
Quick answer
The Deadline in ARC Raiders is an Epic Quick-Use mine that deals 1,000 damage in a 10-metre radius after a fixed 6-second timer — and it is strong enough to one-shot a Bastion or Bombardier. It is not a proximity mine: once you deploy it, it sticks to almost any surface and detonates on its own countdown. You cannot disarm it, pick it back up, or trigger it early. You get one by scavenging Topside, crafting it at Explosives Station 3 (with a learned Deadline Blueprint), buying it from Apollo for 18,000 coins (1 per day), or as a reward from the quest The Clean Dream.
Because the blast damages multiple parts of a large ARC at once, a single Deadline usually deletes big ground machines outright — which is exactly why the Trials challenge "Damage ARC using a single Deadline" is so easy to three-star once you know where to stick it.
Below: full stats, every way to get a Deadline, the best targets, and how to score 3,000 Trial points with one mine.
The Deadline has quietly become one of the most searched items in ARC Raiders, and it is easy to see why. It is the closest thing the game has to a "delete this machine" button — a one-slot, one-kilogram gadget that turns a lumbering Bastion into scrap in a single detonation. This guide covers what the Deadline actually is, its exact stats, all four ways to obtain it, its best uses against ARC and other raiders, and a step-by-step method for the Season 5 Trials challenge that asks you to damage ARC with a single Deadline. Every number here is verified against the community ARC Raiders Wiki (supported by Embark Studios) and Embark's patch notes.

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What is the Deadline in ARC Raiders?
The Deadline is an Epic rarity Quick-Use mine. In its in-game item card, Embark describes it simply:
"A mine that deals damage to anything within its radius once the timer runs out." — ARC Raiders in-game item description
That "timer runs out" part is the whole personality of the item. Most mines wait for something to walk into them. The Deadline does not — it starts a 6-second countdown the instant you deploy it and then explodes no matter what, dealing its damage to anything (ARC or human) caught inside the radius.
Here are the confirmed stats:
| Stat | Value |
|---|---|
| Rarity | Epic |
| Type | Quick-Use → Mine |
| Damage | 1,000 |
| Blast radius | 10 metres |
| Timer duration | 6 seconds (fixed) |
| Weight | 1.0 |
| Sell value | 6,000 coins |
| Recycles into | 1× ARC Circuitry + 1× Explosive Compound |
Source: arcraiders.wiki/wiki/Deadline.
A few behaviour rules matter in practice. The Deadline can be attached to most surfaces — floors, walls, and, crucially, the body of an ARC machine. Once it is down, it cannot be disarmed, recovered, or detonated early; it stays live until the timer hits zero. And the explosion is genuinely lethal to raiders — including you — if you are not behind cover when it goes off.
Is the Deadline a mine or a bomb?
This is the single most common point of confusion in the community, and it is a fair one. The item is filed under "Mines," but it behaves like a timed charge rather than a trap. Players on r/ArcRaiders regularly compare it to a WWII limpet mine: something you plant and walk away from, not something that waits for a victim to trigger it.
Why it matters for you: because there is no proximity trigger, you have to do the timing yourself. Plant it on a target that will still be there in six seconds, then get clear of the 10-metre radius. Against a slow, staggered ARC that is trivial. Against a mobile enemy — or a raider who sees you plant it — six seconds is a long time to wait, and they will simply walk out of the blast.
How to get the Deadline in ARC Raiders
There are four legitimate ways to add a Deadline to your kit. Ranked from most reliable to most situational:
| Method | Details |
|---|---|
| Buy from Apollo | 18,000 coins, limited to 1 per day. The guaranteed option if you have the cash. |
| Craft | At Explosives Station 3, with a learned Deadline Blueprint (see recipe below). |
| Scavenge | Found as loot while raiding Topside — no guaranteed spawn, but the free option. |
| Quest reward | The quest The Clean Dream grants 2× Deadline. |
Deadline crafting recipe
To craft your own, you first need the Deadline Blueprint learned (ARC blueprints are learn-and-consume — the blueprint is spent when you learn it). Then, at Explosives Station 3, the recipe is:
- 1× Comet Igniter
- 3× Explosive Compound
- 2× ARC Circuitry
That yields 1× Deadline. The Comet Igniter is the bottleneck material — it is a Rare item scavenged from a Comet ARC (the small explosive machines) destroyed before it self-detonates, so if you plan to craft Deadlines in bulk you will want a steady supply of igniters and Explosive Compound. If grinding those mats is not how you want to spend your raids, you can buy ARC Raiders materials and blueprints directly and skip the farm entirely.
Price history worth knowing: the Deadline has been buffed in cost twice. Its buy price climbed from 8,100 → 15,000 (Update 1.3.0) → 18,000 coins (Update 1.17.0), and its sell value rose from 3,000 → 5,000 → 6,000. Update 1.17.0 also added the Comet Igniter to the recipe. The item itself was added all the way back in Update 1.2.0. (Source: arcraiders.wiki patch history.)
What is the Deadline good for?
In a word: big ground ARC. The Deadline's blast can damage several parts of a large machine simultaneously, and because each part takes the hit, the effective damage against a multi-hitbox enemy far exceeds the raw 1,000 figure. PC Gamer summed up its reputation bluntly — the Deadline "can one-shot a Bastion, tear a Leaper apart, and help destroy a Queen ARC in just 10 minutes."
Best targets, in order of ease:
- Bombardier — the lazy option, and lazy is good. Low mobility, huge body; one Deadline planted on it usually ends the fight outright.
- Bastion — slow and armored, but it moves. Shoot a leg joint (a weak point) to blow the leg and stagger it for roughly eight seconds, then plant the Deadline right by its rear yellow canister — the Bastion's other weak point, and the spot where a Deadline can instantly defeat it — and walk away. If you prefer certainty, strip every leg joint until it can't move at all, then plant at your leisure.
- Queen / Matriarch — sticking a Deadline on the exposed core deals real damage and is a legitimate part of a 10-minute Queen kill, but you are trading much higher risk for the same payoff. Only worth it as part of a coordinated squad burst.
Against other raiders, the Deadline is a niche tool. The 6-second timer means it rarely lands a surprise kill in the open — but it is excellent for area denial: plant it in a doorway, on a loot pile, or at a contested extract to force enemies out of a position. Just remember it will delete you too if you are inside 10 metres when it pops.

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How do you complete the "Damage ARC using a single Deadline" Trial?
This challenge went live as a Season 5 Week 2 Trial on July 14, 2026 (added with Update 1.37.0). Weekly Trials rotate in and out, so it may not be in the current week's slate — but the method below works any time it comes back around (and is a solid big-ARC farm regardless). It trips up a surprising number of players because of one word: single. The objective is to deal as much damage as possible with one Deadline mine — bring two and use two, and only one of them counts toward your score.
The scoring is a straight conversion: every 1 HP of damage the Deadline deals = 1 Trial point. A three-star completion needs 3,000 Trial points, so you need one detonation that racks up 3,000+ damage.
The math is simple. A stationary large ARC eats the full blast across multiple hitboxes; a mobile one wanders out of the radius mid-timer and eats a fraction. So the reliable three-star method is:
- Find a Bastion or Bombardier — large, slow, low-mobility ground ARC. Avoid fast enemies entirely.
- Immobilise it if needed — shoot a Bastion's leg joint to stagger it (~8 seconds), or strip all its legs so it stops moving.
- Plant one Deadline on its body — ideally right by the Bastion's rear canister, then retreat past the 10-metre radius.
- Let the timer run. A single mine on a Bastion or Bombardier comfortably clears 3,000 points.
Hitting the core of a Queen or Matriarch also counts, but it is far riskier for the same one-point-per-damage return — not worth it unless you are already fighting the boss with a squad. (Sources: Deltia's Gaming, AltChar trial guides.)
If you would rather not gamble on a stagger window during a live raid, a boost service can clear the Trials grind for you — see all ARC Raiders services for leveling and Trials carries.
Deadline mistakes to avoid
- Don't treat it like a proximity mine. It will not wait for an enemy to step on it. Plant it on a target, not on the ground and hope.
- Don't stand in your own blast. 10 metres is bigger than it looks — clear the radius before the 6-second timer ends.
- Don't waste it on fast enemies. Ticks, Wasps, Hornets, and Leapers will usually move before detonation. Save it for slow, high-HP ground ARC.
- Don't bring two for the "single Deadline" Trial. Only one counts. Read the objective twice.
- Don't plant it where a raider can see you. A watching enemy simply walks away and lets it fizzle — or worse, waits for the blast to clear and pushes you.
Is the Deadline worth crafting?
For most raiders, yes — situationally. At one slot and one kilogram, it is a cheap insurance policy against the big ARC that would otherwise cost you a full magazine and a lot of exposure. The three-star Trials value alone justifies keeping one or two in your stash, and it is a genuine time-saver on boss runs.
The catch is the cost. At 18,000 coins from Apollo or a Comet Igniter + ARC Circuitry crafting bill, it is not something you throw around every raid. If you want a stack ready for Trials or a Queen run without grinding igniters, timesaver.gg can help:
Stock up without the farm:
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- ARC Raiders Blueprints — from $0.99 — 80+ blueprints, unlock rare gear, fast & secure delivery
- ARC Raiders Materials — from $0.02 — all rarities, instant delivery, trusted
- All ARC Raiders services — leveling, Trials carries, and more
Frequently Asked Questions
How much damage does the Deadline do in ARC Raiders? The Deadline deals a base 1,000 damage in a 10-metre radius. Against a large ARC it hits multiple parts of the machine at once, so the effective damage is much higher — enough to one-shot a Bastion or Bombardier and to clear the 3,000-point three-star Trial.
How do you get the Deadline in ARC Raiders? Four ways: buy it from Apollo for 18,000 coins (1 per day); craft it at Explosives Station 3 with a learned Deadline Blueprint; scavenge it as loot Topside; or earn 2× Deadline from the quest The Clean Dream.
What is the Deadline crafting recipe? At Explosives Station 3 with the Deadline Blueprint learned: 1× Comet Igniter + 3× Explosive Compound + 2× ARC Circuitry → 1× Deadline.
Is the Deadline a mine or a bomb? It is officially classified as a Mine, but it works like a timed charge, not a proximity trap. It detonates on a fixed 6-second timer after you deploy it, and it cannot be disarmed, recovered, or triggered early.
What is the best target for the "Damage ARC using a single Deadline" Trial? A Bastion or Bombardier. Both are large, slow, and low-mobility, so they take the full multi-part blast. Stagger a Bastion by shooting a leg joint first, plant one Deadline right by its rear canister, and retreat — a single mine easily clears the 3,000 points needed for three stars.
Can the Deadline kill other raiders? Yes — anyone inside the 10-metre radius when it detonates takes lethal damage, including you. But the 6-second delay makes it better for area denial (blocking a doorway, loot pile, or extract) than for surprise PvP kills.


