ARC Raiders Trials loadout optimization means building for the exact action listed in this week’s challenge, not bringing the most expensive gun you own. A task that names the Stiletto, Rascal or Bully Fragmenter calls for very different equipment from a kitchen-cabinet search. If the challenge specifies an item, using a stronger substitute may earn no points for that task.
In Frozen Trials Season 6 (October 8, 2026 to January 12, 2027), choose your required weapon or gadget first, then your ammunition, compatible shield and Augment, healing, and extraction route. A successful extraction preserves the highest score you earned for the week; an expensive build is only worth bringing if it improves your chance of completing the relevant task. This guide focuses on what to equip and why. For the general weekly scoring rules, use our ARC Raiders Trials Guide; for rank-promotion tactics, see Leaderboard Climbing.
ARC Raiders Trials Loadouts: Quick Answer
- Named weapon challenge: bring that weapon and its matching ammunition; keep another gun only for defense. Do not replace the required gun with a stronger one.
- Named gadget challenge: acquire the exact grenade or throwable and bring enough to attempt the task, accounting for its rarity and loss risk.
- Container or scavenging challenge: prioritize mobility, free inventory space and a route through the specified area over boss-level weapons.
- Heavy ARC damage: choose high ARC armor penetration when the challenge permits it; carry ammunition and healing proportionate to the encounter.
- Survival: pair Medium or Heavy Shields with a compatible Augment. Three-star milestones require 3,000 points in a single extracted attempt, but higher scores may matter for ranking.
Choose Your Kit by the Trial Objective
| Trial objective | Required tool or gear | Suggested protection / utility | Critical mistake to avoid |
|---|---|---|---|
| Destroy small ARC with a Stiletto | Stiletto and Light Ammo; a light-shield kit suits a short, low-risk route | Bandage or Sterilized Bandage, Shield Recharger; Smoke Grenade only if escape routes are contested | Stiletto is a light-ammo battle rifle, not a melee weapon; a kill with another gun does not meet a weapon-specific task |
| Damage ARC using a Rascal | Rascal and enough Launcher Ammo; an ordinary firearm for a different threat | Medium Shield with a compatible Augment, healing and recharging | Bringing Medium Ammo instead of Launcher Ammo or wasting the limited Rascal shots on non-ARC targets |
| Deal damage with a Bully Fragmenter | Bully Fragmenter throwable; found from Bully or ARC Courier sources | Flexible shield and healing; keep distance from the blast | Treating a rare consumable as a reusable weapon or assuming any grenade will count |
| Search kitchen cabinets | Lightweight weapon; no specific gun required | Light Shield, inexpensive healing, optional smoke for an exit | Ignoring the word kitchen and looting unrelated containers |
| Open containers in Old Town | Scavenging loadout for the Old Town area of Pendola Pass | Light Shield for mobility or compatible Medium Shield for more protection | Opening containers outside the named location or carrying heavy anti-boss equipment needlessly |
| Damage armored ARC in a future rotation | Hullcracker or Rascal for ARC-specific launcher fire; Anvil as a heavy-ammo alternative | Compatible Medium/Heavy Shield when justified, spare healing, adequate Launcher/Heavy Ammo | Assuming a high rarity PvP gun is necessarily the best armor-penetration option |
These are practical loadout profiles, not universal best-in-slot builds. Each weekly rotation changes which targets and items matter. Before using a table entry, read the exact wording in your in-game Trials menu, including the weapon, enemy, map and location restrictions.
Bring the Right Trial Equipment
After identifying the required gun, shield and supplies, compare a ready-made loadout or build the setup yourself before entering a raid.
How to Build a Trial Loadout Before Entering a Raid
- Read the scoring verb: destroy, damage, search and open are not interchangeable. A damage challenge does not necessarily require a kill, while a specific-kill task may not reward damage from other weapons.
- Lock in the required item: for example, choose the Stiletto for a Stiletto task or the Bully Fragmenter for a Fragmenter task. Do this before comparing weapon tier lists.
- Match ammunition: Light Ammo for Stiletto, Launcher Ammo for Rascal and Hullcracker, Heavy Ammo for Anvil, Medium Ammo for Tempest and Venator. Check the weapon card before departure.
- Choose a legal shield setup: every Augment supports Light Shield; Medium and Heavy have restrictions. Check compatibility and weight instead of assuming any Augment accepts Heavy Shield.
- Pack enough to extract: leave room for qualifying loot, healing, shield recharge and a smoke grenade where useful. Do not spend all your inventory capacity on optional weapons.
- Identify the exit: choose a route that lets you leave with the score. Trials save the best successfully extracted run, not a total of failed attempts.
For ordinary weekly loot, reaching 3,000 points for three stars may be enough. For a rank climb, you may need to improve your best single-run score beyond that threshold. Do not confuse score optimization with buying increasingly costly loadouts; the leaderboard strategy belongs in our Rookie-to-Hotshot guide.
Frozen Trials Season 6: Loadouts for the October 20 Rotation
Snapshot: October 25, 2026. The active Week 3 tasks listed by the community Trials database started on October 20. They are a useful worked example, not a permanent rotation. Embark confirmed new Season 6 challenges using the Stiletto, Bully technology and Pendola Pass. The exact weekly task list can change; check the live in-game menu before entering.
| Week 3 challenge (Oct 20 rotation) | Recommended loadout | Route and extraction decision |
|---|---|---|
| Destroy Ticks, Pops and Fireballs using a Stiletto | Stiletto (Light Ammo), enough spare ammunition, Light Shield, basic meds | Find small ARC targets without committing to a boss fight; extract after a strong qualifying run |
| Search kitchen cabinets | Economical firearm, Light Shield, bandages, smoke if available | Plan a loop through interior spaces with kitchen loot; leave after the high-value cabinets are searched |
| Damage ARC enemies using a Rascal | Rascal with Launcher Ammo, inexpensive backup gun, compatible Medium Shield if desired | Pick ARC encounters where the launcher can reliably hit; preserve ammunition and a safe exit route |
| Deal damage using a Bully Fragmenter | The Bully Fragmenter throwable, backup weapon, healing and shield | Secure the throwable from Bully or ARC Courier loot; use it on targets that can take the explosion, then extract |
| Open containers in Old Town | Light/Medium Shield based on Augment and risk; mobility-friendly gun, basic meds | Use Old Town on Pendola Pass, not a similarly named area on another map; count only qualifying containers |
Stiletto: Small ARC Targets
The Stiletto is a semi-automatic battle rifle using Light Ammo. It is not the Raider Tool or a melee blade. For the October task, make sure the qualifying kill is dealt with the Stiletto. Target Ticks, Pops and Fireballs rather than armored machines that resist weak-penetration shots. Pack basic bandages and reserve your second weapon for unexpected Raiders or a difficult extraction.
Rascal: Launcher Damage Against ARC
The Rascal is a one-shot, break-action launcher with very strong ARC armor penetration; its projectiles are designed to explode on ARC targets. It uses Launcher Ammo, not Medium Ammo. Take a flexible backup firearm so that scarce launcher shots go toward the named ARC objective. Prioritize an accessible target and an exit over chasing a boss encounter that the weekly task does not require.
Bully Fragmenter: A Consumable, Not a Normal Gun
The Bully Fragmenter is a throwable item that breaks into exploding clusters. It can be found from Bully and ARC Courier sources. Obtain it before planning a damage attempt; it is not interchangeable with a regular grenade. Because the item is consumed when used, choose a target and a clear throwing lane before committing. Carry a normal primary and healing for everything else.
Search and Container Trials: Mobility Beats Firepower
Kitchen-cabinet and Old Town searches are equipment-light tasks. You need a safe path through qualifying containers, not a legendary anti-ARC setup. A Light Shield avoids a movement penalty; a compatible Medium Shield may be worth the trade-off if the area is crowded. On the Old Town task, head to Old Town on Pendola Pass and check that the objects you open actually increment the Trial counter. The exact location wording matters more than the amount or rarity of loot you take home.
Choose How to Complete the Trial
Weapon-restricted and gadget-restricted Trials need more than a generic high-damage build. Pick the exact task, then decide whether to run it yourself or compare completion options.
Best ARC Raiders Weapons for Trials: Match Ammo and Penetration
There is no single best Trials weapon. A weapon-specific objective overrides the general meta; a task restricted to Launcher Ammo is a different problem from fighting other Raiders on the way to a container. The following profiles explain why each weapon belongs in a kit without repeating the full ARC Raiders Weapon Tier List.
| Weapon / item | Type and ammunition | Best Trials use | Important limitation |
|---|---|---|---|
| Stiletto | Battle rifle; Light Ammo | Small-ARC kill objectives that name the Stiletto | Weak ARC armor penetration; poor choice for armored bosses |
| Rascal | Break-action grenade launcher; Launcher Ammo | Weapon-specific ARC damage and portable armor penetration | Single-shot capacity and limited explosive ammunition; projectiles detonate on ARC |
| Hullcracker | Pump-action grenade launcher; Launcher Ammo | General heavily armored ARC damage when the weekly challenge allows it | Ammo cost and loss risk; not a substitute for a named weapon requirement |
| Anvil | Rare hand cannon; Heavy Ammo | Deliberate medium-range heavy-ammo hits and ARC armor penetration | Slow follow-up fire; cannot solve a Launcher Ammo-specific Trial |
| Tempest | Epic automatic rifle; Medium Ammo | Escort, mixed threats and flexible mid-range survival | Moderate ARC armor penetration, so not a universal boss answer |
| Venator | Rare semi-automatic pistol; Medium Ammo | Fast close-to-mid range follow-ups as a secondary | A pistol, not an Anvil-style hand cannon; only use for tasks allowing it |
| Bully Fragmenter | Throwable item, not conventional ammunition | Gadget-specific damage challenges naming the Fragmenter | Consumable acquired through scavenging; do not waste it on a test throw |
When Does Hullcracker Beat Anvil?
If the Trial asks for damage to armored ARC and does not specify a weapon, Hullcracker offers very strong ARC penetration through Launcher Ammo, while Anvil gives strong penetration and deliberate heavy-ammo shots. Choose based on available ammunition, target exposure and the gear you can afford to lose. For a specifically named Rascal task, neither is a substitute, even if either gun might otherwise be more comfortable.
Are Amplified Weapons Worth Bringing?
Frozen Trail introduced Level 5 Amplified Weapons for eligible guns, requiring Gunsmith Level 4 and Research Station Level 4. They can be valuable in longer fights, but their modules and repairs raise the replacement cost. Do not bring a rare amplified setup to search kitchen cabinets merely because it is available. Reserve it for a genuine damage or survival advantage and consult the Advanced Crafting Chains guide for component planning.
Shield, Augment and Mobility Choices
Shield protection is not just extra health. It mitigates incoming damage while its charge is available, and a stronger shield can restrict movement and available Augments. The current shield reference gives the following baseline trade-offs:
| Shield | Protection vs movement | Augment compatibility check | Useful when |
|---|---|---|---|
| Light Shield | 40 charge; 40% mitigation; no movement penalty | Compatible with all Augments | Fast container runs, lower-cost attempts, quick repositioning |
| Medium Shield | 70 charge; 42.5% mitigation; about 5% speed penalty | A compatible Augment such as Combat Mk. 1 is required | Repeated ARC fights and mixed survival demands |
| Heavy Shield | 80 charge; 52.5% mitigation; about 15% speed penalty | Only specific Augments, such as Combat Mk. 2 or Tactical Mk. 3 (Defensive) | Deliberate sustained fights where added protection outweighs mobility loss |
Budget example: Combat Mk. 1 supports a Medium Shield while costing considerably less than an endgame specialist Augment. A player doing quick scavenging Trials may prefer the universally compatible Light Shield instead. Heavy Shield can help during planned prolonged combat, but only after confirming the Augment permits it. Never list Heavy Shield next to an incompatible looting setup.
Movement penalties matter most when you need to cross several locations, extract with loot, or disengage. They matter less if the challenge requires holding cover while damaging a tough ARC machine. Recheck shield and Augment compatibility in the current inventory before every specialist run.
Which Healing and Utility Items Should You Carry?
Carry supplies that solve the risk you actually expect. Basic healing and recharging are often enough for a short collection Trial; a longer ARC fight can justify stronger recovery. These are individual item properties, not guaranteed survival or optimal fixed quantities:
| Item | Practical use | When to pack | What not to assume |
|---|---|---|---|
| Bandage / Sterilized Bandage | Gradual health recovery | Budget runs and normal repositioning breaks | Do not apply them in open gunfire |
| Vita Shot | Restores 50 health after a 4-second use | Recover between dangerous encounters | Not an instant combat heal |
| Vita Spray | Continuous targeted healing (up to 150 capacity) | Repeat pressure or supporting a teammate | Not unlimited healing; the charge must be managed |
| Shield Recharger | Restores shield charge gradually | Light or medium shield builds | Recharge is not the same as healing health |
| Surge Shield Recharger | Restores 50 charge after a brief use | Longer fights with adequate supply budget | Requires a moment out of direct danger |
| Smoke Grenade | Blocks sight through a temporary smoke cloud | Crossing exposed lines and concealing exit movement | Does not guarantee extraction or stop all damage |
The important difference is health versus shield charge. Healing your health does not refill the shield, and recharging the shield does not restore missing health. A Smoke Grenade can break sight lines, but visibility cover is temporary and not a guarantee of safe extraction. Avoid the outdated claim that silencing a weapon makes a route invisible to ARC.
How Many Consumables Are Enough?
Start with a modest, repeatable kit. For a five-minute container run, basic bandages plus a shield recharge may suffice. If you expect a longer fight, add more appropriate healing and ammo. Trial success comes from meeting the objective and getting out, not from filling every slot with expensive emergency supplies. Test your own replenishment cost across several runs rather than copying unsupported percentage boosts from an old guide.
Solo, Duo and Trio Trial Loadouts
The maximum normal squad is three Raiders. A trio is useful for covering different threats, but it is not automatically three times as efficient and does not multiply your points without additional qualifying actions.
Solo: One Clear Objective and an Exit
Carry the mandatory weapon, a defensible backup only if needed, basic recovery and a shield suited to movement. A solo player can choose short, low-contest routes and decide when a saved score is good enough. For collection objectives, avoid escalating into fights that do not help the Trial.
Duo: Assign Coverage Without Wasting Inventory
One player can bring the required specialist item, while the other covers the route and extraction. Both should understand how the game attributes Trial progress rather than assuming a teammate’s action credits everyone identically. Keep enough ammunition and medical supplies to disengage together.
Trio: Objective Runner, Cover and Flexible Support
For container runs, an objective runner opens the right objects while the others watch approaches and carry recovery. For armored ARC fights, a dedicated launcher user can concentrate the Trial-relevant damage while teammates protect the position. These are optional responsibilities, not formal in-game classes named Anchor, Spear or Sweep. Avoid bringing three identical costly loadouts if only one piece of equipment is necessary.
Weapon Attachments: Choose the Benefit You Need
- Magazine extensions: useful when repeated hits count and stopping to reload loses a firing window. Verify the firearm has a compatible magazine slot before assuming an attachment fits.
- Recoil and stability attachments: a practical choice for medium-range target tracking. Aim consistency can matter more than listed damage during repeatable ARC encounters.
- Muzzle or suppressor options: reduce the noise of a compatible gun when appropriate, but do not assume silencing prevents all detection or guarantees safety around ARC.
- Cost discipline: an attachment does not help an objective that requires a different gun or a disposable gadget. Prepare the right weapon first and upgrade only when the benefit is relevant.
Check crafting costs and blueprint requirements before copying an expensive setup. If a task names an item you do not own, the source of that item is your actual bottleneck – not an extra attachment tier.
Stock Only the Equipment This Trial Needs
A specialist gun or gadget is useful only if you can obtain it and afford to risk it. Compare a blueprint route with the materials you already have.
Common Trial Loadout Mistakes
- Wrong weapon: taking Tempest to a Stiletto challenge, or using Anvil instead of Rascal. Read the item requirement literally.
- Wrong ammo: confusing Rascal’s Launcher Ammo with Medium Ammo or Anvil’s Heavy Ammo. Check before launching.
- Wrong location: opening similar containers on the wrong map. Old Town in the current Trial points to Pendola Pass.
- Wrong shield pairing: equipping a Medium or Heavy Shield without a compatible Augment.
- Buying more firepower than necessary: bringing rare boss equipment to a quick cabinet-search task.
- Trusting old point multipliers: Embark removed the bonus 2x Trials progress from Major Map Conditions in Season 4. Choose a map condition for its actual encounter or access benefit, not imaginary double points.
- Failing to extract: reaching an impressive in-raid score without leaving does not save that attempt as your weekly best.
ARC Raiders Trials Loadout FAQ
What is the best loadout for ARC Raiders Trials?
It depends on this week’s task. For a named weapon or gadget objective, prioritize that item, matching ammunition, compatible protection and a safe extraction route. For container searches, a lightweight and inexpensive build is usually more appropriate than specialist boss gear.
Can I use any weapon to complete a weapon-specific Trial?
No. If the task says using a Stiletto or using a Rascal, bring the named weapon and make sure the qualifying action is done with it. You can carry a backup for protection, but do not rely on it for that task’s score.
Is Stiletto a melee weapon in Frozen Trials?
No. Stiletto is a semi-automatic battle rifle using Light Ammo. The current small-ARC task requires you to destroy the named targets with this weapon.
What ammo does Rascal use?
Rascal uses Launcher Ammo. It is a break-action grenade launcher designed to damage ARC, not a medium-ammo rifle.
Where do I get Bully Fragmenters?
Bully Fragmenters can come from Bully and ARC Courier loot. They are throwables rather than reusable firearms, so check availability before starting a gadget-damage Trial.
Should I bring a Heavy Shield to every Trial?
No. Heavy Shields reduce movement speed and require specific compatible Augments. Light Shields are available with every Augment; Medium Shields offer a middle ground for encounters where their protection justifies the mobility cost.
Are three stars enough to climb the leaderboard?
Three stars currently require 3,000 points in one extracted run for each challenge. That unlocks the top weekly star milestone, but the leaderboard uses the combined best scores across the five tasks, so a promotion may require improving beyond three stars.
Do Night Raid and storms still double Trials points?
No. Major Map Conditions no longer grant a blanket 2x Trials score modifier. Pick a condition because it supports your task, not to double an otherwise identical attempt.
Can free or budget loadouts earn three stars?
Yes, depending on the challenge and execution. Container searches often need little gear. A weapon-specific task is different: it requires access to the named gun or gadget. Judge the setup by task fit and extraction success, not rarity alone.
Final Loadout Rule
The best Trial kit is the least complicated loadout that performs the exact objective and gets you back to Speranza. For Frozen Trials, that might mean a Stiletto with Light Ammo, a Rascal with launcher rounds, a scarce Bully Fragmenter, or just a mobile scavenging setup for Old Town. Choose the qualifying item first, fill the remaining slots with realistic protection and supplies, and use your own best extracted results to decide whether another attempt is worth the risk.
Information checked: October 25, 2026. Weekly objectives, available service options and item balance may change in later rotations or patches.