
Quick answer: Many ARC Raiders PvP losses come from three fixable habits: shooting bodies, running out of magazine mid-fight, and taking fights you never set up. On high-multiplier guns, headshots cut the hits needed to down a Raider roughly in half. A Medium Shield takes 4 Anvil body shots or 2 headshots. A base 20-round Bobcat cannot down a full Medium Shield on body hits alone (22 needed), and since Update 2.3.0 a Heavy Shield has 90 charge, which adds one extra Anvil or Ferro body shot. Aim higher, learn your shots-to-down numbers, and pick your fights.
Plenty of players are logging hundreds of hours and still losing almost every gunfight. A recent r/ArcRaiders thread put it bluntly: 400 hours in, and every fight still goes badly. The replies had a useful answer. Hours Topside are not PvP hours, and a player who avoids fights never gets the reps. Several long-time players said it took them hundreds of hours of actual PvP before they felt competent.
Reps matter, but they work better when you know what you are practising. So these ARC Raiders PvP tips start with the numbers almost nobody learns: how shields really work, how many shots each gun needs, and what the latest Heavy Shield change really did.
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How do shields actually work in ARC Raiders PvP?
Shields are not bonus health. That one misunderstanding loses a lot of fights. According to the ARC Raiders Wiki shield page, a shield cuts a percentage of each hit, and the attacker damages your shield charge at the same time. Here is what that means on a Raider with 100 health:
- Your health drops by damage × (1 − mitigation) × headshot multiplier.
- Your charge drops by the full base damage, with no headshot multiplier.
- Mitigation stays at full strength as long as you have at least 1 charge.
- At 0 charge, every hit lands at full damage.
Current values, with the two newest changes taken from Embark's patch notes because they are not yet reflected on the wiki:
| Shield | Charge | Mitigation | Movement penalty | Weight |
|---|---|---|---|---|
| Light | 40 | 40% | None | 5.0 |
| Medium | 70 | 42.5% | 5% | 7.0 |
| Heavy | 90 | 52.5% | 10% | 9.0 |
Update 2.0 cut the Heavy Shield's movement penalty from 15% to 10% and slowed its durability decay from 0.20 to 0.15. Update 2.3.0 then raised its charge from 80 to 90. Embark's own note says the change "will slightly increase survivability against most weapons, without creating too large a margin between the Heavy and Medium Shields."
Slightly is right for most guns, but that extra 10 charge has one breakpoint that really matters. At 80 charge, two Anvil or Ferro body hits emptied the shield, so 4 body shots downed the wearer. At 90 charge, the third hit is still mitigated, so it now takes 5.
Two practical lessons follow:
- A partial recharge is worth it. Any charge at all restores full mitigation for your next hit, so you do not need a full bar before re-peeking.
- Count charge in hits. Each blue segment on your gauge is 10 charge, so one 40-damage hit removes four segments. Once a target's shield is empty, every hit you land does full damage, so that is the moment to push.
How many shots does it take to down a Raider?
This table is calculated from the wiki's shield formula, current weapon stats and Update 2.3.0 Heavy Shield charge. Each cell shows body shots / headshots to take 100 health to 0, starting from a full shield. It assumes base weapons, every shot landing, and no range falloff, mods or Amplification, so treat it as a best case.
| Weapon | Damage | Head mult. | No shield | Light | Medium | Heavy |
|---|---|---|---|---|---|---|
| Anvil | 40 | 2.5x | 3 / 1 | 3 / 2 | 4 / 2 | 5 / 3 |
| Ferro | 40 | 2.5x | 3 / 1 | 3 / 2 | 4 / 2 | 5 / 3 |
| Renegade | 35 | 2.25x | 3 / 2 | 4 / 3 | 4 / 3 | 5 / 3 |
| Bantam | 24 | 1.5x | 5 / 3 | 5 / 4 | 6 / 5 | 7 / 5 |
| Rattler | 9 | 2.0x | 12 / 6 | 14 / 8 | 15 / 9 | 17 / 11 |
| Kettle | 8.5 | 2.5x | 12 / 5 | 14 / 7 | 16 / 9 | 18 / 10 |
| Stitcher | 6.5 | 1.75x | 16 / 9 | 19 / 12 | 21 / 14 | 23 / 17 |
| Bobcat | 6 | 2.0x | 17 / 9 | 20 / 12 | 22 / 14 | 25 / 17 |
Stats come from the wiki's Weapons table and individual pages such as Anvil and Renegade.
Three things in that table should change how you fight:
Headshots matter most on high-multiplier guns. Against a Medium, Anvil and Ferro drop from 4 body shots to 2 headshots, and against a Light from 3 to 2. The Bantam only drops from 6 to 5 against Medium, because its multiplier is just 1.5x. If you carry the Bantam, it rewards staying on target more than risky head-hunting.
Your magazine can lose the fight for you. The Bobcat and Stitcher both start at 20 rounds. Neither can down a full Medium Shield on body hits alone, and the Bobcat needs every single round to do it to a Light. Many "I emptied a mag and they still walked away" moments are this exact math. An Extended Light Mag I adds 5 rounds, enough for both guns to down any shield in the table if every round lands, so fit one before a fight. The base Rattler is worse off: it starts with 12 rounds, needs 14 for a Light Shield and has no magazine mod slot, so only weapon upgrades add rounds.
Automatic guns still reward aim. The Stitcher fires 680 rounds a minute. On a Light Shield, 12 headshots take about 1.0 second and 19 body shots take about 1.6. That extra 0.6 seconds is plenty of time for your target to reach cover or for you to die first. Aiming at head height instead of the chest is the cheapest upgrade in the game.
Why do you keep losing fights you start?
The table only counts shots that land. Real fights are decided earlier, so most of the following PvP tips are about the moment before the first shot.
- Shoot first, from a position you chose. A Ferro or Anvil headshot on an unshielded Raider ends it at once. Against a Medium Shield, your opening headshot still takes 57.5 health. That is why ambushes feel so unfair: one more headshot finishes it, often before they have turned around.
- Fight next to cover you can reach in one move. If your plan needs a sprint across open ground, you have already lost the reset.
- Reload behind something, never in the open. Peek, shoot, step back. Slow-reloading guns like the Kettle punish a reload in the open, and the Ferro has to reload after every shot.
- Keep stamina for the exit. Most players spend it all sprinting to the fight, then have nothing left for a dodge or a push. An Adrenaline Shot restores it fully, and since 2.3.0 you can use one at max stamina. It no longer stacks, so a second shot only refreshes the 10-second duration.
- Decide what you do after the down. In squads, a down is not the end of the fight. Know whether you are finishing, looting or repositioning before you commit.
- Be willing to leave. Walking away from a bad angle is a skill. A fight you skip cannot cost you the kit and haul you are carrying.
What should you carry for PvP?
Keep the loadout simple and spend your attention on the fight. Our Anvil vs Ferro breakdown covers budget kits in depth, and the ranked gadgets guide covers utility. For pure fight value, these are the items that earn their slots:
| Item | Key number | Why it wins fights |
|---|---|---|
| Shield Recharger | 40 charge over 10s, 2s use | Restores mitigation between peeks |
| Bandage | 2 health per second for 10s | Cheap healing after you disengage |
| Adrenaline Shot | Full stamina, 1s use | Pays for your escape or your push |
| Smoke Grenade | 20s, 7.5m radius | Blocks sight for a revive or exit |
Shield choice also changes how much you carry. One Recharger fills a Light Shield. A Medium needs two from empty, and a Heavy needs three. That is a real cost, because the Heavy works with fewer augments than the Medium, weighs 9.0 and still slows you. For most solo players a Medium is the better default: 70 charge for just a 5% movement penalty. Pick Heavy when you know you are holding ground or fighting for a contested objective.
On weapons, remember the Anvil is no longer a cheap green gun. Update 2.0 moved it to Rare and removed its Tech Mod slot. It is still strong, but losing one costs more than it used to. A Ferro gives the same damage and headshot multiplier at Common, with the trade-off of a single round in the chamber.

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Which skills help most in PvP?
The Frozen Trail skill tree rework changed the options, so check our skill tree guide before you spend points. These nodes from the wiki's skills list make the biggest difference in fights:
- Used To The Weight: less shield slowdown, and the first skill in Conditioning.
- Effortless Roll: cheaper dodge rolls, so you can dodge more than once.
- Marathon Runner: moving costs less stamina, leaving more for the fight.
- Fight Or Flight: regain stamina when you are hurt in combat, with a cooldown.
- Downed But Determined: more time before you collapse, which gives teammates room to revive you.
- In-Round Crafting: field-craft Bandages, Shield Rechargers and Adrenaline Shots between fights.
Does playing more PvP change your lobbies?
Yes, gradually. Embark's matchmaking notes describe a continuous scale, not friendly and aggressive buckets. Their summary is that "similarity is more likely, not guaranteed." Key points for anyone trying to improve:
- Your loadout does not affect matchmaking, so a cheap practice kit will not get you easier lobbies.
- One kill does not move you into PvP lobbies. The system looks at patterns over time.
- In Embark's 1.39.0 test, only fights you start count toward your playstyle estimate, and defending yourself does not. No later patch note announces a final decision, so treat this as a test, not a permanent rule.
- The PvE toggle test ended on October 20. Embark expects to share more in November, so you cannot opt out of PvP for now.
The 1.39.0 test creates a real trade-off. Only defending leaves your estimate alone, but you also get far fewer reps. Starting more fights will gradually bring you more PvP-minded opponents. If you want to improve, accept that and treat a run of hard lobbies as training. Our matchmaking guide goes deeper.
How should you practise to actually improve?
Random fights teach slowly, so practise one thing at a time:
- Learn one gun. Pick one from the table above and stick with it until you know its breakpoints without thinking.
- Use the Practice Range. Test mods there and drill your first-shot aim before you risk a kit.
- Run cheap kits on purpose. A loadout you do not mind losing makes it easier to take the fight instead of backing out.
- Review every death. Ask one question: was it aim, position or the decision to fight? Most deaths are the last two.
- Track the fights you start. Aim to win more, not to win most. If you are coming from 0 for 5, one win in three is real progress.
Want the kit without the farm? Fights are easier to practise when losing a loadout does not hurt.
- ARC Raiders PvP Loadout Bundle — a ready-to-fight kit so you can spend your raids on reps
- ARC Raiders Blueprints — from $0.99 — unlock the Anvil, Bantam or Bobcat from the table above
- Skill Tree Unlocks — skill points delivered for the mobility and conditioning nodes
- ARC Raiders Equipment — shields and Shield Rechargers ready for your next fight
FAQ
How do I get better at PvP in ARC Raiders? Take more fights on purpose, aim for the head, and learn how many shots your gun needs against each shield. Hours spent avoiding Raiders do not build PvP skill, so run cheap kits and start fights from positions you chose.
How many hits does it take to down someone with a Heavy Shield? With base stats and a full 90-charge Heavy Shield, an Anvil or Ferro needs 5 body shots or 3 headshots. Before Update 2.3.0 raised the charge from 80, it took 4 body shots.
Are shields extra health in ARC Raiders? No. A shield reduces a percentage of each hit while it has charge. Light cuts 40%, Medium 42.5% and Heavy 52.5%. At 0 charge, hits land at full damage.
Is Medium or Heavy Shield better for PvP? Medium is the better default for most solo players, with a 5% movement penalty and a 7.0 weight. Heavy gives the most protection, but it weighs 9.0, slows you by 10% and works with fewer augments.
Does PvP put me in harder lobbies? Gradually, yes. Embark says matchmaking looks at patterns over time and that similar playstyles are more likely to meet. One kill does not change your lobbies, and your loadout does not affect matchmaking.
What is the best gun for PvP in ARC Raiders? For fast downs, the Anvil and Ferro need just 2 headshots against Light or Medium Shields. Budget players should start with the Common Ferro, while the Rare Anvil adds a six-round magazine for follow-up shots.





