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.
| Challenge | Rate | Needed for 4,000 |
|---|---|---|
| Loot ARC husks | 121 per ARC | ~30 husks |
| Destroy Wasps | 250 per Wasp | 16 Wasps |
| Open containers in the Swamp | 200 per container | 20 containers |
| Damage ARC with Pop Triggers | 3 points per 1 damage | 1,334 damage |
| Damage ARC with Medium Ammo | 1.2 points per 1 damage | 3,334 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.
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Add to Google Preferences →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.
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.
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 POI | Notes |
|---|---|
| Hydrophonic Dome Complex | Highest ARC density of the three |
| Old Battleground | Open ground, exposed to flying patrols |
| South Swamp Outpost | Useful 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.
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
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.
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.
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.






