
If you main ARC Raiders, you have seen the argument a hundred times: "ABMM is real," "ABMM is a lie," "I never shoot anyone and still get dumped into KoS lobbies." The short version, straight from Embark: a playstyle-based system does exist, but it is not the binary "friendly server vs. PvP server" toggle the community imagines. It nudges who you are more likely to meet based on how you play — it never locks you into a lane, and it never guarantees a peaceful run.
This guide separates what Embark actually confirmed from the myths, explains the two rules that drive your lobbies, covers the big June change to how defending yourself is counted, and walks the real steps to climb out of "PvP hell." It also clears up the thing people constantly confuse it with: the opt-in Solo vs Squads playlist, which is a completely different system.
Key Takeaways
- Matchmaking factors in your playstyle (how you engage other Raiders), but it is a continuous scale, not two separate friendly/aggressive lobby types.
- Two rules govern it: similar playstyles are more likely (never guaranteed), and your reputation shifts gradually over time — patches do not reset it.
- Defending yourself is no longer treated like starting a fight — a key 2026 change. Low-activity rounds also now count for less.
- End-of-round surveys do not affect your next lobby. Loadout cost, looting downed players, and the crossplay toggle don't either.
- Solo vs Squads is a separate opt-in mode (unlocks at Level 40, gives +20% XP on extract and defeat) — not the same as aggression matchmaking.
Here's the fast read if you just want the order of operations.
Your Quick Roadmap to Better Lobbies
- Understand that matchmaking reads your playstyle over many rounds, not your last kill.
- Stop initiating fights — be the one who defends, not the one who pushes. Defending no longer counts against you.
- Play several low-aggression rounds in a row; your reputation drifts gradually, not instantly.
- Ignore the end-of-round survey as a lever — it does nothing for your next lobby.
- If you genuinely want the PvP, flip on Solo vs Squads at Level 40 for the +20% XP.
- If solo against full squads is brutal, bring better gear and a plan (or a duo) — risk scales with reward.
Is Aggression-Based Matchmaking Real in ARC Raiders?
Yes and no — and the "no" is the part most arguments get wrong. Embark addressed this head-on in their official post "Notes on The Matchmaking System" (arcraiders.com, posted May 20, 2026). Their stance: matchmaking does consider how you engage other Raiders, but it is not binary. There is no hidden "friendly server" and no hidden "PvP server." Instead, every player sits somewhere on a continuous scale, and the system tries to place you near players who sit close to you on it — while keeping Topside unpredictable on purpose.
That single distinction kills most of the "ABMM is fake / ABMM is a lie" debate. People expect a switch; what exists is a probability dial. As Embark put it, "Similarity is more likely, not guaranteed." You can play 10 quiet rounds and still land in a hot lobby, because likelihood is not a promise.
How Does ARC Raiders Matchmaking Actually Work?
It comes down to two rules Embark spelled out:
| Rule | What it means in practice |
|---|---|
| 1. Similarity is likely, not guaranteed | You have a higher chance of matching with Raiders whose past playstyle resembles yours, and a lower chance of matching with very different ones — but it's never locked in. |
| 2. Your reputation shifts gradually | Your behavior moves you along the scale slowly, over many rounds. One round doesn't define you, and the system influences what's likely, never what's certain. |
The headline stat: playstyle is one of the strongest inputs, but it is measured across previous rounds, not from a single engagement. In Embark's words, "Your behavior shapes your future lobbies — gradually." And the reason you can never fully escape risk? "Topside always carries risk." That is by design — a predictable map would gut the tension the whole game is built on.
What Are the 9 Matchmaking Myths Embark Busted?
A big chunk of the confusion comes from things players assume affect matchmaking but don't. Embark explicitly debunked these:
| Myth | Reality |
|---|---|
| There are two binary lobby types (friendly vs. aggressive) | False — it's one continuous scale |
| A single kill instantly flags you as "PvP" | False — one kill doesn't reclassify you |
| There are safe "PvE-only" servers | False — no PvE-only lobbies exist |
| End-of-round surveys change your next lobby | False — surveys don't feed matchmaking |
| Expensive loadouts/gear affect matchmaking | False — gear cost is irrelevant |
| Patches reset your playstyle history | False — updates don't wipe your reputation |
| Looting knocked/downed players counts against you | False — looting doesn't count |
| The squad leader carries special matchmaking weight | False — no special leader weighting |
| The crossplay toggle changes lobby cooperation/PvP tone | False — crossplay doesn't set the tone |
On the survey specifically, Embark was blunt: "The survey is valuable for us when we look at trends and make design decisions, but it isn't used as a 'next lobby' lever." So if you've been carefully answering surveys to farm friendlier lobbies — stop, it does nothing.
Does Defending Yourself Count as Aggression Now?
This is the most important recent change, and it settles a fight happening on r/ArcRaiders right now. The old community wisdom was harsh — one player summed it up as: as long as you ever fight back, you'll "never really be in care bear lobbies." Another replied simply: "Not true anymore."
They're right. Embark's update separates defensive actions from aggressive initiations — "defending yourself is no longer treated the same as starting a fight." On top of that, low-activity rounds now carry significantly less weight, so a few quiet expeditions reflect your real tendencies faster. Translation: you can shoot back at someone hunting you without permanently branding yourself a killer. What still moves your reputation is being the instigator — the one who pushes and opens fire first.
How Do I Get Out of "PvP Hell" / KoS Lobbies?
There is no instant reset button, but because reputation shifts gradually, you can drift back toward mixed lobbies. The realistic playbook:
- Stop initiating. Don't push other Raiders, don't third-party fights for kills. Initiations are what the system weighs most.
- Defend, don't hunt. Fighting back when attacked is fine now — it no longer counts like starting a fight.
- Stack quiet rounds. Play several low-aggression expeditions in a row; gradual means consistent, not one good run.
- Don't rely on the survey. It's confirmed to have zero effect on your next lobby.
- Accept the floor of risk. Even friendly-leaning lobbies aren't safe rooms — "Topside always carries risk" is intentional. As one veteran put it, "the risk is part of the reward."
It's worth being honest about the trade-off the community is openly debating: some players want harder lines (absolute friendly vs. absolute hostile), others argue that knowing exactly who's in your lobby makes encounters boring. Embark's middle path — a soft, gradual scale — is a deliberate compromise, not a bug.
What Is Solo vs Squads Matchmaking in ARC Raiders?
Here's the system people constantly confuse with aggression matchmaking. Solo vs Squads is a separate, opt-in playlist — you choose it on purpose, it's not something the game silently does to you.
| Detail | Specifics |
|---|---|
| Unlock requirement | Level 40 minimum |
| XP bonus | +20% bonus XP at end of round — on a successful extract and on defeat |
| Where to toggle | Main menu → matchmaking box (bottom-right) → highlight Solo vs. Squads → set to ON |
| Who it's for | Embark describes it as "a new matchmaking option for our experienced and highly skilled players who enjoy the PvP aspect of the game" |
| Extra rewards? | None beyond the XP — the only incentive is more XP |
In this mode you're a solo Raider dropping into lobbies that can contain full squads of real players. It is genuinely punishing: trios can team-shot you with little you can do about it, which is exactly why many players actually want a Solo vs Duos middle ground for fairer fights.
What's the Best Way to Play Solo in ARC Raiders?
Whether you're soloing the normal queue or grinding Solo vs Squads for the +20% XP, the fundamentals are the same:
- Gear up before you push the hard modes. Surviving a 3v1 comes down to your kit — a good blueprint weapon and the right gadgets buy you the seconds you need.
- Play angles, not open ground. Squads win in the open; solos win in chokepoints, vertical fights, and disengages.
- Extract greedy-but-smart. The +20% XP applies even on defeat, so aggressive XP farming is viable — but a clean extract still beats a brave death.
- Don't be the instigator unless you mean it. Every push you start nudges your playstyle reputation hotter.
If you'd rather skip the brutal solo-vs-squad grind and jump straight to the gear and progression that make those fights winnable, that's where a service shortcut pays off.
Gear up faster on timesaver.gg — built for solo survival:
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For the loadout side of solo play, our ARC Raiders best beginner loadout guide and the best weapons tier list pair directly with this — survivable solo runs start with the right kit.
Frequently Asked Questions
Is aggression-based matchmaking real in ARC Raiders? A playstyle-based system is real, but it's not the binary "friendly vs. PvP server" people picture. Embark confirmed it's a continuous scale: you're more likely — never guaranteed — to be matched with Raiders who play like you.
Does defending myself make my lobbies more aggressive? No, not anymore. A 2026 change separates defending yourself from starting a fight — "defending yourself is no longer treated the same as starting a fight." Being the instigator is what moves your reputation hotter.
Do the end-of-round surveys change my matchmaking? No. Embark stated the survey "isn't used as a 'next lobby' lever." It informs design decisions but has zero effect on your next lobby.
How do I get out of KoS / PvP-heavy lobbies? Stop initiating fights, defend instead of hunt, and play several low-aggression rounds in a row. Your reputation shifts gradually, so consistency matters — but no lobby is ever fully safe, since "Topside always carries risk."
What level do I need for Solo vs Squads? Level 40. Once you hit it, the Solo vs. Squads toggle appears in the matchmaking box in the bottom-right of the main menu.
Is Solo vs Squads worth playing? If you love high-risk PvP, yes — it grants +20% XP on both extract and defeat. There are no special rewards beyond the XP, and you'll face full squads as a solo, so it's strictly for confident, well-geared players.


