Arc Raiders

Arc Raiders Extraction Loops and Squad Roles

Arc Raiders is built around risking gear for better drops, then getting out alive. Players who treat every raid like a shopping run without an exit plan usually bank fewer successful extractions runs than players who assign roles before the drop.

Arc Raiders cover art for a player guide

Plan the exit before you chase loot

Pick an extraction window when you land, not when the bag is already full. In Arc Raiders, late greed is how squads lose a clean run to third parties who heard the fight. Agree on a “soft leave” timer and a hard leave timer so arguments do not start mid-fight.

If your route crosses open sightlines near popular caches, assign one player to watch flanks while others loot. Silent roles beat three players staring into the same crate.

Squad roles that survive pressure

A simple triangle works: pathfinder calls the next building, combat lead takes first contact, and support watches rear and utility. Rotate the combat lead if someone is tilted — Arc Raiders punishes ego peeks more than most extraction titles.

Call ammo and med counts out loud every few minutes. Surprises about empty magazines happen more often than surprises about empty maps.

After-action habits that stick

After each wipe, name one mistake only: late extract, bad third-party, or over-loot. Fix that one next raid. Spreadsheets of every death feel productive and change nothing.

Revisit your extract shortlist when the map meta shifts. The buildings stay; the popular paths move.

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