Arc Raiders gadgets tier list (2025) — every utility ranked

From Cloak and Hook to Door Blockers, here’s what to bring for solo runs, squads, and clean extractions.

By Pallav Pathak 5 min read
Arc Raiders gadgets tier list (2025) — every utility ranked

Gadgets dictate your pace, survivability, and extraction odds in Arc Raiders. Mobility and stealth tools sit at the top because they solve the game’s hardest problems: getting in, staying alive, and getting out. Defensive and scouting picks still matter, but they’re more situational and map-dependent.


Arc Raiders gadgets tier list

Tier Gadgets
S Photoelectric Cloak, Snap Hook, Zipline
A Barricade Kit, Raider Hatch Key
B Door Blocker, Remote Raider Flare
C Binoculars
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S tier — best overall gadgets

Photoelectric Cloak — The go-to panic button for high-risk routes and sketchy extractions. It hides you from ARC detection long enough to bypass patrols, loot hot zones, or disengage from fights. The catch: you must hold it to use, its duration is limited, and it emits an audible beep when activated. Treat it as a timed corridor to safety, not a permanent invisibility state. High-tier crafting investment makes it a later unlock.

Snap Hook — The strongest personal mobility tool. It lets you scale roofs, clear gaps, and break line of sight on demand. Expect a short range (around 20 meters) and a charge system (typically three uses when full) with a slow refill, so plan swings rather than spamming them. In vertical areas, it’s the difference between winning a chase and getting pinned.

Zipline — Team mobility that changes how squads move. It spans long distances (roughly 50 meters) across open ground or between cliffs, requires line of sight to place, and is slower than Hook traversal. That tradeoff is worth it when the entire team needs the same safe route for rotations or extractions. Pre-placing lines before a fight often saves runs.


A tier — reliable, broadly useful

Barricade Kit — Drop instant cover with a defined health pool (about 500) that you can pick back up after deploying. It’s perfect for stabilizing mid-fight: pop a shield, heal, reload, or buy a few seconds to reposition. It’s not indestructible, so don’t treat it like a bunker; use it to reset tempo.

Raider Hatch Key — A single-use escape plan that opens an alternate extract for a short window, which can be used by anyone while it’s active. It’s costly and limited, but when your main route is camped or the map’s hot, this is how you leave with a full bag instead of a respawn screen.


B tier — situational picks with real upside

Door Blocker — Area denial for interiors. It slows pushes through metal doors and buys your team time to heal or reset. Its value depends on the building and the fight; if your route doesn’t funnel through doorways, it’ll sit unused.

Remote Raider Flare — A decoy device that emits a distress signal to pull AI and mislead other squads. The payoff can be huge, but timing is fiddly and the effect isn’t guaranteed. It shines when someone on the team is dedicated to baiting and misdirection.


C tier — low impact, niche scenarios

Binoculars — Solid early-game scouting for route planning and learning layouts, with the ability to zoom and ping. Once you know the maps, it provides little value in actual fights compared to anything higher on this list.


Best Arc Raiders gadgets for beginners

  • Zipline — Teaches safe traversal and team pathing; helps avoid open-ground deaths.
  • Barricade Kit — Gives you a lifeline in open fights to heal or reload.
  • Binoculars — Useful in the first hours to spot extracts and plan routes from safety.

These options are affordable to craft and immediately useful. They build fundamentals without demanding rare materials.


Best Arc Raiders gadgets for solo play

  • Photoelectric Cloak — Bypass ARC density, break pursuit, loot and leave on your terms.
  • Snap Hook — Rapid vertical escapes and quick repositioning when you can’t trade damage.
  • Raider Hatch Key — Emergency extraction when the main route is compromised.

Solo success is about avoiding bad fights and creating exits. Run one mobility tool and one get-out tool at minimum.


Best Arc Raiders gadgets for team play

  • Zipline — Shared mobility for coordinated rotations and safer extractions.
  • Barricade Kit — On-demand cover for revives, stalling pushes, and objective holds.
  • Remote Raider Flare — Deception to split AI or divert rival squads before a push.

Assign roles: one player manages ziplines, one drops cover during pressure, and one handles distraction. The trio turns chaotic fights into controlled engagements.


When a lower-tier gadget can be better

Tier lists assume mixed engagements across vertical and open terrain. On flatter maps with fewer climb opportunities, Snap Hook and Zipline drop in value, while defensive tools like Barricade Kit or Door Blocker pull ahead inside buildings and tight lanes. Always adjust to the map’s geometry and your route plan.


How to choose your loadout

  • Prioritize mobility + escape: A movement tool (Hook or Zipline) plus a disengage (Cloak or Hatch Key) covers most risks.
  • Match to the mission: Expect interiors? Bring Door Blocker. Holding an area? Pack Barricade.
  • Plan the exit first: Pre-place a Zipline or identify a hatch before you aggro ARCs or other players.
Tip: Pre-placing traversal tools before a fight typically saves more runs than trying to place them under fire.

How to get gadgets and craft requirements

You can secure gadgets in three ways: loot them from caches and locked rooms, buy select items from traders, or craft them once you have the right materials and a sufficiently upgraded crafting station. Early utilities such as Zipline, Barricade Kit, Door Blocker, and Remote Raider Flare are available at lower bench tiers and use common parts. Photoelectric Cloak and Snap Hook require higher-tier utility benches and rarer components.

Note: Keep a reserve of utility materials. It’s better to spend them on repeatable, high-impact tools than to hoard for a hypothetical perfect run.
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All Arc Raiders gadgets at a glance

Gadget Primary role Best use cases Notable limitations Bench tier (typical)
Photoelectric Cloak Stealth / Escape Slip past ARC patrols; safe disengages Must be held; short duration; audible beep High (Utility Bench III)
Snap Hook Mobility / Verticality Rooftops, cliffs, fast reposition ~20m range; limited charges; needs anchor High (Utility Bench III)
Zipline Team traversal Cross open ground; squad rotations Slower travel; needs line of sight Early (Utility Bench I)
Barricade Kit Defense / Cover Heal/reload under fire; point holds Destructible (~500 HP); not a bunker Early (Utility Bench I)
Raider Hatch Key Alternate extraction Escape when routes are camped Single-use; short, public timer; expensive
Door Blocker Area denial Stall doorway pushes; indoor fights Highly map-dependent Early (Utility Bench I)
Remote Raider Flare Deception / Distraction Pull ARC patrols; misdirect squads Timing sensitive; inconsistent payoff Early (Utility Bench I)
Binoculars Scouting Learn routes; spot extracts; ping Minimal fight impact Early (Utility Bench I)

If you’re unsure what to pack, default to a movement tool and an exit tool. Mobility and stealth dominate Arc Raiders right now, and pairing them with situational defense keeps runs tidy. Experiment, upgrade your crafting station so you can restock freely, and adapt to each map’s geometry. Clean extractions follow from good paths and planned exits, not just gunfights you win.