing items ready before deploying. After medkits, craft grenades for ARC crowd control. Stims and mobility items are valuable but lower priority than healing and offensive utility.

Sources & verification

Coloured pills follow our four-tier source policy.

Continue this guide path