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ARC Raiders — complete Turbine guide: weaknesses, best weapons, spawn timings, and tactics

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3 weeks ago vpesports

We’re figuring out how to shut down a Turbine in ARC Raiders, a colossal opponent who can quickly send an inexperienced squad to reassemble. In this guide, we studied the ARC attack patterns, found their weak points, and selected the optimal equipment for clearing maps. After reading it, you will understand how to safely farm Turbine Compressors and knock out a rare blueprint for a Power trigger, opening the Core of these levitating cones.

Turbine Battle Tactics in ARC Raiders: Phases and Dangers

Turbines look like Assessors — the same massive cone-shaped machines, but with their own deadly tricks. The whole battle is tied to the change of two states. When the car is in “flying” mode, it is practically invulnerable. Wasting ammo and consumables at this point is a dubious idea, since the armor reliably hides critical nodes. In addition, the Turbine turns into a mobile power plant in the air and strikes with lightning, which often shocks raiders.

Turbine strikes lightning

The attack mechanics are simple but brutal:

  • The machine throws out three containers;
  • They turn into lightning rods;
  • Everyone who gets within a radius of 250 meters gets a discharge.

Turbine impact radius

By the way, lightning doesn’t care if you attacked the ARC or just ran by on your own business — if someone nearby provoked the Turbine, everyone will be hooked. The only way to survive in such a situation is to enter any major building immediately. There is one detail: stay away from doorways and windows (the distance of electric shock remains there).

How to effectively deal damage and pick up the Core

Sooner or later, the turbine gets tired and goes into standby mode. You will recognize this moment by the characteristic sound, reminiscent of a high-pitched siren. At this moment, the machine releases a pack of mines, which form a tight ring around it, and begins to descend. As soon as the Turbine touches the ground, its rotors open — this is your chance.

Open turbine rotors

Right now, the Core is becoming open to attacks. To inflict maximum damage, you’ll have to get closer, but there’s a trap here. Mines detonate within a radius of 10-15 meters and cause tremendous damage — the cornerstone of mechanics, which beginners fall on. The best choice for this phase is a weapon with high one—time damage, which allows you to quickly “bite off” a piece of the boss’s strength before it takes off again. Don’t forget: The core is your main route to the Power Descent blueprint, so every second counts.

Mines around the turbine

How to beat the Turbine: we select guns and equipment

For the rapid annihilation of a boss in ARC Raiders, Deadlines are best suited, but they must be used strictly at the moment when the machine landed. The whole secret is precise positioning: mold the charges directly onto the open rotating cylinders in the center — these are the most vulnerable places. Have you done the job? Immediately put your feet in a safe area. Practice shows that three well-placed Deadlines are enough for the Turbine to effectively shatter into pieces.

Deadline's anti-turbine weapon

As for protection, forget about the Light Shield right away — it’s a useless piece of plastic against such discharges. Medium Shields offer a slim chance of surviving a lightning strike, but it’s a lottery. The best option is a Heavy Shield, or better yet, a couple in reserve, since the structure of the device crumbles in just two or three direct hits. (Reloading your shield won’t save you here.)

Heavy shield defense

Window of opportunity and teamwork

If you want to simplify your life in the next round, use Bettina to destroy the outer armor of the cylinders. This will make the Core much more susceptible to damage. Please note: after completing the attack, your squad will have only 10-12 seconds to “feed” the boss with lead before he takes to the sky again. By the way, do not try to shoot at the Turbine while it is in the air — this will only make it fly longer. Just wait 15-30 seconds until the aggression subsides, and she will go on landing on her own.

For those who prefer distance, there are proven options.:

  • Hullcracker: Perhaps the most reliable tool. Four full magazines (5 rounds each) will be enough for two raiders. A total of 40 accurate hits in a vulnerable spot guarantee victory.
  • Jupiter: Is unstable. Someone is lucky to take down the boss in 10 shots, someone takes all 15. Everything strongly depends on the angle of entry of the projectile into the core.
  • Trailblazer: Works well, but requires direct hands and careful handling.

With the Wolfpack grenade, leave it for simpler purposes. The Turbines have the most powerful armor among all the ARC, and these firecrackers are like an elephant’s shot. Simply put, don’t waste your slots — it’s better to get an extra round for the Hullcracker. How to start the cleanup? From the search for a good position and a well-coordinated volley on the cylinders.

How to prepare for a battle with a Turbine

Before disembarking at Riven Tides, the equipment should be double-checked. The turbine is not an ordinary mob, it needs a Heavy Shield in the main slot and another spare one in the backpack. Plus 2-3 stacks of hilokas, such as Herbal Medkit, otherwise a random discharge or a mine explosion will send you to the lobby faster than you blink.

By resources: take 6-8 stores for Hullcracker or Jupiter. And three “Deadlines” in grenades. Wolfpack doesn’t even stick its nose in here — their armor stupidly ignores these grenades. It’s a waste of a slot.

Without a medium shield or barricade kit, it’s better not to go into a solo raid. Lightning strikes from 250 meters away and blows if you’re not hiding. So collect everything that gives survival — the spawn zone at the Turbine lasts for 13-16 minutes, and every second counts.

Which weapon is better against the Turbine and which build to take

Deadline is the main contender for the title of king. Three charges, thrown precisely at the cylinders in the landing phase, demolish 70% of health in just 5 seconds. It sounds cosmic, but there is a caveat: you have to throw it right under the mine ring. Make a mistake by a meter, and instead of taking damage, you’ll get fireworks from your limbs.

Hullcracker looks more reliable. You squeeze stable numbers out of two magazines (40 rounds for two, if you count on the Core). DPS is 450 damage per second if you hit the rotors directly. Minus: the rate of fire is low, so don’t miss.

Deadline vs Hullcracker — quick table

Weapon Core Damage Ammo per Kill Attack Window Risk
Deadline 70% per 3 charges 3 grenades 3-5 seconds High (mines under feet)
Hullcracker 100% at range 2 magazines 10-12 seconds Medium (keep distance)

Jupiter is a lottery. It can shoot in 10 hits, or maybe in 15. Trailblazer is designed for beginners: it forgives mistakes, but it takes less than 50+ rounds. It’s not economical, but it’s simple.

Optimal build for Riven Tides: Hullcracker + Heavy Shield + Bettina for armor. With such a bundle, the Core uptime reaches 90%. Tested on my own skin.

ARC Turbo build

How and when does the Turbine appear in ARC Raiders?

The question is correct — The turbine does not just fly out at a random moment. According to those who have already cleared more than one raid, the chance of its appearance increases dramatically at the 18th, 15th and 10th minutes. Moreover, each such timing seems to spur the game — the probability of spawn increases stepwise. And yes, the turbines can come out earlier, but it is these windows that are the fattest for trophy hunters.

The best tactics: Don’t walk alone

If you want a quick victory and a mountain of loot, assemble a squad. Several raiders who agree to shut down the Turbine in a coordinated manner work much more efficiently than a solo player. The essence is simple: as soon as a vulnerable spot opens, the whole group hits it with all barrels until the mechanism flies into the sky. Delay is death. There’s nothing new here.

And when there are several Turbines, expect trouble

The developers at Embark Studios clearly love violent surprises. Turbines often spawn in pairs or even triples. One is already a problem, two are a hell of a mess. More cars piled up — more minefields underfoot and lightning striking from the sky. If you’re standing in an open area at this moment, consider it suicide. It’s better to run for cover and wait for the discharge to subside.

The most dangerous is at the 10th minute

Why? Because its safe destruction takes from 5 to 7 minutes. Just think about it.: you spend almost the rest of the session on one goal. And after that, there are only 3 minutes left to reach the evacuation elevator or the raider hatch. If you make a mistake in time, the raid will turn into a walk with a guaranteed departure. So either drop everything and walk away, or take a big risk. There is no third option.

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