ARC Raiders Enemy Guide
All 29 ARC enemy types with threat levels, loot drops, and combat intel. Know your enemy before you drop in.
29Enemies · Including Vaporizer & ARC Assessor · Updated for Flashpoint
4
Extreme
9
High
11
Medium
5
Low
Extreme Threat
Colossus
extremeA colossal ARC unit that has been spotted walking in the far background of Blue Gate. This towering machine dwarfs even the Matriarch and Queen, but has not yet been encountered as a fightable enemy. Its purpose and capabilities remain unknown. Raiders speculate it may be deployed in a future update.
Harvester
extremeA massive ARC structure that appears during the Harvester event on Dam Battlegrounds, Acerra Spaceport, and Blue Gate. The Harvester is not a traditional enemy but a multi-stage objective. Its chamber fills with fire and emits periodic electric pulses that strip Raider shields. To complete the event, Raiders must locate and install power cells into three ports while destroying yellow nodes on the structure. The Harvester is guarded by the Queen, the most powerful ARC in the game. Completing the event rewards rare blueprints.

Matriarch
extremeThe head of the Family. This ARC shoots rockets, gas and has big shield. She will also spawn her Leapers, Bastions, Fireballs, Hornets and Wasps.

Queen
extremeThis is the Goliath of the ARC forces, a colossal machine whose presence defines the battlefield. It is only deployed during the critical Harvester Event, acting as the immovable guardian of the Harvester unit. Its incredible durability and lethal arsenal make it the single greatest threat on the map; attempting to scratch its armor alone is a fool's errand—you'll need a full squad of Raiders working in concert just to stand a chance. Its attacks are devastating: Mortar Barrage: The dome atop the unit launches three massive mortars that land in a cluster around a targeted Raider. Two seconds after impact, they detonate in a fiery, engulfing inferno. Sustained Laser: It periodically sweeps its primary weapon, firing a continuous laser beam at any Raider it acquires in its line-of-sight. Close-Quarters Deterrents: Should Raiders try to get up close and personal, the Goliath switches modes, delivering either a disruptive EMP pulse to shut down technology or a crushing ground slam to obliterate anything nearby.
High Threat
Baron Husk
highA dormant First Wave goliath machine lying scattered across the map. These towering remnants of an earlier ARC generation can be breached for valuable salvage. To loot a Baron Husk, Raiders must climb its massive mechanical legs to reach the head, where the breach point is located. Be warned: the breaching process triggers loud periodic sounds that alert nearby hostile ARC and enemy Raiders. Once the breach completes, the head ignites and sets the surrounding area on fire, so jump off immediately.

Bastion
highA massive, heavily armored ARC unit, built around a terrifying, fully automatic minigun. It rarely moves without air support overhead, which helps it pin down and suppress Raider movement. Listen for its loud, distinct screech—that's your warning before it unleashes a three-second hail of bullets toward the last known enemy position.

Bombardier
highThe Bombardier is an armored ARC that functions as heavy, mobile artillery. Its movement is slow and loud. Armed with a multi-rocket launcher, it unleashes devastating, long-range barrages that can obliterate your entire squad. Do not engage this unit. If you hear its grinding approach, silence your movement and escape the area immediately, as its attention is a death sentence.

Firefly
highA nastier relative to the standard Hornet, it trades its electric shock for a flamethrower capable of engulfing Raiders in seconds. Its heavy plating makes it just as difficult to bring down as its shocking sibling, but the threat it poses up close is considerably worse. They sometimes join regular Hornets and Wasp on their patrols. They often hang back until a raider is already engaged before swooping in to flush them from cover. Veterans have learned to pick them out early - the fuel tank gives them a slightly different flight profile. The flamethrower fuel tank is also their weakness. A well-placed shot turns the machine into a brief but spectacular fireball. Some Raiders have taken to igniting them deliberately near other ARC machines, though the timing required makes this a gambler's trick. Apollo has been seen tinkering with its parts for weeks, muttering something about "portable heating solutions."

Leaper
highThis isn't just an ARC; it's a massive, arachnid-like siege engine. Its heavy armor gives it a hulking, near-indestructible presence on the battlefield, but don't mistake its bulk for sluggishness. This mechanized spider possesses an unnerving, gravity-defying ability to leap vast distances. Reports confirm it has been seen clearing impossible gaps, even bounding effortlessly to the summit of a Spaceport tower. It's a vertical threat you can't simply hide from.

Rocketeer
highThis is a formidable flying ARC, a pure engine of destruction that dominates the airspace. It poses a significant threat not just because it flies, but because of its powerful rocket attacks and devastating focus on area-of-effect (AoE) damage. This unit is designed to saturate an area, turning cover into a liability and forcing Raiders to constantly relocate or be wiped out by the sheer force of its explosions. Treat it like a mobile artillery piece—it hits hard and wide.
Rocketeer Husk
highA damaged First Wave Rocketeer remnant found scattered across the map in open areas. These medium-sized husks are remnants of earlier ARC Rocketeer models and can be breached for salvage. They are easier to access than Baron Husks but yield different components. Like all First Wave Husks, breaching them counts toward the Search First Wave Husks trial.

Shredder
highWhen this relentless lump of menace was first encountered at the Stella Montis facility, it left behind a trail of downed Raiders. It was dubbed the "Shredder" by what few Raiders managed to get back to safety; a name that wasn't so much clever as it was painfully literal.

Vaporizer
highThe Vaporizer is a large, airborne ARC machine, which quickly gained notoriety among Raiders for its devastating lasers and volatile, unpredictable attack patterns.
Medium Threat

ARC Assessor
mediumA large, stationary ARC machine introduced in the Flashpoint update. The Assessor physically lands on the map during the Close Scrutiny operation and sets up a fortified position, bringing a heavy ARC patrol presence with it. Unlike most ARC enemies, the Assessor does not pursue Raiders. Instead, it deploys scanning equipment and defensive patrols to lock down an area. Engaging it means fighting through layers of ARC reinforcements, including Vaporizers overhead.
Bison
mediumThe Bison was the original name for the Leaper during early development. It was renamed to Leaper before the Server Slam test. See Leaper for full details on this heavily armored, arachnid-like ARC that can leap vast distances and unleash devastating shockwave attacks.

Comet
mediumOften found guarding heavy machines, the Comet serves as a brutal deterrent against Raiders who attempt flanking tactics. When it acquires a target it accelerates with alarming speed, and triggers its self-destruct once it's near enough to guarantee damage. Its blast radius is generous and unforgiving, as grouped-up squads have learned the hard way. Its armor plating protects its core, but it opens up when it charges, exposing its vulnerable innards. However, even when exposed, hitting such a fast-moving weak spot requires a particularly skilled trigger finger. Experienced Raiders treat the Comet as a priority target, dropping it before engaging whatever it's protecting. The alternative is fighting a Bastion while a live bomb circles for an opening. Shani suspects ARC deployed them specifically in response to Raider flanking tactics - another sign that the machines are learning
Grunt
mediumA basic ground-level ARC unit. Grunts are among the most common enemies encountered Topside, serving as frontline patrol units for the ARC forces. They carry standard weaponry and operate in small groups, often supported by aerial Wasps or Hornets.

Hornet
mediumThis is a medium-class drone, easily recognizable by the pair of armored rotors mounted prominently on its front. It rarely operates alone, preferring to patrol the skies alongside a swarm of Wasps or to act as an aerial shield for a larger, ground-based ARC. Its main attack is a focused, high-speed projectile. Watch for the brief, one-second pulse of a red aiming laser—that's your warning before it fires a specialized stun round designed to shred Raider shields and tear through light armor almost instantly.

Sentinel
mediumA large unarmored turret that sits atop buildings and ledges. Often found outside and usually very high up. Contains a small vulnerable capsule attached to its swiveling arm. Traces movement and will fire off a single Heavy round every 5 seconds while having line-of-sight on a Raider.

Snitch
mediumThis little flyer is a swift and unarmored scout drone, often identifiable by its cluster of three rotors. While individually fragile, its primary danger is its role as an aerial alarm system. Once it spots Raiders, it immediately triggers a wide-band signal, effectively calling in a wave of flying ARC reinforcements—usually a swarm of Wasps or Hornets—to descend on your position. Taking it out before it completes its transmission is essential, as its light frame means a single, well-aimed burst will shatter it.

Spotter
mediumOften compared to the Snitch, the Spotter reconnaissance drone patrols and scans for Raiders. While it does not call in reinforcements directly, it does make a lot of fuss while relaying Raider positions to other ARC machines. Despite its size, the Spotter can take considerable punishment. Combined with its unpredictable flight patterns, it's a frustrating opponent to pin down. Hunting Spotters creates commotion and might draw the attention of oportunistic Raiders looking to eliminate the competition.

Surveyor
mediumThis is the largest of the rolling ARCs, a massive, spherical construct designed to dominate open ground. Its primary tactic is to stop periodically on the battlefield to transmit disruptive signals, acting as a massive relay for the ARC network. Be warned, however, its most unique (and dangerous) trait is its resilience: as it takes damage, its outer shell breaks apart into many smaller, armored pieces. Its final attack is a relentless one: it will roll directly at high speed toward any Raider it detects, essentially turning itself into a giant, high-impact bowling ball.

Turret
mediumThis is a small, unarmored turret that provides close-quarters defense for the ARC. Its primary function is to scan constantly for movement, and you’ll typically find it mounted on interior walls inside buildings. Do not confuse this swift little gun with the massive, high-altitude Sentinel turrets you find outside. When it spots a Raider, it immediately opens fire, unleashing a two-second hail of bullets in an attempt to suppress and eliminate the threat quickly. Its lack of armor makes it fragile, but its location makes it dangerous.
Wasp Husk
mediumA small First Wave Wasp remnant, often found in clusters throughout the map. These are the most common and easiest husks to breach, making them efficient for completing the Search First Wave Husks trial. They contain basic ARC components and can be quickly looted without much risk compared to the larger Baron or Rocketeer Husks.
Low Threat

Fireball
lowA small armored rolling ARC that spits flame. Will open up it's front panel when near Raiders to burn them alive. While the front is open its soft unarmored core is exposed.

Pop
lowThe Pop is a small, unarmored rolling machine. It's a quick, impulsive enemy that often roams in swarms. Often found indoors, the Pop's purpose is thought to be clearing out rubble and blockages that may inhibit ARC's operations. The Pop seems to have little regard for its own safety; carrying an explosive charge that "pops" upon impact, scorching any Raider that lets it get too close.
Probe
lowA non-hostile ARC unit that descends from the sky with a loud beeping alert. Probes land at various locations across the map and can be breached by Raiders for valuable loot. They carry no weapons and pose no direct threat, but the breach process takes time and the landing signal can attract nearby hostile ARC and other Raiders. Experienced players treat Probe landings as high-value opportunities worth the risk.

Tick
lowThis terrifying enemy, often called the Tick, is a small, unarmored ARC that specializes in the perfect ambush. It uses dark, indoor spaces—particularly the undersides of ceilings and dark corners of walls—as its hunting ground. It waits in absolute stillness until a Raider passes underneath. Then, without warning, it lunges for your head, aiming to latch directly onto your face or helmet. Once attached, it relentlessly drains your health and shield meter simultaneously. The panic is compounded by the fact that you must hold the [Interact] button to forcibly pry the parasite off, an agonizing process that leaves you exposed to other threats.

Wasp
lowThis is the Wasp, a baseline enemy drone that poses a threat through sheer numbers. It is a small, unarmored flyer that peppers Raiders with light-caliber ammunition. You'll almost never encounter a Wasp alone; they operate in tight patrols alongside other Wasps or as escorts for their more dangerous counterpart, the Hornet. The moment it turns aggressive, look for a small red laser to lock onto you for one second—that's your cue to dodge before it unleashes a quick 1.5-second burst of gunfire.
ARC Raiders Enemy Types Explained
ARC Raiders features 29 ARC enemy types ranging from small Probes and Ticks to massive boss-level threats like the Matriarch, Harvester, and Colossus. Each enemy has a threat level (Low, Medium, High, or Extreme) that indicates its danger and the quality of loot it drops.
Extreme-threat enemies like the Matriarch and Harvester are boss encounters that spawn during specific map conditions. They drop the most valuable materials in the game including Legendary components. These fights require coordinated squad play and top-tier weapons.
The Flashpoint update (March 2026) introduced two new ARC types: the Vaporizer, a dangerous flying enemy with devastating laser attacks, and the ARC Assessor, which appears during the new Close Scrutiny map condition. The Vaporizer patrols from above and is notoriously difficult to avoid.
Frequently Asked Questions
How many enemy types are in ARC Raiders?
ARC Raiders has 29 ARC enemy types across 4 threat levels: 4 Extreme, 9 High, 11 Medium, and 5 Low threat enemies.
What is the hardest enemy in ARC Raiders?
The Matriarch, Harvester, and Colossus are Extreme-threat enemies and the hardest to defeat. They require powerful weapons and squad coordination.
What does the Vaporizer do in ARC Raiders?
The Vaporizer is a flying ARC added in the Flashpoint update. It attacks with devastating laser beams from above and appears during Close Scrutiny map conditions.