ARC Raiders skill tree builds changed in the Frozen Trail 2.0 update on October 8, 2026. The best solo setup is not the same as the best squad build: a solo Raider needs to carry loot and escape without help, while a coordinated team can afford dedicated movement, combat, and recovery roles.
For a standard level-75 Raider with 76 skill points, start with 31 Conditioning / 31 Mobility / 14 Survival for solo extraction, 24 / 41 / 11 for an aggressive squad fighter, or 31 / 26 / 19 for a squad member focused on security lockers and looting. All three builds below account for the new choice nodes. The point totals are shown in Conditioning / Mobility / Survival order throughout this guide.
Current patch: reviewed October 24, 2026, through ARC Raiders Store Update 2.2.0. The Frozen Trail skill-tree rework is live. The later 2.1.0 update also closed ways to bypass Sprinting on Fumes’ recovery penalty.
Best ARC Raiders Skill Tree Builds at a Glance
| Playstyle | Exact 76-Point Split | Key Choices | Best When |
|---|---|---|---|
| Solo all-rounder | 31 / 31 / 14 | Security Breach + Sprinting on Fumes | You raid alone, open security lockers, and need to extract with a heavy bag |
| Squad PvP / scout | 24 / 41 / 11 | Sprinting on Fumes + In the Flow | You initiate fights, flank, and cover distance to help teammates |
| Squad loot / support | 31 / 26 / 19 | Security Breach + carry and recovery perks | Your team farms containers, extracts bulk loot, and needs revive windows |
Key Takeaways
- Frozen Trail replaced the old skill tree layout. You cannot use pre-2.0 skill screenshots or allocation paths as current builds.
- Mobility now starts with Youthful Lungs (one rank). Marathon Runner is a deeper five-rank investment, not the first skill to click.
- Each branch has a one-of-two choice at 10 invested branch points and up to two of three end skills at the later 30- and 40-point gates.
- Security Breach is now a Conditioning end choice. Broad Shoulders also belongs to Conditioning, while Fight or Flight moved into Mobility.
- The whole tree can be reset for Coins. The usual cost is 2,000 Coins per spent point; check the in-game price before confirming.
- Do not build around the old Sprinting on Fumes stamina-refill trick. The 2.1.0 update removed that interaction.
[banner bn_title=”UNLOCK ARC RAIDERS BLUEPRINTS FAST” bn_desc=”Skip RNG and grinding and get the exact blueprints you need.” bn_image=”https://leprestore.com/wp-content/uploads/2026/01/Banner-Test-2.png” bn_url=”https://leprestore.com/arc-raiders/all-blueprints/?utm_source=site&utm_medium=blog&utm_campaign=arc-riders&utm_content=post” bn_button_text=”Get Blueprints”]
How the ARC Raiders Skill Tree Works After Frozen Trail
There are still three branches, but their jobs and routes are more distinct. Conditioning now handles weight, overload, breaching, and downed-state recovery. Mobility handles stamina, climbing, dodging, slides, and movement capstones. Survival handles searching, stealthy looting, field crafting, and in-raid repair or recycling.
| Rule | Live Value | What It Changes |
|---|---|---|
| Base level cap | 75 | One starting point plus progression points gives 76 at the cap |
| Base skill-point budget | 76 | All three builds in this guide are built to this budget |
| Expedition bonus | Up to 15 permanent additional points | Eligible veterans may have up to 91 points in total |
| Mid-branch choice | 10 points in that branch, then one choice point | Choose one of two alternatives; the other remains unavailable |
| End-of-branch choices | 30 and 40 branch points, then one point per choice | Choose no more than two of the three end skills |
| Full-tree respec | 2,000 Coins per spent point | Reset all invested points; 76 points cost 152,000 Coins |
The displayed 31- or 41-point branch totals include the point spent on each unlocked end skill. That is why 30 points in a branch is preparation for a 31st-point capstone. The end choice at 40 invested points similarly requires a 41st point. You also need a connected route through the nodes: a branch total alone does not bypass prerequisites.
Embark refunded players’ old skill allocations when Frozen Trail launched. That automatic refund was different from a normal paid reset. If you are short on base points, see ARC Raiders Leveling Boost to compare leveling options; leveling adds regular skill points, not the separate historical Expedition bonus.
The Three Binary Choices You Should Understand
| Branch | First Choice | Alternative | Decision |
|---|---|---|---|
| Conditioning | Mule’s Gallop | Back on Your Feet | Move while over-encumbered, or regain health while critically injured |
| Mobility | Vault Spring | Vaults on Vaults on Vaults | Jump at the end of a vault, or remove stamina cost from vaulting |
| Survival | Quick Roll | Minesweeper | Shorter, quicker low-cost roll, or defuse nearby deployables |
The choice is exclusive within each branch, but not permanent forever: a full skill-tree reset allows you to choose again. It is worth picking based on your actual raid route instead of taking a perk just because someone rated it highly.
Which Skills Moved or Disappeared?
This is where many January-to-September guides are misleading. Stubborn Mule, Broad Shoulders, Three Deep Breaths, and Security Breach now sit in Conditioning; Fight or Flight is in Mobility; Gentle Pressure, Turtle Crawl, and A Little Extra are in Survival. Skills such as Calming Stroll, Carry the Momentum, Blast-Born, and Survivor’s Stamina are not in the current tree. Do not attempt to recreate old build totals around removed nodes.
For a broader overview of the patch beyond character progression, see our Frozen Trail Update Guide.
Best Solo Skill Tree Build: 31 / 31 / 14
Take Security Breach in Conditioning and Sprinting on Fumes in Mobility. This is a useful solo build if you frequently search security lockers, get weighed down on the way to extraction, and need an escape plan when other Raiders arrive.
The Conditioning route invests in Broad Shoulders, Speedy Mule, Proficient Pryer, and Mule’s Gallop. That combination tackles four separate problems: carrying more, reducing severe overload penalties, opening containers faster, and retaining some sprinting ability when overloaded. Security Breach opens the security-locker route instead of merely making normal containers faster to open.
Mobility supplies Marathon Runner, Effortless Roll, Swift Start, and Sprinting on Fumes. Survival spends just enough on Looter’s Instincts, Silent Scavenger, Quick Roll, and some loot support. You are intentionally not paying for a full set of downed-state skills: a solo player is usually better off investing in getting out of trouble before going down.
Solo limitation: Sprinting on Fumes is an escape tool, not unlimited stamina without consequences. Plan where the sprint will end and allow for its recovery penalty before you re-engage.
[banner bn_title=”NO RNG. JUST BLUEPRINTS” bn_desc=”We farm Arc Raiders blueprints for you – safe and fast.” bn_image=”https://leprestore.com/wp-content/uploads/2026/01/Banner-Test-2.png” bn_url=”https://leprestore.com/arc-raiders/all-blueprints/?utm_source=site&utm_medium=blog&utm_campaign=arc-riders&utm_content=post” bn_button_text=”Unlock Now”]
Best Squad PvP Skill Tree: 24 / 41 / 11
For a player who scouts ahead, crosses open ground, and takes repeated Raider fights, the main upgrade is reaching 41 points in Mobility. That grants room for both Sprinting on Fumes and In the Flow at the branch’s two end-choice slots.
The Mobility budget concentrates on Nimble Climber, Fight or Flight, Marathon Runner, Swift Start, Effortless Roll, Slip and Slide, and Off the Wall. Those skills improve how quickly you change angles and recover from movement demands. They do not raise weapon damage directly; their PvP value comes from better access to cover, flanks, and escape routes.
Conditioning selects Back on Your Feet instead of Mule’s Gallop and includes Downed But Determined plus a few ranks in Crawl Before You Walk. This gives nearby teammates a better chance to recover you if an engagement goes wrong. The remaining Survival points secure quieter, faster looting and Quick Roll.
The cost: this 24 / 41 / 11 build does not unlock Security Breach. Give security-locker duty to a teammate with a deeper Conditioning path, or accept the tradeoff if your main job is winning fights rather than opening every container.
Best Squad Loot and Support Build: 31 / 26 / 19
When your duo or trio is focused on high-value loot rather than chasing players, keep Security Breach and dedicate more ranks to Looter’s Luck and other Survival utilities. This setup provides access to security lockers and faster searches while giving you extra points in Downed But Determined and Crawl Before You Walk for team recovery.
The downside is mobility. With 26 Mobility points, this setup does not reach Sprinting on Fumes. You can still improve normal sprinting through Marathon Runner, Swift Start, and Effortless Roll, but an aggressive scout on the 41-point Mobility build will be better at long repositioning chains.
In a trio, a practical division of labor is one Mobility-heavy scout, one Security Breach and carry specialist, and a third Raider who balances fighting and utility. You do not need all three players to run identical trees, and you also do not need a rigid three-role system when your group has other priorities.
[banner bn_title=”PROGRESS FASTER WITH BLUEPRINTS” bn_desc=”Blueprints unlocked efficiently.” bn_image=”https://leprestore.com/wp-content/uploads/2026/01/Banner-Test-2.png” bn_url=”https://leprestore.com/arc-raiders/all-blueprints/?utm_source=site&utm_medium=blog&utm_campaign=arc-riders&utm_content=post” bn_button_text=”Start Now”]
Exact 76-Point Skill Allocations: Solo vs Squad
The tables below show the actual points invested in each named skill. A dash means the skill is not purchased. The three builds each spend exactly 76 points, including all one-point choices and capstones. These are build templates for the current Frozen Trail tree, not Embark-issued official builds.
Conditioning – 31 / 24 / 31 Points
| Skill | Solo | Squad PvP | Squad Loot |
|---|---|---|---|
| Used to the Weight | 1 | 1 | 1 |
| Stubborn Mule | 5 | 3 | 2 |
| Vault 'N' Carry | 1 | – | 1 |
| Three Deep Breaths | 5 | 5 | 5 |
| Vigorous Vaulter | 1 | 1 | 1 |
| Mule's Gallop | 1 | – | 1 |
| Back on Your Feet | – | 1 | – |
| Loaded Arms | 1 | 1 | 1 |
| Broad Shoulders | 5 | 5 | 5 |
| Speedy Mule | 5 | – | 3 |
| Proficient Pryer | 5 | – | – |
| Downed But Determined | – | 5 | 5 |
| Crawl Before You Walk | – | 2 | 5 |
| Security Breach | 1 | – | 1 |
| Total Conditioning | 31 | 24 | 31 |
Mobility – 31 / 41 / 26 Points
| Skill | Solo | Squad PvP | Squad Loot |
|---|---|---|---|
| Youthful Lungs | 1 | 1 | 1 |
| Sure-Footed Scrambler | – | 1 | – |
| Nimble Climber | 5 | 5 | 5 |
| Fight or Flight | 5 | 5 | 4 |
| Vault Spring | 1 | 1 | 1 |
| Effortless Roll | 5 | 5 | 5 |
| Slip and Slide | – | 5 | – |
| Right Back At It | 1 | 1 | – |
| Off the Wall | 2 | 5 | – |
| Marathon Runner | 5 | 5 | 5 |
| Swift Start | 5 | 5 | 5 |
| Sprinting on Fumes | 1 | 1 | – |
| In the Flow | – | 1 | – |
| Total Mobility | 31 | 41 | 26 |
Survival – 14 / 11 / 19 Points
| Skill | Solo | Squad PvP | Squad Loot |
|---|---|---|---|
| In-Round Crafting | 1 | 1 | 1 |
| Looter's Instincts | 5 | 5 | 5 |
| Silent Scavenger | 4 | 4 | 4 |
| Quick Roll | 1 | 1 | 1 |
| Traveling Tinkerer | 1 | – | 1 |
| Looter's Luck | 2 | – | 5 |
| Gentle Pressure | – | – | 1 |
| A Little Extra | – | – | 1 |
| Total Survival | 14 | 11 | 19 |
Budget check: Solo 31 + 31 + 14 = 76; squad PvP 24 + 41 + 11 = 76; squad loot 31 + 26 + 19 = 76. The choices are exclusive: none of these builds selects both alternatives at a 10-point node or three end skills in a branch.
How to Spend Skill Points While Leveling
These are finished 76-point allocations, not instructions to hold all your points until level 75. You earn value sooner by following the route toward the skills that matter most for your playstyle.
- Open your preferred branch. Youthful Lungs is the one-point Mobility starter; Used to the Weight opens Conditioning; In-Round Crafting opens Survival. You can take all three when your build needs them.
- Choose the first 10-point gate intentionally. In Mobility, develop Nimble Climber and Fight or Flight before selecting Vault Spring or Vaults on Vaults on Vaults. In Conditioning, prioritize the carry or recovery path you actually want.
- Build repeatable movement and looting value. Marathon Runner and Effortless Roll help movement-heavy players; Looter’s Instincts and Silent Scavenger help Raiders who spend time searching risky containers.
- Commit to the end skill that changes your runs. For solo locker routes, unlock Security Breach; for aggressive PvP, work toward Sprinting on Fumes and later In the Flow. Remember that the first end choice costs the 31st point in its branch.
- Use remaining points to fix weaknesses. Add carry support if you constantly overload; looting utility if your bag stays empty; or downed-state protection if teammates regularly revive one another.
Do you have fewer than 76 points? Treat the tables as finished targets rather than illegal partial screenshots. Stay on a connected path and meet the 10-, 30-, and 40-point branch requirements in order. A temporary leveling build can be more useful than buying weak filler to imitate a max-level chart.
Is Sprinting on Fumes Still Worth It After Update 2.1?
Yes, especially for solo escapes and squad flanks, but its drawback is now much harder to ignore. Store Update 2.1.0 prevented stamina-restoring consumables from working during its recovery cooldown and fixed Fight or Flight incorrectly bypassing that penalty. Older clips demonstrating an almost penalty-free sprint chain are not accurate for the current build.
Use Sprinting on Fumes to reach a planned position, not to guarantee endless movement through successive fights. You are vulnerable if you end the sprint in the open, run out of cover, and expect an Adrenaline item to restore your stamina immediately. Store Update 2.2.0 did not undo this limitation; it improved skill-tree tooltips and renamed the point-spending control.
How to Reset Your ARC Raiders Skill Tree
In Speranza, open your Raider’s Skill Tree and use Reset Skill Tree to refund the currently spent points. The displayed rule is 2,000 Coins per allocated point: a fully invested 76-point tree costs 152,000 Coins to reset. A full reset is also how you change a mutually exclusive node choice. You cannot pay to refund just one individual perk.
The mandatory free allocation refund at the Frozen Trail 2.0 launch was a special event. It does not mean all future resets are free. Confirm the final price in your current game UI before selecting reset.
What If You Have 91 Skill Points From Expeditions?
The regular cap remains 76 points. Players who earned Expedition bonuses may have up to 15 extra, giving a possible 91-point budget. Not everyone has those points. Embark capped Expedition skill-point rewards at 15 and paused further Expedition departures after September 2026 until early 2027, so do not build a new player’s plan around immediately earning all 91.
Additional points are most valuable when they reach another meaningful gate. For example, a solo Raider starting at 31 / 31 / 14 can eventually aim for 31 / 41 / 19 with a full 15-point bonus, opening a second Mobility end choice and strengthening looting. Decide between In the Flow and Wall Run according to your route. A squad PvP Raider who already has 41 Mobility can instead invest extras in Conditioning utility, but only aim at another end choice when the branch budget and connected prerequisites allow it.
Since the skill tree can be reset, an experienced Raider can test a different balance when the same map or group role starts feeling repetitive.
Common Skill Tree Mistakes After Frozen Trail
- Following a pre-2.0 guide. Skills moved between branches; some older nodes no longer exist and some old per-rank claims are wrong.
- Treating Solo and Squad as one build. Downed-state skills can be useful in a coordinated team but offer less direct value to a solo player without a revive partner.
- Mixing up Security Breach and Proficient Pryer. The latter speeds up breaching; the former enables access to Security Lockers. Their jobs are not interchangeable.
- Taking mutually exclusive picks together. One branch cannot have both 10-point alternatives and can take no more than two of its three end skills.
- Forgetting the post-sprint penalty. Sprinting on Fumes is powerful even after 2.1, but item-based stamina refills do not cancel its recovery cooldown.
- Copying a 91-point veteran tree at level 75. Base characters have 76 points. An Expedition bonus must already exist on the account before you can spend it.
- Assuming more loot equals better survival. Looter’s Luck and Security Breach pay off when you actually visit those containers; a PvP-focused team may benefit more from Mobility and recovery.
ARC Raiders Skill Tree FAQ
What is the best ARC Raiders solo skill tree build?
For balanced solo extraction, use 31 Conditioning / 31 Mobility / 14 Survival at 76 points. It combines Security Breach, Sprinting on Fumes, weight-management perks, and the basic looting skills without spending heavily on teammate-dependent recovery.
What is the best skill tree for a PvP squad?
An aggressive scout can use 24 / 41 / 11 to unlock Sprinting on Fumes and In the Flow while keeping Back on Your Feet and some downed-state protection. A squad focused on security lockers should bring a separate Conditioning-heavy player.
What is the best build for squad looting or PvE farming?
The 31 / 26 / 19 setup prioritizes Security Breach and better searches, plus carry and team recovery skills. It trades away a Mobility end skill for more consistent loot runs.
How many skill points are available in ARC Raiders?
A level-75 Raider has 76 base points. Earned Expedition bonuses can increase this by up to 15, for a maximum of 91 on eligible characters.
Can you reset skills without starting a new character?
Yes. Use Reset Skill Tree in Speranza. The current cost is 2,000 Coins per spent point, and a reset refunds the entire tree, including your binary and end choices.
Can I have Security Breach and Sprinting on Fumes together?
Yes. The 31 / 31 / 14 solo build uses Security Breach as the Conditioning end skill and Sprinting on Fumes as the Mobility end skill. Both require a legal route to the corresponding 30-point branch gate before purchase.
Is Sprinting on Fumes still good after the stamina nerf?
Yes, but it requires planning. Update 2.1.0 prevents stamina items and Fight or Flight from bypassing its recovery penalty. It is strongest for a deliberate escape or reposition, not an unlimited sprint loop.
Do teammates need identical skill trees?
No. One Raider can handle security lockers and heavy loot while another invests in movement and fights. Specialize for the roles your team actually uses rather than splitting the same tree three ways by default.
Should I take Quick Roll or Minesweeper?
Quick Roll helps repeated movement and close combat; Minesweeper helps when you often deal with enemy traps. They occupy the same 10-point Survival choice, so selecting one excludes the other until a reset.
Final Recommendation
If you spend most of your time alone, start from the 31 / 31 / 14 solo target. If your regular group aggressively hunts other Raiders, use the 24 / 41 / 11 Mobility-heavy template. For a security-locker and material run, a 31 / 26 / 19 looting specialist makes more sense than forcing every teammate into a sprint build.
The tree is flexible enough to change as your objectives change, but its choices still have a cost. Pick the end skills you will use on your next ten raids, follow a legal path to them, and only pay for a respec when your usual route changes.
Related ARC Raiders Guides
- Frozen Trail 2.0 Update Guide – what the October rework added.
- ARC Raiders Beginner’s Guide – early extraction and raid priorities.
- ARC Raiders Crafting and Blueprint Farming – choose what to farm once your skill build is ready.