Gaming How-To

ARC Raiders Trials: How to Get Three Stars in Season 5 Week 7

Exact point values, target counts, and loadouts for all five challenges running August 18 to 25, 2026.

Exact point values, target counts, and loadouts for all five challenges running August 18 to 25, 2026.

The Season 5 Week 7 Trials rotation in ARC Raiders went live on August 18, 2026, and runs through August 25. Five challenges are active, each capped at three stars, and each star tier requires a set number of points. Hitting 4,000 points on a card locks in the full three stars.

Quick answer: Score 4,000 points per challenge and extract alive. That means looting roughly 30 ARC husks, destroying 16 Wasps, opening 20 Swamp containers, dealing 1,334 damage with Pop Triggers, and dealing 3,334 damage with Medium Ammo.


Week 7 point values and three-star targets

Every challenge uses a different scoring rate, so the amount of work behind each card varies a lot. Two of the five are damage-based, which means partial progress still counts even if you never finish the enemy off.

ChallengeRateNeeded for 4,000
Loot ARC husks121 per ARC~30 husks
Destroy Wasps250 per Wasp16 Wasps
Open containers in the Swamp200 per container20 containers
Damage ARC with Pop Triggers3 points per 1 damage1,334 damage
Damage ARC with Medium Ammo1.2 points per 1 damage3,334 damage

Note: Points only register once you extract. Dying on the way out wipes the progress you made that run, so bank a partial score rather than pushing for one more kill.


Looting ARC husks: flying waves are the fastest source

This card pays out for interacting with ARC corpses, not for the kills themselves. Flying ARCs are the best target because they arrive in repeated waves, which keeps the husk count climbing without long walks between spawns.

A workable kit is an Anvil or Ferro, any PvP weapon you trust, a Light or Medium Shield, Shield Rechargers, and Herbal Bandages. Deadline, Trailblazer, or Wolfpack throwables help against heavier targets, and ten Adrenaline Shots make map traversal much quicker.

Deploy on Blue Gate or Spaceport. Both have dense ARC activity and reliable extraction routes back to Speranza.
Use Adrenaline Shots to sweep between points of interest, tracking both flying patrols and ground units as you move.
Save explosives for Rocketeers, Vaporizers, Bastions, Bombardiers, Leapers, and Turbines. These are slow to chew through with bullets alone.
Interact with every husk you leave behind. Skipping loot animations to chase the next fight is the most common way people fall short of 30.

Destroy Wasps: farm the Spaceport Launch Towers

Wasps appear on every map, but the Launch Towers area on Spaceport concentrates enough of them to finish the card in a single run. Sixteen kills covers the full 4,000.

Bring an Anvil, Ferro, Kettle, or Renegade, plus an Osprey if you have one. Pack 120 Heavy Ammo, 240 Light Ammo, or 240 Medium Ammo depending on your primary, along with a Light or Medium Shield, Shield Rechargers, and bandages.

Land on Spaceport and move directly to the Launch Towers rather than looting on the way.
Sweep the airspace around the towers for Wasp patrols. Deliberately triggering a Snitch calls in reinforcements, which adds more targets to your count.
Clear Wasps with your primary while watching for Hornets, which often mix into the same swarm and hit considerably harder.
Watch the Central Elevator’s active window. Time your exit so you can extract through it once you pass 4,000 or beat your previous best.

Open containers in the Swamp on Dam Battlegrounds

The Swamp container card is restricted to Dam Battlegrounds. Three points of interest sit inside the qualifying area, and each container interaction pays 200 points, so 20 containers clears it.

Swamp POINotes
Hydrophonic Dome ComplexHighest ARC density of the three
Old BattlegroundOpen ground, exposed to flying patrols
South Swamp OutpostUseful filler stop between the other two

An Anvil, Renegade, or Bettina at level IV works well here, with three stacks of ammo, a Light Shield, Shield Rechargers, and Herbal Bandages. Fifteen Adrenaline Shots cut down the travel time between buildings.

Drop on Dam Battlegrounds and head straight for the swamp region.
Clear the Hydrophonic Dome Complex carefully. Pops and Fireballs sit inside the buildings, while Hornets, Wasps, Snitches, and Fireflies circle outside.
Open every container in each structure before moving on, including the smaller buildings ringing the dome complex.
Keep circling the three POIs until the counter passes 4,000, then extract.

Damage ARC with Pop Triggers: a two-run challenge

Pop Triggers pay 3 points per point of damage, the best rate in the rotation, but you have to harvest them first. That makes this a two-trip challenge: one run to stockpile triggers, one run to spend them.

Run one: stockpile Pop Triggers on Buried City

Deploy on Buried City and work the five buildings on the northeastern side of the map.
Follow the route Hospital, Parking Garage, Research, Space Travel, Galleria. These interiors hold large numbers of Fireballs and Pops along with a handful of Ticks.
Focus on Pops specifically and loot the Pop Trigger from each one. Note which buildings you have cleared so you do not backtrack.
Exit through the nearest Metro gate to bank the triggers.

Run two: throw them at a Bastion on Spaceport

Take an Anvil or a level IV Bettina, an optional Hullcracker, eight stacks of Heavy Ammo, a Medium Shield, Shield Rechargers or Surge Shield Rechargers, and Herbal Bandages. Wolfpacks, Trailblazers, and Deadlines are optional backup.

Head to Spaceport and search for a Bastion near Control Tower A6, Vehicle Maintenance, or Container Storage.
Pull the Bastion toward ground you can retreat into, so you have cover once it recovers.
Break one leg joint with your primary. Destroying a joint briefly paralyzes the miniboss.
Close the distance during the stun and throw as many Pop Triggers as you can before it stands back up, then fall back and repeat on another joint until your triggers run out.
Extract through the East Elevator or South Elevator to lock in the score. At 3 points per damage, 1,334 total damage is the three-star line.

Damage ARC with Medium Ammo: the longest grind of the week

Medium Ammo pays only 1.2 points per point of damage, so you need 3,334 damage for three stars. A Bastion is the practical target since it soaks enough damage to carry most of the card by itself.

Run a Renegade IV with 300 Medium Ammo, a Medium Shield, Shield Rechargers, and Herbal Bandages. Two Deadlines are useful insurance if a fight turns.

Deploy on Spaceport and check the Departure Building and Container Storage for Bastion spawns.
Fire into one yellow leg joint until it breaks and the Bastion is stunned.
Move behind it while it is down and shoot the rear armor to expose the yellow canister weak spot.
Repeat the joint-break and rear-attack cycle until the core is exposed, then empty into the core to finish it. Every hit along the way is still counting toward the total.

How to confirm a card is complete

Trials progress shows on the map screen during a raid, so you can check your running total before committing to another fight. A card reads as complete when it displays three stars after a successful extraction, and the star rewards drop at that point.

The most common reason a card does not tick up is failing to extract. Dying before you reach an exit resets the progress from that raid, which stings most on the damage-based cards where you may have accumulated thousands of points across a long Bastion fight.

Scoring does not stop at 4,000 either. Points beyond the three-star threshold still count toward your leaderboard placement, so continuing to farm a card you have already cleared is worthwhile if you are trying to climb ranks before the weekly reset.