RSVSR Why Arc Raiders Shielded Flank Healer Jammers Feel Brutal

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Tired of ARC Raiders' nastiest ARCs? This quick guide breaks down shielded units, sneaky flankers, healers, jammers, and tanks, with real fight tips like EMP timing, target priority, and weak-spot focus.

If you've been in ARC Raiders for more than a couple of raids, you'll notice the scary enemies aren't always the ones that hit hardest. It's the ones that mess with your rhythm. You line up a clean push, you're feeling good, and then some bot does something that burns your ammo or your time. That's why I plan my kit around problem-makers, not just damage. Even stuff like ARC Raiders Coins can matter for keeping your loadout consistent between runs, but the real win is knowing what's about to ruin the fight and cutting it off early.

Shielded and Flanking ARCs

The shielded units are the classic trap. You'll see that blue glow and your first instinct is to keep shooting, because surely it's about to break. It won't, not the way you want. All you're doing is feeding the shield and emptying your bag. Bring something that pops it fast—EMP, electric tools, anything that forces the shield down. Call it out, too. When everyone dumps damage at the same moment after the shield drops, it's over before it turns into a long, noisy mess. Flankers are a different kind of pain. They don't want a fair fight. They want you to look away for half a second, then they're behind you and your squad's suddenly split.

How to Stop Getting Swarmed

Most wipes from flanking packs happen because people chase. Don't. Hold your angle, check the minimap, and assume there's always one more trying to wrap around. If you've got area damage, use it like you mean it. A grenade on a doorway, explosive rounds into cover, even a quick splash to force them to move. You're not trying to land a highlight shot; you're trying to take away their options. If you can keep them from settling behind cover, they fold fast. And if your squad's talking, assign someone to watch the back line for ten seconds at a time. That tiny bit of discipline saves runs.

Healers, Jammers, and the Big Tank Problem

Healer ARCs are the ones that turn a clean fight into a chore. Leave them up and you'll feel it immediately—kills don't stick, and you start spending heals you shouldn't have to spend. They're priority one, every time. Stun, silence, burst—whatever you've got, burn it there. Jammers are sneakier. They sit off to the side and suddenly your gadget plan just doesn't work. So I keep at least one "no-tech" fallback in my pocket and I stay moving. If you reposition, you can slip out of the interference bubble or get an angle for a quick long shot. Then there's the tank: huge health, tons of confidence, and it punishes anyone who mindlessly shoots center mass. You've got to pull it, rotate, and hit the weak spots from the side or the back.

Keeping Runs Consistent

What makes these enemies manageable isn't raw aim, it's habits. Call targets early, don't waste mags into shields, and don't let healers or jammers live just because they're annoying to reach. If your team needs to keep gear flowing between sessions, it helps to use a reliable shop for currency and items; that's why people look at services like RSVSR when they want to restock without turning it into a whole side quest, and then get back to learning the fights the smart way.

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