ARC Raiders squad coordination begins before the first fight. In a duo or trio, agree on the objective, assign who makes the next movement call, and decide where the group will meet if a teammate has to fall back. During the raid, keep callouts short, confirm important pings, and make the extraction decision together.
This guide covers team composition, communication, positioning and extraction planning for regular raids and Frozen Trials Season 6. It is not another weapon tier list or a complete explanation of Trials ranks. The focus is the small decisions that prevent a squad from breaking apart while it is trying to finish an objective.
Key Takeaways
- ARC Raiders supports solo play, duos and trios. A trio can share responsibilities, but there are no fixed Anchor, Spear or Sweep classes in the game.
- Before deploying, choose one primary objective, one caller for major decisions, one fallback meeting point and an extraction priority.
- Use party voice chat for teammates. Use proximity voice deliberately because nearby Raiders outside your party may hear it.
- Use pings to mark positions, enemies, ARC and relevant objects; call out movement or a change of plan instead of describing everything on screen.
- Keep enough spacing for different sightlines, but stay close enough to help. There is no universal safe distance or formation that works on every map.
- For Trials, divide scouting, objective work and covering duties. Keep the successful extraction and the actual weekly requirement ahead of unnecessary fights.
The 90-Second Squad Brief Before a Raid
Good communication is easier when everyone has already agreed on the plan. You do not need a long briefing. A short check prevents the most common argument: one player wants to finish the Trial while another is still farming a valuable container.
| Decision | Agree on this before dropping | Useful callout |
|---|---|---|
| Main objective | Choose the active Trial, quest or loot goal that determines the route. | “Probe Trial first, loot after.” |
| Decision caller | Choose who decides to push, disengage or extract when the team is split. | “I will call rotations this raid.” |
| First contact | Choose who scouts and who stays behind cover to watch the open angle. | “I check the entrance; cover the stairs.” |
| Regroup point | Pick a recognizable location for a teammate who loses sight of the others. | “If separated, meet at the west doorway.” |
| Extraction rule | Decide which completed goal or worsening condition triggers the return trip. | “Once we have the score, head for extraction.” |
The caller is responsible for the team’s overall direction, not every shot. Any teammate should report an urgent threat immediately. If the route becomes unsafe, update the plan rather than trying to follow the original brief at all costs.
Coordinate Your Next ARC Raiders Trial
Once the team has agreed on a weekly objective and extraction plan, decide whether to organize the run yourselves or compare the available Selfplay Trials options.
Three Squad Roles: Anchor, Spear and Sweep
Anchor, Spear and Sweep are useful names for three jobs, not official ARC Raiders character classes. You can rename them to Cover, Scout and Flex if that is easier for your group. The important point is that everyone knows who is doing what, and that the roles can change during a fight.
| Role | First responsibility | What to communicate | When to swap |
|---|---|---|---|
| Anchor / Cover | Holds the safer sightline, watches the retreat route and covers teammates interacting with objects. | Threat direction, safe cover, when they must reload or move. | The front player finds a better holding angle or the Anchor needs healing. |
| Spear / Scout | Checks the next doorway or approach and identifies threats before the team commits. | Enemy count, the next safe position and whether contact is avoidable. | The Scout is low on health, exposed or carrying the important objective item. |
| Sweep / Flex | Watches the uncovered side, helps the player under pressure and checks whether the route remains open. | Flanks, third-party movement, lost line of sight and available support. | A teammate is downed, the extraction direction changes or the group enters a narrow passage. |
Why the Roles Must Stay Flexible
Rigid assignments are easy to memorize but can make a bad situation worse. If the Scout is carrying a hard-to-replace blueprint, there is no reason to force them through every doorway. If the Anchor has the only useful item for the current Trial, let someone else hold the angle while the Anchor completes the interaction.
Roles are also not a reason to avoid basic equipment. Every member still needs to be able to defend themselves and manage their own healing. Specialist tools can be shared across the team, but one player carrying every essential resource creates another single point of failure.
ARC Raiders Voice Chat, Pings and Callouts
ARC Raiders has two distinct voice contexts. Party voice is for coordinating with your teammates; proximity voice lets you speak to Raiders who are nearby but outside your party. Open Settings > Audio > Voice Chat to enable voice communication and choose a microphone mode, including Push to Talk. Check proximity settings separately before sharing a route or talking to another team.
Embark’s help center also documents the ping system for marking objects, places, ARC and other players. The default PC ping input is the middle mouse button; controls can be changed in settings. A ping gives everyone a visible reference, while the callout explains why it matters.
Six Callouts That Give Teammates a Decision
| Situation | Useful callout | Teammate action |
|---|---|---|
| New contact | “Two Raiders, upper walkway, pinged.” | Look at the marker and take cover before moving. |
| Reload or heal | “Reloading behind the crate; cover right.” | Stop the unsupported push and watch the named approach. |
| Moving forward | “Crossing left to the next doorway.” | Watch the exposed angle and do not cross into the same lane. |
| Important objective | “I am opening the container; watch both stairs.” | Hold cover until the interaction ends. |
| Breaking contact | “Disengage. Regroup behind the blue building.” | Leave the contested angle and confirm arrival. |
| Leaving | “Trial score secured. Extract; no more side fights.” | Stop optional looting and follow the agreed route. |
A callout works best when it contains what happened, where it is, and what the team should do. “Enemy on me” may be enough in an emergency, but “Raider on my left, behind the fence” gives the others a place to look. Do not fill voice chat with guesses about damage dealt or enemy health that you cannot confirm.
If a Teammate Has No Microphone
Keep that player involved instead of treating them as a liability. Agree that one ping means “look here”, repeated pings mean “urgent”, and a ping on the map marks the proposed route. These are your squad’s conventions, not universal game commands. The player using voice can confirm an important ping aloud, and the team can regroup before a complex push. In cross-platform squads, check audio settings before queueing if a player cannot hear the party.
Positioning: Cover Each Other Without Splitting Up
The old advice to hold a fixed 15-30 meter triangle misses the point. On open ground, separated sightlines may help. Inside a narrow building, too much spacing can leave a teammate isolated. The useful principle is different angles with mutual support, adjusted to the map.
Before Entering a Building
- Stop at cover. Do not have all three players sprint through the same doorway.
- Ping the first risk. Mark a suspected enemy position or the next area to cross, even if it is not an exact target.
- Assign a watcher. One teammate watches a likely approach while another checks the immediate room.
- Confirm the next move. The third teammate should know whether to follow, cover, or stay near the exit.
- Regroup after the interaction. Do not let the first player disappear into the next building while the others are still looting.
If your group loses line of sight, prioritize a safe regroup over an automatic chase. Running toward a distant teammate through open space can expose the rest of the team and create two separate fights.
What to Do When a Second Squad Appears
The nearest teammate should report the new contact, and the caller should decide whether the squad can disengage. If one player is downed or needs cover, state that need plainly. Chasing a weakened enemy is usually less valuable than leaving with the Trial score or hard-earned loot you already have. There is no guaranteed winning formation against third parties; keeping a retreat path available is a practical precaution.
How Team Coordination Changes in Frozen Trials Season 6
Frozen Trials Season 6 runs from October 8, 2026 to January 12, 2027. Embark has announced challenges involving Skulker and Bully technology, weapon-specific tasks and scavenging around Pendola Pass. The particular five weekly objectives rotate. Check the in-game Trials screen before planning a session instead of relying on a permanent task list.
This page covers how teammates divide the work. For current rewards, score thresholds and divisions, use the ARC Raiders Trials Explained guide. For the exact weapons and support items, see Trials Loadout Optimization.
| Trial type | Squad coordination plan | Mistake to avoid |
|---|---|---|
| Weapon-specific ARC damage | Confirm who has the required weapon; teammates cover and keep other threats from interrupting the active shooter. | All three bring unrelated weapons and only discover the restriction after deployment. |
| Skulker or Bully encounters | Call the target, watch surrounding ARC and agree when to disengage if pressure increases. | Chasing one target while another teammate is trapped by nearby ARC. |
| Pendola Pass scavenging | Mark the relevant district or container area, keep a simple route and regroup at the edge of each searched location. | Splitting between unrelated buildings and losing track of which areas were already checked. |
| Interact with marked objects | One player handles the objective, another watches the approach, and the third keeps track of the route to extraction. | Everyone crowds the same object with no one watching the entrance. |
| Multiple objectives in one run | Agree on the first objective before deployment and reconsider the second after checking remaining time, health and equipment. | Treating every optional task as mandatory after the first objective is complete. |
Some Trial actions can contribute to teammates’ progress, but do not assume that every task or every interaction credits the whole squad in exactly the same way. Confirm each person’s score in the Trials UI. The reliable team-level advantage is coordinated scouting, protection and decision-making, not a blanket promise that three players always receive triple points.
Extraction Decisions and Recovery Calls
For Trials, only recorded attempts matter. The game tallies the round’s challenge scores on successful extraction and keeps your best result for each weekly task. This changes how your squad should think about a final fight: another kill may increase a score, but it also risks losing that attempt.
Use Three Clear Extraction Signals
- “Objective complete” means the planned task has enough progress for your agreed goal. It does not automatically mean you must leave, but it starts the extraction discussion.
- “Regroup now” means optional looting stops until the team is together at the named position.
- “Extract” is the caller’s final decision after the group checks health, threats and the route. Everyone repeats the direction if they are separated.
Before entering the raid, identify a preferred way out and at least one alternative shown on the map. During the round, recheck which exits are practical. Treat any encounter with another squad as a reason to reassess rather than as an obligation to fight.
If One Player Is Downed or Cut Off
Keep the decision simple: who can provide cover, who can help the teammate, and whether reaching them exposes the rest of the squad to the same threat. Announce the new meeting point if you retreat. A risky rescue is not automatically the best choice, and a teammate who can no longer help should still report useful enemy positions if able. Avoid overlapping rescue attempts in an unsafe doorway.
Coordinating Gear and Skills Without Repeating the Loadout Guide
A team brief should confirm functional coverage, not force three expensive meta builds. Ask whether someone has the exact weapon required for the weekly challenge, enough ammunition for that job, a way to recover health, and suitable utility for the planned route. If the task is a collection Trial, protection and movement may matter more than another damage weapon. If it is ARC damage, the required item and ammunition come first.
In ARC Raiders, Mobility, Conditioning and Survival are individual skill branches. Giving one Raider a Mobility-heavy build does not grant the other two players those talents. Build coordination means choosing strengths that work well together while each character remains capable of surviving a separated fight. The detailed talent choices belong in the ARC Raiders Skill Tree Builds guide.
You can also compare the best weapons for PvP and PvE and crafting and blueprint farming before committing scarce supplies. This page deliberately keeps item builds brief so the team communication guidance stays useful even when individual weapons change.
Check Your Kit Before the Team Deploys
Shared communication cannot compensate for missing ammunition, a mismatched shield or the wrong tool for the selected challenge. Review the equipment decision separately.
Solo, Duo or Trio: Change the Plan to Fit the Group
| Group | Coordination priority | Practical habit |
|---|---|---|
| Solo | You make every scouting, combat and extraction decision yourself. | Mark a route, check cover and stop when the objective is complete. |
| Duo | Keep one person working on the objective while the other watches an uncovered angle; swap as needed. | Say who moves first and confirm the regroup point after every building. |
| Trio | Share scouting, cover and fallback duties without forcing permanent roles. | One caller chooses the route, but every member can report urgent danger. |
Embark separately tracks playstyle for solo, duo and trio matchmaking. This should not be confused with the old claim that ARC spawns increase by a fixed ratio for every additional teammate. Plan for the actual map and opponents you encounter, not an invented enemy-scaling formula.
Three Short Drills to Improve Squad Communication
Drill 1: Clean Route
Choose a low-pressure task and agree that only the caller makes the major route decision. Every teammate still pings threats and says when they are too far away to help. At extraction, review whether anyone lost the team or misunderstood the destination.
Drill 2: Cover and Interact
During a container or quest interaction, say who is interacting, who is watching the closest approach and who is checking the other direction. Rotate the duties on the next interaction so nobody becomes dependent on one person.
Drill 3: Abort and Regroup
Before the raid, pick a clear retreat phrase. During a practice run, use it when the team meets unexpected pressure, even if a fight looks possible. Evaluate whether everyone reached the same cover and whether the group had to repeat the order. The goal is clear communication, not a fabricated percentage gain.
Common Squad Mistakes and Quick Fixes
- Three simultaneous route calls: choose one caller for the current decision and allow urgent danger reports from everyone.
- Splitting up for faster loot: agree on where to regroup and confirm that both players can help before extending the distance.
- Unclear enemy pings: add a direction, landmark or short explanation so teammates know what the marker means.
- Opening proximity chat by accident: check party and proximity microphone settings separately before discussing team plans.
- Overcommitting to a fight: restate the actual Trial objective and extraction priority before pursuing another squad.
- One person holds all supplies: give each Raider basic means to recover and survive, with any specialist tools distributed by the objective.
ARC Raiders Squad Coordination FAQ
What is the best three-player squad composition?
There is no mandatory composition. A useful starting point is one player holding cover, one scouting and one watching uncovered angles or supporting the objective. Change those jobs when the terrain or the current Trial makes a different division more practical.
Are Anchor, Spear and Sweep official classes?
No. They are convenient labels for defensive cover, forward scouting and flexible support. ARC Raiders does not require those roles, and players can switch responsibilities during the same raid.
How do I ping in ARC Raiders?
Embark documents the middle mouse button as the default PC ping input. A controller uses its configured ping binding; check the controls menu because bindings can change. Pings can mark objects, locations, ARC and other players.
Can I coordinate without a microphone?
Yes. Agree on simple ping conventions before the raid and use visible markers to confirm threats, points of interest and routes. Complex fights may still be harder to coordinate, so regroup before making a risky move.
What is the difference between party chat and proximity chat?
Party voice is for your squad. Proximity voice communicates with nearby Raiders outside your party. Use the voice settings to control how and when your microphone transmits on each channel.
Does every squad member get the same Trials score?
Do not assume every objective behaves identically. Some activities share credit, but the exact action and its score should be checked in the current Trials menu. Coordinate around successful completion and each person’s recorded results.
Should we fight every enemy team during Trials?
No. A fight is worth considering only when it serves the objective or blocks a safe route. Once your squad has a useful Trial score, an unnecessary engagement can cost the whole attempt.
Does a larger squad always face proportionally more ARC enemies?
There is no verified universal multiplier that lets you calculate ARC enemy counts from party size. Make decisions using actual threats, the selected map and the group you brought. Matchmaking treats solo, duo and trio playstyles separately.
How often should we switch roles?
Whenever the job changes. A different player may need to scout when the usual scout carries an important item, is injured, or has the equipment required for a Trial. Clear handoffs matter more than permanent assignments.
Can LepreStore help with team-based Trials?
Its ARC Raiders Trials service lists selected challenge, rank and Selfplay options, so you can review whether a supported team-run format fits your goal. For other progression services, browse the ARC Raiders category.
Final Squad Checklist
Before each drop, agree on the task, caller, first angle, regroup landmark and preferred exit. During the raid, ping threats, communicate movement and stop optional detours when the objective is secured. Afterward, identify one communication failure to fix next time. A straightforward plan used consistently is more useful than complicated role names nobody follows.
New to extraction? Start with the ARC Raiders Beginner Guide. For deeper context, compare weekly Trials mechanics, leaderboard progression, and challenge-specific loadouts before your next planned run.
Last reviewed: October 25, 2026. Seasonal objective lists and available services may change.