ARC Raiders Skill Tree Guide: Best Picks, Builds and Respec Coins for Frozen Trail
Build your ARC Raiders skill tree around the problem that ends your raids, not a copied point total. Use the documented 76-point leveling baseline, choose between carrying support and recovery, and check the full unlock path before paying for a reset.

- Best Skill Choices by Raid Objective
- Heavy-loot runs: identify the weight problem first
- Combat-focused runs: separate solo survival from team recovery
- Build Budgets: What the 76-Point Plans Actually Prove
- Complete allocation table
- Why the original allocations are not copy-ready
- Count the entire unlock route
- Respec Costs and the Pre-Purchase Checklist
- Check these items before committing
- Test movement claims before building around them
- Source and version scope
- FAQ (Frequently Asked Questions)
- What are the best skills in the ARC Raiders skill tree?
- How many skill points can you earn in ARC Raiders?
- Are the 76-point PvE, PvP and General builds verified?
- How much does a skill-tree reset cost?
- Should I choose Broad Shoulders or Mule's Gallop?
Best Skill Choices by Raid Objective
The most useful skill depends on whether you lose extractions to weight, poor recovery, or movement mistakes.
| Your recurring problem | Skill to consider | What it addresses | What it does not replace |
|---|---|---|---|
| You reach your weight limit too early | Broad Shoulders | Raises maximum carrying weight; the community wiki lists +2 per rank, up to +10 | Over-encumbered movement support |
| You cannot sprint after becoming over-encumbered | Mule's Gallop | Enables sprinting while over-encumbered | Stamina recovery or extra capacity |
| Your stamina recovery suffers when overloaded | Stubborn Mule | Reduces the effect of over-encumbrance on stamina regeneration | Permission to sprint while overloaded |
| Your equipped weapon contributes too much weight | Loaded Arms | Reduces the weapon's contribution to encumbrance | Weight from the rest of your inventory |
| You survive an encounter at critically low health | Back On Your Feet | Regenerates health up to a limit when critically hurt | Full healing or protection during recovery |
Capacity, overloaded sprinting and stamina regeneration solve different problems. Do not buy one expecting the benefits of another. These effects are documented in the community skill reference, not presented here as first-hand performance tests.
Heavy-loot runs: identify the weight problem first
Check your inventory before changing your build. If your equipped weapon creates much of the burden, Loaded Arms addresses a different cause than Broad Shoulders.
For repeated overloaded returns, compare Mule's Gallop with your need for recovery. Do not assume it can coexist with Back On Your Feet: the reference lists them as alternative choices at the same major node.
Combat-focused runs: separate solo survival from team recovery
Evaluate downed-state skills against actual recovery opportunities. A teammate within reach can make additional downed time useful; an exposed position under enemy control may leave no practical recovery window.
A PvP build label does not establish that those points outperform skills used before you go down.

Build Budgets: What the 76-Point Plans Actually Prove
The community reference documents 76 skill points from leveling, with additional points available through completed Expeditions. That makes 76 a baseline—not a universal account maximum.
The original proposed builds have the following arithmetic totals.
| Proposed profile | Mobility | Conditioning | Survival | Total |
|---|---|---|---|---|
| PvE | 31 | 31 | 14 | 76 |
| PvP | 34 | 22 | 20 | 76 |
| General | 31 | 31 | 14 | 76 |
These totals validate the budget only. They do not prove that every listed node is reachable or that the selected major-node choices are compatible.



Complete allocation table
The numbers below are purchased ranks; a dash means no investment. Follow live prerequisites rather than assuming table order is a legal purchase sequence.
| Branch / Skill | PvE | PvP | General |
|---|---|---|---|
| Mobility | |||
| Youthful Lungs | 1 | 1 | 1 |
| Nimble Climber | 5 | 5 | 5 |
| Fight or Flight | 5 | 5 | 5 |
| Vaults on Vaults on Vaults | 1 | 1 | 1 |
| Effortless Roll | 5 | 5 | 5 |
| Right Back At It | 1 | 1 | 1 |
| Marathon Runner | 5 | 5 | 5 |
| Slip and Slide | 2 | 5 | 2 |
| Swift Start | 5 | 5 | 5 |
| Sprinting on Fumes | 1 | 1 | 1 |
| Mobility total | 31 | 34 | 31 |
| Conditioning | |||
| Used to the Weight | 1 | 1 | 1 |
| Stubborn Mule | 5 | 3 | 5 |
| Three Deep Breaths | 3 | 5 | 5 |
| Vigorous Vaulter | 1 | 1 | 1 |
| Mule's Gallop | 1 | — | — |
| Back on Your Feet | — | 1 | 1 |
| Loaded Arms | 1 | 1 | 1 |
| Broad Shoulders | 5 | — | 5 |
| Downed but Determined | 5 | 5 | 5 |
| Proficient Pryer | 3 | — | 1 |
| Crawl Before You Walk | 5 | 5 | 5 |
| Security Breach | 1 | — | 1 |
| Conditioning total | 31 | 22 | 31 |
| Survival | |||
| In-Round Crafting | 1 | 1 | 1 |
| Looter's Instincts | 5 | 5 | 5 |
| Silent Scavenger | 4 | 4 | 4 |
| Quick Roll | 1 | 1 | 1 |
| Gentle Pressure | 1 | 1 | — |
| Traveling Tinkerer | 1 | 1 | — |
| Stylish Landing | — | 1 | 1 |
| A Little Extra | 1 | 1 | — |
| Turtle Crawl | — | 5 | 2 |
| Survival total | 14 | 20 | 14 |
| Total points | 76 | 76 | 76 |
Do not copy the PvP allocation for loot-focused runs unless you accept losing its carrying-capacity and locker-access investments.
Why the original allocations are not copy-ready
Two details change how you should interpret the table:
- PvE and General share the same branch totals. Their different skill selections—not the totals—would determine their behavior.
- The proposed PvP plan spends ten points on Downed but Determined and Crawl Before You Walk, before its additional Turtle Crawl investment. That is a significant commitment to situations where you are already down.
Do not spend those points merely because a finished build includes them. First establish whether your squad can regularly convert the extra downed-state utility into a recovery.
Count the entire unlock route
Budget the prerequisite path, not just the final skill. The documented tree requires investment in preceding nodes and branch-specific spending before deeper choices become available.
The community reference contains conflicting descriptions of some major-node thresholds. Use the game's displayed requirements rather than publishing a fixed purchase sequence from that reference alone.

Respec Costs and the Pre-Purchase Checklist
The community reference lists a full-tree reset at 2,000 coins per skill point, with no individual-skill or branch reset. At that listed rate, resetting 76 allocated points costs 152,000 ARC Raiders coins.
Confirm the total displayed in your game before accepting the reset.
Check these items before committing
Save your current tree, then inspect the replacement plan.
| Check | What to confirm | Mistake it prevents |
|---|---|---|
| Available points | Your actual account balance, including earned bonuses | Treating 76 or 91 as every account's cap |
| Prerequisite path | Every connecting node required for your target | Budgeting only the endpoint |
| Branch requirement | The threshold shown in the game | Following an outdated gate |
| Major-node choices | Which options are mutually exclusive | Planning incompatible skills |
| Reset price | The total shown on the confirmation screen | Underestimating the full-tree cost |
A valid build needs both correct arithmetic and a legal route. If either fails, fix the plan before resetting.
Test movement claims before building around them
The original Quick Roll and Sprinting on Fumes recommendations are not retained as universal priorities because their current tooltips and unlock paths were not established.
For any movement skill you consider, use the same equipment and route before and after purchase. Compare the relevant outcome—stamina remaining, roll endpoint or vault behavior—and test the failure condition separately, such as exhaustion or incoming damage.
One successful traversal does not establish better performance during combat.

Source and version scope
The point baseline, reset price and named skill effects above come from the ARC Raiders community skill reference. Embark's Frozen Trail preview announces October 8 content, but it does not establish the exact skill values used here; this guide therefore does not claim a fully tested post-update build.
FAQ (Frequently Asked Questions)
What are the best skills in the ARC Raiders skill tree?
Start with the limitation that repeatedly costs you an extraction. Broad Shoulders addresses capacity, Mule's Gallop addresses overloaded sprinting, and Back On Your Feet addresses recovery from critical health; none is a universal first purchase.
How many skill points can you earn in ARC Raiders?
The community reference documents 76 points from leveling and up to five additional points per completed Expedition. Use your account's displayed balance rather than treating 76 or 91 as a fixed maximum.
Are the 76-point PvE, PvP and General builds verified?
Their listed ranks total 76 points, but that does not verify their prerequisite paths or major-node compatibility. The branch totals above are budget comparisons, not confirmed purchase instructions.
How much does a skill-tree reset cost?
The community reference lists 2,000 coins per skill point for a full-tree reset, making 76 allocated points 152,000 coins at that rate. Check the confirmation screen for your actual total before paying.
Should I choose Broad Shoulders or Mule's Gallop?
Choose Broad Shoulders when your main problem is reaching the carrying limit too soon. Consider Mule's Gallop when you deliberately return over-encumbered and need to sprint, while checking the alternative major-node choice you would give up.
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