
Damage ARC Turbines
How to score in the Damage ARC Turbines weekly trial: where to find ARC Turbines, the loadout, and what a high-scoring solo run does, step by step.
Loadout
RogueProphet's 9,208-point solo run used the Jupiter as the main gun, with five stacks of ammo and an Anvil as a backup. He also brought eight Wolfpacks to open on a landed Turbine, fast heals for the lightning, and zip lines plus a Snap Hook to cross the map quickly. He ran the Mk. 3 Survivor augment, which can't take a heavy shield, so bring a light or medium one.
When Turbines spawn
Turbines don't drop in at the start. They arrive around the middle of the round (in RogueProphet's runs at about the 14-minute mark), so spawn in, loot, and get set up while you wait. How many come in is random: he has seen one, two and three, and three looks like the maximum. Other Raiders on the map can steal damage from the same Turbine.
Use the waiting time to prepare the route. He placed zip lines early so he could reach the second Turbine quickly.
Open with Wolfpacks after it lands
Wait until the Turbine lands, then get close before you throw. From too far away the Wolfpacks pick other targets: in this run about half of the eight split off to four random ARC nearby and did nothing to the Turbine. Being close and out in the open is dangerous, though, as soon as the Turbine starts taking damage.
Dodge the lightning
Once it takes damage, the Turbine fires back: three jagged projectiles spread out from its body, and a moment later lightning strikes the whole area. A hit deals heavy damage and stuns you. Cover alone isn't enough, because the strikes get through gaps and over the top of cover.
The attack is aimed at where you are when it fires. When you hear the shot, move to a different piece of cover to get out of the strike zone. Heal fast between strikes: Sterilized Bandages heal a lot very quickly.
Break the armor: aim at the center
When the Turbine lifts off, it moves away from you and stops attacking once you're out of its range, so you can keep shooting it with the Jupiter. Its armor plating is thick, and the Turbine spins in the air, rotating the plates. Keep aiming at the center of its body: hitting the same middle panels as they come around breaks through the armor, and then your damage goes way up.
Don't stay too far back. At long range the Jupiter loses damage to falloff, so move up to a medium distance.
The Hotel roof blind spot (Riven Tides)
If a Turbine lands behind the hotel, go to the west side of the hotel roof, next to the large metal crate by the entrance to the zip line back down into the hotel. It's close enough for full Jupiter damage, and in RogueProphet's runs the Turbine never attacked him there.
A landed Turbine can sit out of sight for a while. If you saw one fly in but can't see it now, go to where it came down and check.
Ammo, durability and extracting
Two Turbines took his Jupiter from 98 to 41 durability, with a stack and a half of ammo left. That might stretch to a third Turbine, but bring a second Jupiter if you're aiming for three, or lean harder on Wolfpacks.
Turbines come in late, so keep an eye on the round timer, especially when you fight more than one. Riven Tides is small: from almost anywhere you can reach an extraction in a minute or two. Your score only counts if you extract.
Strategy and screenshots from RogueProphet's run on YouTube, recorded May 2026 (Season 4, before Frozen Trail). Thanks to RogueProphet for the footage.
Where to find ARC Turbines
FAQ
How do you score in the Damage ARC Turbines trial?
You earn 1 pt/damage. Your score only counts if you extract: dying loses the round's trial progress.
Where are ARC Turbines in ARC Raiders?
Riven Tides (11), The Blue Gate (4), Spaceport (3). The guide's maps show every spot.
When do ARC Turbines spawn?
Around the middle of the round (RogueProphet saw them at about the 14-minute mark), not at the start. Use the time before to loot and set up zip lines.
How many Turbines spawn in a round?
It's random: one, two or three. Three looks like the maximum.
What's the best weapon for the Damage Turbines trial?
The Jupiter, aimed at the center of the Turbine so you break through the same armor panels as it spins, plus Wolfpacks thrown from close range after it lands.



















