03-18-2026, 08:10 AM
Week 20 Trials in ARC Raiders (March 16–22) aren't the usual "drop in, farm kills, leave" routine. You're playing the extraction game first, and everything else comes second. If you've been tinkering with loadouts or sorting through ARC Raiders Items before a run, you'll feel the difference straight away: the Trials reward tight decisions, not brave last stands. You can have a monster twenty-minute run, then get clipped by a roaming ARC right as the shuttle's about to lift and, yeah, it all evaporates. That's the Week 20 vibe—points only matter if you actually make it out.
How the scoring really plays out
On paper, it's simple: hit 4,000 points for the three-star reward. In practice, you're juggling time, noise, ammo, and bad luck. The one saving grace is the game only keeps your best attempt for each Trial across the week, so you don't need to "perfect" every drop. I'd even argue you shouldn't try. Use your first few runs to scout. Where do patrols bunch up? Which routes keep you out of open sightlines? Once you've got that, then you go for the proper scoring run. Most people burn themselves out by pushing too hard too early, then tilting when extraction goes wrong.
Hunting the right ARCs without wasting the map
This week leans into specific targets—Hornets, Bombardiers, and the kind of flying units that love to punish sloppy positioning. Don't roam. You'll just end up taking random fights you didn't need. Instead, force the spawns. Use scanners, hit triggers, and move like you're setting a trap rather than "looking for enemies." In a squad, it gets cleaner: one player can body-pull aggro and keep the ARC's attention while the others stay calm and melt it. The Spaceport task is the awkward one—damage to flying ARCs only counts inside the Spaceport walls, so you've got to kite them in first. Shoot too early and you're basically firing for free.
Storm hits, carry runs, and knowing when to leave
The lightning objective during an electromagnetic storm is pure mischief. It asks you to do the one thing you've trained yourself not to do: stand exposed during a hazard. Treat it like a side quest, not the whole run. Watch the sky, take the hit when it's safe-ish, then get back under cover before something else stacks on top of you. Carriables are similar—people lose these points because they get greedy or wander. Clear a lane, commit to the route, and don't take detours while you're carrying. You're slower, louder, and basically begging to get third-partied. And if your run feels shaky, leave early. The Trials don't care how heroic you were; they care whether you extracted.
Making Week 20 less painful
The smartest habit this week is building a "get out" plan before you start stacking points—where you'll rotate, what you'll ignore, and when you'll cut the run. It's boring advice, but it works. If you're short on supplies, it can help to top up outside the match so you aren't gambling everything on one perfect drop; some players even use shops like RSVSR to grab game currency or items quickly, then focus on playing cleaner rather than scraping by with half a kit. Once you're in-match, discipline is the whole game: score what you can, don't overstay, and leave while you're still in control.
How the scoring really plays out
On paper, it's simple: hit 4,000 points for the three-star reward. In practice, you're juggling time, noise, ammo, and bad luck. The one saving grace is the game only keeps your best attempt for each Trial across the week, so you don't need to "perfect" every drop. I'd even argue you shouldn't try. Use your first few runs to scout. Where do patrols bunch up? Which routes keep you out of open sightlines? Once you've got that, then you go for the proper scoring run. Most people burn themselves out by pushing too hard too early, then tilting when extraction goes wrong.
Hunting the right ARCs without wasting the map
This week leans into specific targets—Hornets, Bombardiers, and the kind of flying units that love to punish sloppy positioning. Don't roam. You'll just end up taking random fights you didn't need. Instead, force the spawns. Use scanners, hit triggers, and move like you're setting a trap rather than "looking for enemies." In a squad, it gets cleaner: one player can body-pull aggro and keep the ARC's attention while the others stay calm and melt it. The Spaceport task is the awkward one—damage to flying ARCs only counts inside the Spaceport walls, so you've got to kite them in first. Shoot too early and you're basically firing for free.
Storm hits, carry runs, and knowing when to leave
The lightning objective during an electromagnetic storm is pure mischief. It asks you to do the one thing you've trained yourself not to do: stand exposed during a hazard. Treat it like a side quest, not the whole run. Watch the sky, take the hit when it's safe-ish, then get back under cover before something else stacks on top of you. Carriables are similar—people lose these points because they get greedy or wander. Clear a lane, commit to the route, and don't take detours while you're carrying. You're slower, louder, and basically begging to get third-partied. And if your run feels shaky, leave early. The Trials don't care how heroic you were; they care whether you extracted.
Making Week 20 less painful
The smartest habit this week is building a "get out" plan before you start stacking points—where you'll rotate, what you'll ignore, and when you'll cut the run. It's boring advice, but it works. If you're short on supplies, it can help to top up outside the match so you aren't gambling everything on one perfect drop; some players even use shops like RSVSR to grab game currency or items quickly, then focus on playing cleaner rather than scraping by with half a kit. Once you're in-match, discipline is the whole game: score what you can, don't overstay, and leave while you're still in control.