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ARC Raiders Solo Damage ARC Blaze Grenade Route and Push Guides

A strong Solo Damage ARC Blaze Grenade run is not about throwing fire everywhere. It is about killing the right ARC targets, saving grenades, and using ziplines to stay ahead of bad spawns.

 

ARC Raiders Solo Damage ARC Blaze Grenade Route and Push Guides

 

The target is simple: 38K+ consistently, with real 40K+ potential if Bombardier, Bastion, and Leaper spawns cooperate.

 

 

 

 

 

Best Map for Solo Damage ARC Blaze Grenade

Buried City Night Raid is the best starting point.

 

It has shorter rotations than Spaceport, strong Bombardier access, and enough high-value ARC spawns to push a serious score. The downside is RNG. Bastions and Leapers can spawn in annoying spots.

MapProsCons
Buried City Night Raid Short route, good Bombardier loop, efficient ziplines More spawn RNG
Spaceport Night Raid More ARC density, high ceiling Long travel time
Other Night Raids Usable for practice Lower efficiency

 

For score pushing, we want double Bombardier spawns. Without them, 40K becomes much harder.

 

Best Targets for Damage ARC Score

Do not waste time clearing random ARC. Focus on high-value targets.

PriorityTargetWhy It Matters
1Bombardier Main score source
2Bastion Great points, slower kill
3Leaper Strong bonus if nearby
4Turbine Good filler on Night Raid
5 Shredders / small ARC Only kill during downtime

 

The run lives or dies on Bombardiers. If we get two clean Bombardier kills and one decent Bastion, 38K+ is very realistic.

 

Buried City Bombardier Spawn Plan

The best setup is:

 

  • Old Town Bombardier
  • New District / Parking Garage Bombardier

 

The Old Town Bombardier is the key spawn. If it appears, there is a strong chance we can build a good route around it.

Bombardier SpawnValueDecision
Old Town S-tier Core target
New District / Parking Garage S-tier Best second target
Central Park A-tier Good, but pulls extra ARC
Far outer spawn B-tier Only if route allows

 

Kill the first Bombardier early, then track the respawn window. If we kill it around 27–28 minutes, expect it to matter again later.

 

Blaze Grenade Damage Rules

The most important rule:

 

Blaze Grenade damage does not stack.

 

Throwing three Blaze Grenades on one target at the same time is wasted damage. Throw one. Let it burn. Refresh when the fire is about to end.

TargetApprox. Blaze GrenadesNotes
Bombardier6–7 Keep it standing in fire
Bastion10–11 Slow but worth it
Leaper Variable Good if it stays near burn
Turbine Situational Throw into the core

 

We usually bring 85–95 Blaze Grenades.

 

85 is enough for clean play.

95 gives room for bad movement, missed throws, and bonus Turbine damage.

 

Recommended Solo Blaze Grenade Loadout

This setup is built to survive. Blaze Grenade runs are expensive. Dying with this kit hurts.

SlotPickWhy
AugmentSurvivor Safer for long solo runs
ShieldBlue Shield Better vs dangerous ARC
Main Damage85–95 Blaze Grenades Core damage source
WeaponSuppressed Anvil Kills small ARC quietly
Heavy WeaponHullcracker Backup damage / ammo from Bombardiers
MobilitySnap Hook Mandatory movement tool
Route Tool9 Ziplines 7 core, 2 flexible
StealthPhotocloak Breaks bad ARC aggro
HealingVital Shots + basic heals Fast recovery

 

If you are not confident, do not greed damage augments. Use Survivor. This run is about finishing alive with score, not looking flashy and dying at extract.

 

Why Suppressed Anvil Matters

Small ARC ruin runs.

 

Pops, Fireballs, Wasps, and Spotters can pull aggro at the worst time. A Suppressed Anvil lets us remove them without waking up half the map.

 

It also works as a backup PvP weapon. If another Raider gets too curious, we are not helpless.

 

Hullcracker Ammo Strategy

Do not overpack Hullcracker ammo.

 

Bombardiers often drop enough. We can loot after kills and keep inventory space for grenades, heals, or shields.

OptionUse Case
No starting ammo Best if confident
Small ammo stack Safer opener
Heavy ammo stack Usually wasteful

 

If another player loots your Bombardier, ask for Hullcracker ammo before they vacuum everything. Simple, practical, no drama.

 

Zipline Route Rules

Bring 9 ziplines.

 

The main route usually needs around 7. Keep 2 spare for bad spawns or extraction.

Zipline UsePurpose
Core route Connect Bombardier and Bastion zones
Spare zipline 1 Adjust to final extract
Spare zipline 2 Emergency roof angle or bad spawn
Roof zipline Avoid Rocketeer pressure

 

The big lesson:

Place ziplines for the fight you will have later.

 

If a Rocketeer controls your final Bombardier angle, a ground-level route is a trap. Put the zipline to a roof. Fight from above. Extract clean.

 

Ideal Run Flow

Keep the route tight. Do not wander.

PhaseGoal
Early Confirm double Bombardier
First fight Kill Old Town Bombardier
Midgame Rotate to Bastion / second Bombardier
Downtime Kill visible Leaper or Turbine
Respawn Return for Bombardier timing
Late Push final high-value ARC only if safe
Extract Leave before greed kills the run

 

If you are running with no confirmed target, you are losing score.

 

Bastion and Leaper Decisions

Bastions are great. Bad Bastion spawns are not.

SpawnDecision
Central Bastion Kill it
Near Bombardier route Kill it
Hospital Bastion Only if timing allows
Unknown Bastion Do not over-search

 

Leapers are bonus points. Take them only when they are visible and close.

 

If you spend one minute hunting an unknown Leaper, the run is already bleeding.

 

Turbine Damage on Night Raid

Turbines are useful filler. They are not the main plan.

 

Use them when:

 

  • Bombardier is on respawn.
  • Bastion is too far.
  • Turbine is near your route.
  • You can throw Blaze into the core safely.

 

Skip them when extra ARC pressure is too high. A dead run gets zero value from one more target.

 

Handling Other Players

Other players can steal your damage by shooting Bombardiers.

 

Use voice if available:

 

Please don't shoot the Bombardier. I'm doing Damage ARC. You can take the loot after.

 

This works more often than expected. Most players want loot. We want score. Give them the loot, keep the damage.

SituationMove
Player aims at Bombardier Ask them to stop
They want loot Offer it
They shoot anyway Move on
They clear small ARC Use the opening

 

Do not tilt. Lost damage is annoying, but wasting another minute arguing is worse.

 

Biggest Threats to a 40K Run

Most failed runs do not die to Bombardiers. They die to bad secondary pressure.

ThreatProblemAnswer
Rocketeer Deletes you from bad angles Roof zipline + Photocloak
Vaporizer Forces panic movement Break aggro, reposition
Bombardier shell Huge burst damage Keep lateral movement
Wreckage Blocks dodges Avoid fighting inside debris
Flying ARC Interrupts rotations Suppressed Anvil or cloak

 

The worst combo is low HP + Rocketeer + wreckage. If you see that setup, stop greeding. Heal, cloak, or rotate high.

 

The 38K to 40K Difference

A 38K+ run can happen with mistakes.

 

A 40K+ run needs cleaner late-game decisions.

ScoreWhat Usually Happened
30K–34K Weak spawns or missed targets
35K–38K Good Bombardiers, average support targets
38K–40K Double Bombardier + at least one good Bastion
40K+ Clean route, extra Leaper/Turbine, safe finish

 

If you are sitting around 38.5K, one final Bombardier, Leaper, or clean Turbine window can push 40K.

 

But only if you live.

 

Common Mistakes That Kill Blaze Grenade Runs

MistakeWhy It Hurts
Stacking Blaze Grenades Damage does not stack
Chasing unknown Leapers Wastes time
Ignoring respawn timing Misses Bombardier windows
Saving ziplines too long Bad final path
Fighting Rocketeer from low ground Easy death
Greeding final target Run ends before extract

 

The cleanest fix is simple: plan the exit before the last kill.

 

FAQ

What is the best map for Solo Damage ARC Blaze Grenade runs?

Buried City Night Raid is the best practical map. It has short rotations and strong Bombardier access. Spaceport Night Raid also works, but the travel time is much longer.

 

How many Blaze Grenades should we bring?

Bring 85–95 Blaze Grenades. Use 85 if you are clean with timing. Use 95 if you want more safety for missed throws, bad movement, or Turbine damage.

 

Do Blaze Grenades stack damage in ARC Raiders?

No. Blaze Grenade damage does not stack. Throw one, let it burn, then refresh. Throwing multiple at once wastes grenades.

 

How do we break 40K in Damage ARC?

You usually need double Bombardiers, at least one good Bastion or Leaper, smart Turbine damage, and a clean extraction. The last part matters most. Dying at 39K pace is still dying.

 

Why use Survivor instead of a damage augment?

Survivor keeps the run alive. Blaze Grenade attempts cost a lot of oil and materials. A safer augment is better for repeated solo score pushes.

 

Summary

The Solo Damage ARC Blaze Grenade strategy is built on efficient target selection.

 

Prioritize Bombardiers. Add Bastions when the route allows. Take Leapers only when visible. Use Turbines as filler. Never stack Blaze Grenades.

 

The best practical setup is Survivor, Blue Shield, Suppressed Anvil, Hullcracker, Snap Hook, Photocloak, 9 ziplines, fast heals, and 85–95 Blaze Grenades.

 

For 40K, the damage is usually there. The real test is discipline: save ziplines, fight Rocketeers from roofs, track Bombardier respawns, and extract before greed deletes the run.

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