Frozen Trail overhauled the ARC Raiders skill tree completely and returned everyone’s spent points. Abilities were reassigned to different branches and weaker options removed. Each branch now presents two choices: a single selection at its midpoint, then two picks from three capstones at the end. This setup suits raids where you face both ARC and other Raiders in one session: you’ll collect plenty of loot, carry a full backpack without being slowed, and have the stamina to escape when a fight turns.
Quick answer: Spend 35 points in Conditioning, 35 in Mobility and 21 in Survival. Take Mule’s Gallop, Vaults on Vaults on Vaults, Quick Roll, Security Breach and Wall Run at the choice nodes.
How the Arc Raiders skill tree works after Frozen Trail
Your skills stay active in every raid. Gear, weapons and augments change per drop, but the tree does not. You get one point per level, which comes to 76 points at level 75. Expeditions add up to 15 permanent bonus points on top, for a ceiling of 91. Even at 91 you can’t fill the whole tree, so you have to specialize.
| Rule | Value |
|---|---|
| Base points (level 75) | 76 |
| Expedition bonus | Up to 5 per Expedition, 15 max |
| Maximum total | 91 |
| Mid-branch choice node | 10 points in the branch, pick 1 of 2 |
| Capstones | 30 and 40 points, pick 2 of 3 |
| Reset cost | 2,000 Coins per point |
| Full 76-point reset | 152,000 Coins |
Use Reset Skill Tree to refund every point; it’s the sole way to reverse a choice node. Completing an Expedition clears your tree too, and awards extra points according to your stash’s value when you leave. Skills farther down a branch remain locked until you put at least one point into the node above.
Each branch opens with a one-point root. Used to the Weight opens Conditioning, Youthful Lungs opens Mobility, and In-Round Crafting opens Survival. All three are worth taking first. More max stamina always helps. Field-crafting gives you bandages, shield rechargers, smoke and grenades mid-raid. Every shield slows you down, and Used to the Weight cuts that penalty.

A Medium Shield cuts movement speed by 5 percent. That’s the kind of slowdown Used to the Weight reduces.
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This split puts equal weight on hauling and moving, and leaves Survival for looting speed. Conditioning reaches Security Breach for locked loot. Mobility reaches Wall Run. Survival stops after Looter’s Luck. The full allocation for each branch is below.

Conditioning (35 points)
| Skill | Points | What it does |
|---|---|---|
| 1 | Smaller shield slowdown | |
| 5 | Better regen when overloaded | |
| Vault ‘n Carry | 1 | Vault holding a carryable |
| 2 | Faster recovery from exhaustion | |
| 1 | Full-speed vaults when exhausted | |
| 1 (choice) | You can sprint even when your load exceeds your carrying capacity. | |
| 5 | +10 carry weight | |
| 1 | Lighter equipped weapon | |
| 5 | Faster breaching | |
| 5 | Slower bleed-out | |
| 5 | Faster crawl when downed | |
| 2 | Smaller heavy-overload penalty | |
| 1 (capstone) | Open Security Lockers |
Mule’s Gallop goes at the 10-point node instead of Back On Your Feet. Without it, a badly overloaded “sprint” is slower than walking. Stubborn Mule and Speedy Mule cover the rest of the penalty, so you can leave a raid with a packed bag at close to normal speed.

Broad Shoulders and Loaded Arms make room for the guns you take off defeated Raiders. Those weapons can push you over the limit fast. Proficient Pryer at full rank brings a door breach down from 10 seconds to 7.
Both downed skills are maxed. Downed But Determined slows the bleed-out bar enough that you can crawl a long way to an extract, even without a Survivor backpack. In side-by-side testing, a Raider with both skills maxed crawled about 80 m on half a health bar. Without them, the same Raider managed about 40 m on a full bar.
Security Breach opens Security Lockers. That’s where the blue and purple weapons and Wolfpacks are, and it gives you a better shot at Anvils. You can also open lockers that other players have already breached. Weapon Bash and Bull Rush are the alternatives at that capstone.
Mobility (35 points)
| Skill | Points | What it does |
|---|---|---|
| 1 | More max stamina | |
| 5 | Faster climbs and vaults | |
| 5 | Stamina back when hit | |
| 3 | Longer slope scrambling | |
| 1 | Wider Recovery Roll window | |
| 1 (choice) | Vaulting costs no stamina | |
| 5 | Cheaper movement | |
| 5 | Longer sprint burst | |
| 5 | Cheaper Dodge Rolls | |
| 1 | Faster recovery from heavy landings | |
| 2 | Longer Wall Leap | |
| 1 (capstone) | Run a few steps up a wall |
Nimble Climber and Fight or Flight are maxed first. Fight or Flight moved into Mobility with Frozen Trail and now returns up to 25 stamina when you take damage in combat, with a cooldown. That’s stamina you have right when you get shot, which is usually when you need it to escape. The single point in Ready to Roll is mostly there to fill out the path to the choice node.

Sure-Footed Scrambler matters more on Pendola Pass, where snowy slopes cover the summit. Three ranks is enough, because the gain is small at higher ranks.
Vaults on Vaults on Vaults occupies the Mobility choice node, removing stamina costs from vaulting. It previously served as the Mobility capstone. Vault Spring, the alternative, adds a jump after a vault and can be chained with the Grappling Hook. Choose Vault Spring for momentum instead of stamina savings.

After the node, max Marathon Runner, Swift Start and Effortless Roll. Marathon Runner cuts the stamina cost of all movement. Swift Start stretches the high-speed opening of a sprint to roughly 10 seconds. If you stop for a split second and sprint again, the burst starts over, so you can keep it going on long runs.

Survival (21 points)
| Skill | Points | What it does |
|---|---|---|
| 1 | Field-craft topside | |
| 5 | Faster loot reveal | |
| 3 | Quieter looting | |
| 1 | Less fall damage | |
| 2 | Faster crouch movement | |
| 1 (choice) | Fast, cheap short dodge | |
| 2 | Quieter breaching | |
| 1 | More field-craft recipes | |
| 5 | Chance to reveal two items at once |
Looter’s Instincts speeds up every container search, including downed Raiders. Looter’s Luck sometimes reveals two items at once. Together they’re fast enough to fully loot the orange containers on Emperor runs before they explode.
Quick Roll beats Minesweeper at the Survival node. It’s a faster dodge that costs less stamina and covers less ground, so save it for dodging grenades or sudden close-range pushes. Hardly anyone bothers to defuse mines.
Choice nodes and capstones: Which skill to pick
Every diamond in the tree stays locked until a full reset, so it’s worth knowing the alternatives before you click.
| Node | Options | PvE / PvPvE pick |
|---|---|---|
| Conditioning, 10 | Mule’s Gallop / Back On Your Feet | |
| Conditioning, 30/40 | Security Breach / Weapon Bash / Bull Rush | |
| Mobility, 10 | Vault Spring / Vaults on Vaults on Vaults | |
| Mobility, 30/40 | Sprinting on Fumes / Wall Run / In the Flow | |
| Survival, 10 | Quick Roll / Minesweeper | |
| Survival, 30/40 | Road Warrior / Nomadic Crafting / Field Repair | Not reached |
Wall Run vs. Sprinting on Fumes
Sprinting on Fumes lets you keep sprinting without emptying your stamina completely. Taking an action or a hit ends the effect, and the more you use it, the longer recovery takes. After the stamina changes, damage or an obstacle interrupting your sprint leaves you waiting roughly five seconds before you can use stims. Being unable to move during that window is dangerous. Wall Run is the safer option: sprint at a wall to take a few steps up it and quickly break line of sight with a pursuer.

Sprinting on Fumes still has fans, especially in Mobility-heavy PvP builds that pair it with In the Flow. If you take it, carry Adrenaline Shots to skip the recovery wait. Only lean on it for short dashes to cover, not long runs where you expect to get shot.
Bull Rush in PvE mode
In the PvE mode test from October 13–20, Bull Rush is a strong contender for the Conditioning capstone. It neither deals damage nor stuns, but it shoves Raiders backward and interrupts their actions. Use it to push someone out of a doorway or keep a player from looting a key room or an Emperor payload you’ve opened. The ability works only while sprinting with your weapon stowed.

If you have enough Coins to absorb a reset, try Bull Rush for a few raids and switch back to Security Breach if it doesn’t work for you.
Arc Raiders skill tree builds for solo, squad and loot runs
The 35/35/21 split is a hybrid build. If you play one way most of the time, these 76-point splits move points to where they help most.
| Build | Mobility / Cond. / Survival | Key picks |
|---|---|---|
| Mobility-first fighter | 41 / 24 / 11 | In the Flow, Sprinting on Fumes, Back On Your Feet, Quick Roll |
| Looter | 31 / 31 / 14 | Mule’s Gallop, Speedy Mule, Security Breach, Looter’s Luck |
| Solo | Survival-leaning | Looter’s Instincts, Silent Scavenger, Looter’s Luck, Broad Shoulders |
| Squad | Conditioning-leaning | Downed But Determined, Turtle Crawl, Crawl Before You Walk |
Mobility-first. This build reaches both Mobility capstones and swaps Mule’s Gallop for Back On Your Feet. Frozen Trail raised Back On Your Feet’s automatic heal for critical wounds from 30 to 40. After a risky peek, duck out of sight and you’ll get meaningful health back before anyone pushes.
Solo. When you play alone, nobody can revive you, so downed skills matter less. Put those points into faster, quieter looting and carry weight. Keep the Mobility stamina core (Youthful Lungs, Marathon Runner and Effortless Roll) in every version.
Squad. Squad fights happen more often and last longer. Downed But Determined, Crawl Before You Walk and Turtle Crawl together keep you alive long enough for a teammate to finish the fight and reach you.
Looter. Security Breach requires 30 Conditioning points, and the carry and breach skills you pick up along the way suit a hauler. A Little Extra and Traveling Tinkerer round out Survival. Choosing Road Warrior, Nomadic Crafting or Field Repair instead means putting 30 Survival points into that branch from another branch. Field Repair restores weapons, shields and gadgets to as much as 30 percent durability during a raid.

Arc Raiders skill values per rank
These are the per-rank values for the ranked skills in this build, from rank 1 to rank 5. Values under 1 are multipliers on a cost, timer or rate. Values over 1 are multipliers on a speed. Whole numbers are flat amounts.
| Skill | Branch | Value per rank (1–5) |
|---|---|---|
| Conditioning | 2, 4, 6, 8, 10 | |
| Conditioning | 0.95, 0.9, 0.85, 0.8, 0.75 | |
| Conditioning | 1.1, 1.2, 1.3, 1.4, 1.5 | |
| Mobility | 5, 10, 15, 20, 25 | |
| Mobility | 0.5, 0.8, 1.2, 1.6, 2 | |
| Mobility | 0.93, 0.86, 0.79, 0.73, 0.66 | |
| Survival | 0.95, 0.9, 0.85, 0.8, 0.75 | |
| Survival | 1.03, 1.06, 1.09, 1.12, 1.15 | |
| Survival | 0.9, 0.8, 0.7, 0.6, 0.5 |
Older builds often list skills that Frozen Trail took out of the tree. As of October 9, 2026, none of these appear in the in-game skill tree:
- One Raider’s Scraps (Survival)
- Good As New (Survival)
- Calloused Fingers (Mobility)
- Calming Stroll (Mobility)
- Effortless Swing (Conditioning)
Order to spend points while leveling
If you’re rebuilding one point at a time after a reset or an Expedition, this order gets you the stamina and carry skills first.

You’ll know the build is finished when the branch counters read 35, 35 and 21 and the Security Breach and Wall Run diamonds are lit. If you’re under 91 points, follow the same order and stop where your points run out. You can redo the tree any time for 2,000 Coins per point.






