Arc Raiders Weekly Trials Guides: Snowballs vs Rocketeers, Flying ARC, ARC Probes, Fireballs
- KIVRI
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- ARC Raiders
- 12/30/25
- 908

This week's trials look scattered, but they're secretly a routing puzzle. If you chain the objectives in the right order, you can finish almost everything in one Cold Snap run, then clean up shredders in one Stellantis Night Raid—no special blueprints, no prep for three hours nonsense.
- 1) The Two-Match Blueprint (what you're doing and why)
- 2) Match 1 (Cold Snap): Finish 4 Trials in One Run
- 3) Snowballs vs Rocketeers (3⭐ = 16 hits): Make the rocketeer land, then farm hits
- 3.1 Snowball pickup: the small trick that saves time
- 3.2 Route A (safer): Indoor thaw loop + snow pile near the entrance (Damn Battlegrounds )
- 3.3 Route B (most consistent 3⭐): Shoot thrusters to permanently ground the rocketeer
- 4) Damage Flying ARC Enemies: Stop chasing, start summoning
- 5) ARC Probes: Smoke plumes + minimap checks = effortless 4⭐ pace
- 6) Fireballs (6 kills): Use underground/metro routes for density
- 7) Match 2 (Stellantis Night Raid): Shredders with minimal pain
- 7.1 Best kill methods (pick based on what you have)
- 7.2 The actual fighting pattern: cover orbiting
- 8) Risk Control: How to not throw a finished run in the last minute
- FAQ
- Q1: Do I really need to pre-stack 20–25 snowballs?
- Q2: Why do two thrusters on the same side matter?
- Q3: Can snowballs actually kill the rocketeer?
- Q4: Do opened ARC probes still count if I didn't breach them?
- Q5: Why insist on Stellantis Night Raid for shredders?
- Summary
↖ 1) The Two-Match Blueprint (what you're doing and why)
You're splitting the week into same-map synergy and different-map cleanup.
| Match | Recommended mode/map | Trials to complete | Target numbers |
|---|---|---|---|
| Match 1 | Cold Snap during a 2x event (any suitable map) | 1) Throw snowballs at rocketeers 2) Damage flying ARC enemies 3) Open/loot ARC probes 4) Destroy fireballs | 16 snowball hits on a rocketeer (3⭐), 3 probes, 6 fireballs |
| Match 2 | Stellantis Night Raid | Damage/kill shredders | Night Raid typically requires 3 shredders (much faster than day's 6) |
Because everyone is hunting the same targets right now, this plan minimizes run around and find nothing time. That's the real enemy.

↖ 2) Match 1 (Cold Snap): Finish 4 Trials in One Run
Your priority order matters.
1. Snowball hits on a rocketeer (hardest, most contested, easiest to mess up)
2. Flying ARC damage (naturally overlaps once you're shooting airborne units)
3. ARC probes (smoke + minimap = easy progress)
4. Fireballs (reliable spawns in underground/metro-style routes)
I'll give you two proven location styles for the snowball portion:
- Route A (safer): indoor thaw loop near a snow pile (great on Damn Battlegrounds)
- Route B (faster chain): rooftop height for flying enemies + quick drop into metro for fireballs (great on Buried City)
↖ 3) Snowballs vs Rocketeers (3⭐ = 16 hits): Make the rocketeer land, then farm hits
Snowballs aren't rare. The rocketeer being airborne is the problem.
↖ 3.1 Snowball pickup: the small trick that saves time
Snowballs spawn in clumps around buildings across maps. Here's the part many players miss:
You can pick up a snowball, wait roughly 2 seconds, then pick up another from the same spot.
So you can prep pile snowballs, but you don't have to.
That said, I still recommend a quick baseline stash:
| Prep target | My recommendation | Why it helps |
|---|---|---|
| Starting snowballs | 20–25 snowballs | Enough to capitalize on a grounded rocketeer without running off mid-window |
If the area is hot (footsteps, gunfire, lots of player movement), then don't stand in the open hoarding. Grab a handful, rotate, and come back.
↖ 3.2 Route A (safer): Indoor thaw loop + snow pile near the entrance (Damn Battlegrounds )
This method is boring in the best way: it works.
- Find a building where the snow pile is right near the entrance.
- Step outside, grab 5 snowballs (safe) or up to ~7 (faster), then go back inside to thaw.
- Rocketeers often patrol nearby open/swamp-ish areas. If you spot one at range, take a couple shots to pull it in.
If you notice the rocketeer is focusing the main doorway, then stop standing in the center line. Hug the frame, throw, tuck back in. Doorways are basically free rocket magnets.
If the building has roof holes/openings and the rocketeer climbs up, then you've hit the jackpot: upward throws through openings are easier and you're less exposed.
↖ 3.3 Route B (most consistent 3⭐): Shoot thrusters to permanently ground the rocketeer
This is the approach I trust the most for getting 16 hits reliably.
Do this:
- Shoot only thrusters.
- Break two thrusters on the same side (left side two, or right side two—front/back doesn't matter as long as it's the same side).
- Don't pepper the body.
Because if you damage other parts, the rocketeer can simply explode before you finish disabling the right thrusters. You're trying to create a long snowball window, not win a DPS race.
Once two same-side thrusters are gone, the rocketeer drops and usually can't fly again. That's your moment to pelt it.
A weird but useful detail: each snowball does about 1 damage, so yes, you can actually kill it with snowballs if you drag it out. Don't overthink it—just get your 16 hits quickly.
↖ 4) Damage Flying ARC Enemies: Stop chasing, start summoning
After the rocketeer segment, you're already partway done.
The fastest way I've found is simple:
- Get to a high vantage point (tall buildings work great).
- Shoot snitches (the call reinforcements type behavior), then farm the waves of wasps/hornets that come to you.
If you realize you're in a Cold Snap lobby where rocketeers are rare, then don't waste time trying to force spawns. Farm hornets/wasps via snitches instead and treat any extra rocketeer as a bonus.
↖ 5) ARC Probes: Smoke plumes + minimap checks = effortless 4⭐ pace
Probes advertise themselves.
- Any crashed ARC probe sends smoke into the air.
- As you rotate, open your minimap periodically. Probes will show up when you're close.
You only need to open/loot 3 for strong progress, and here's the best part:
If someone else already breached/opened it, you can still loot it briefly and it counts.
So if you see a freshly opened probe site that feels dangerous, then you can do a quick touch-and-go loot for progress and leave.
↖ 6) Fireballs (6 kills): Use underground/metro routes for density
Fireballs are easiest when you stop treating them like a scavenger hunt.
On maps like Buried City, I like this chain:
- Finish height-based flying enemy damage near a large building cluster.
- Drop into the underground/metro areas where fireballs reliably appear.
- Clear one side, then rotate entrances to find more.
If you clear an area and it's empty, then don't wait around. Move to another entrance or adjacent building cluster—fireballs are common enough that movement beats patience.

↖ 7) Match 2 (Stellantis Night Raid): Shredders with minimal pain
This is where most people lose time by choosing day raids.
- Day requirement is often 6 shredders.
- Night Raid often cuts that to 3 shredders, which is dramatically better when the whole playerbase is hunting them.
↖ 7.1 Best kill methods (pick based on what you have)
| Method | What you need | Speed | Consistency | Notes |
|---|---|---|---|---|
| Explosives | Snap blast grenades (~2) or impact grenades (~5) to the base | Fast | Medium | Great if you came prepared |
| Looted make-do explosives | Synthesized fuel and similar items | Medium | High | Easy to find in Stellantis areas |
| Weapon thruster break | A solid weapon (e.g., Anvil / Il Toro style approach), aim thrusters | Medium | High | My default when I want reliability |
A practical perk: shredders often drop shotgun ammo, so you can stay topped up as you loot.
Also, don't forget to loot shredder gyros. These tend to matter for later progression and can become the annoying bottleneck if you skip them now.
↖ 7.2 The actual fighting pattern: cover orbiting
The shredder fight becomes easy when you treat it like a rhythm game.
- Find cover you can circle.
- Peek, shoot thrusters/base.
- When you hear the attack wind-up, break line of sight.
- Repeat.
If you keep getting tagged, then shorten your peeks. Your impatience is doing more damage to you than the shredder is.
↖ 8) Risk Control: How to not throw a finished run in the last minute
This is where runs die.
| Situation | What you'll notice | What I do | Why |
|---|---|---|---|
| Rocketeer gets stolen | Someone nukes it as you arrive | Swap to probes/fireballs/flying damage, come back later | Forcing it just attracts PvP |
| Third-party pressure | More footsteps/gunfire after your rocketeer fight | Go quiet inside cover, reset, rotate | Snowballs + rockets are loud |
| Rocketeer about to explode | You over-damaged the body | Stop shooting, finish snowball hits immediately | Hits matter more than the kill |
| Just one more thing… syndrome | You've completed everything but stay | Extract | The lobby doesn't reward victory laps |
↖ FAQ
↖ Q1: Do I really need to pre-stack 20–25 snowballs?
No, but it makes the grounded-rocketeer window much cleaner. Because snowballs can be re-picked from the same spot after ~2 seconds, you can top up on site—just don't get stuck re-supplying mid-farm.
↖ Q2: Why do two thrusters on the same side matter?
In my experience, same-side thruster loss creates the most reliable can't stabilize, forced landing outcome. Random thruster damage can still leave it enough control to stay airborne or re-lift.
↖ Q3: Can snowballs actually kill the rocketeer?
Yes—each snowball does about 1 damage. You're not trying to snowball-DPS it, though. Get your 16 hits, then finish it normally if needed.
↖ Q4: Do opened ARC probes still count if I didn't breach them?
Yes. If it's already opened, looting it briefly still awards progress. That's why probes are a freebie trial once you start paying attention to smoke and minimap pings.
↖ Q5: Why insist on Stellantis Night Raid for shredders?
Because requiring 3 instead of 6 is a huge difference when everyone is competing for the same targets. Night Raid reduces RNG and lowers your total search time.
↖ Summary
The fastest way to clear this week is to treat it like a route:
- Match 1 (Cold Snap/2x): ground a rocketeer (thrusters), farm 16 snowball hits, then use height to farm flying ARC damage, grab 3 ARC probes via smoke/minimap, and finish 6 fireballs in underground/metro routes.
- Match 2 (Stellantis Night Raid): kill 3 shredders using explosives or a steady thruster-break pattern with cover orbiting, loot gyros, and leave.
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