The Snap Hook is a movement gadget built for fast, vertical traversal in ARC Raiders. It fires a grappling line that pulls you toward a surface, letting you reach higher ground and cover gaps quickly. It’s classified as a Quick Use item with a Legendary tier, and it’s designed for mobility rather than damage or crowd control.


Snap Hook stats and item details

Property Value
Item type Gadget (Quick Use)
Rarity Legendary
Function Grapple to higher ground; cover large distances
Range 20m
Weight 5kg
Stack size 1
Sell price 14,000
Usage behavior Has a usage bar that refills slowly between uses

In practice, the 20-meter range defines how aggressively you can skip terrain and initiate climbs. The weight and single-stack limit mean you plan around one hook per loadout.


How to get Snap Hook (scavenge or craft)

There are two ways to acquire the Snap Hook:

  • Find it through scavenging.
  • Craft it once you have the blueprint.

Crafting requires access to Utility Station 3, and the blueprint is locked until you earn or discover it. The specific recipe inputs for initial crafting aren’t listed. If you’re set on a consistent supply, prioritize unlocking the blueprint and upgrading the relevant workshop tier.


Crafting, repair, and recycling materials

Workflow Requirement Output / Effect
Crafting Utility Station 3; blueprint required 1× Snap Hook
Repair 1× Power Rod + 1× Exodus Modules +50 durability on 1× Snap Hook
Recycling 1× Snap Hook 1× Power Rod + 3× Rope
Salvage (breakdown) Not documented

Plan materials around an upkeep loop: keep a Power Rod and Exodus Modules on hand to restore durability, and use recycling to convert extra hooks into components if your inventory or weight budget is tight.


Snap Hook range and traversal techniques

The core constraint is the 20m reach. If you can see an anchorable surface within that radius, you can pull toward it. A few practical patterns make that distance go further:

  • Chain climbs: Alternate between nearby beams, gantries, or ledges to “ladder” upward. Short, repeated pulls are often faster and safer than a single long swing.
  • Gap skipping: Use the hook to clear mid-sized chasms when a straight sprint would be exposed or slow.
  • Back-and-forth ascents: On structures with parallel railings or scaffolding, hook left then right in rhythm to scale long vertical sections.

Tip: If a vertical route lacks anchor points within 20m, lay a temporary path across side surfaces instead of fighting the range limit directly.

Note: A usage bar that refills slowly means rapid-fire grapples have a built-in pause. Treat the hook as a burst of speed, not a permanent locomotion mode.


Positioning, tempo, and when to equip it

This gadget is about tempo. It lets you break enemy sightlines, reach overwatch positions quickly, or bail out of bad angles before damage stacks. If your squad relies on flanks and elevation—especially on maps with layered vertical routes—the hook earns its slot. On flatter terrain or in routes with plenty of ground cover, a different Quick Use item may bring more value.

  • Open fights: Use it to cross dead zones where sprinting would be punished.
  • Tall POIs: The hook compresses long stair or ladder climbs into a few quick pulls.
  • Extract paths: Keep one charge ready to disengage or cut a corner if the encounter turns.

Inventory and economy considerations

At 5kg with a single stack, you’re committing a slot and weight to pure mobility. If you’re tight on carry capacity, balance the hook against ammunition, medical items, or other situational gear. The 14,000 sell price gives you a clear tradeoff: cash out extra copies you don’t plan to repair or recycle, or break one down for a Power Rod and Rope if those materials are your current bottleneck.


Balance discussion and common constraints

The hook’s speed and flexibility make it a standout pick on vertical maps, and that has sparked ongoing balance discussions. The main themes are familiar: how many uses it should allow before a refill, how slowly that usage bar should recharge, and whether crafting should stay costly so squads think twice before rolling with multiple hooks. Nothing in those debates changes what the item is today—a Legendary, Quick Use traversal tool with a 20m reach—but expect numbers tuning to remain a live topic.


What the Snap Hook is—and isn’t

  • It is a mobility tool built to reach elevation and cross gaps quickly.
  • It is not a damage source or crowd control gadget.
  • It is bound by a 20m max range and a slowly refilling usage bar.
  • It fits best in loadouts that value flanks, high ground, and fast rotation.

If you’re learning it, start by chaining short pulls between nearby structures. Once the timing clicks, you’ll cover vertical routes in seconds and free your squad to take better fights. Keep a Power Rod and Exodus Modules ready for upkeep, and recycle spares when weight or space becomes the limiting factor.