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ARC Raiders Turbine Guide: How to Kill the Aerial ARC

ARC Raiders Turbine guide: when it spawns, why you never shoot it in the air, the spinning yellow canisters it shows on landing, and what to bring.

8 min readLast reviewed By Zara ChenUpdated 3 days ago
ARC Turbine descending on its thrusters over a misty shoreline while a lone raider watches from beside a ruined concrete building

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About the game

ARC Raiders

Embark Studios

This ARC Raiders Turbine guide covers the flying ARC that arrived with Riven Tides and the one rule that decides the fight: do not shoot it while it flies. The Turbine drops from the sky late in a raid, seeds the ground with mines, and answers damage with lightning that can down a shielded raider in two hits. It only exposes its weak point after it lands. Players who wait for that moment kill it. Players who fire at it in the air keep it airborne and eat lightning.

Updated 2026-10-16: spawn-map details that came only from a source we no longer cite are gone: the specific Riven Tides landing spots, sightings on Dam Battlegrounds and Buried City, and the Avian Alarm link (that project ended on May 26 anyway). The spawn window now cites ARC Intel. Everything else stands from the October 15 rewrite, built on Embark's patch notes and Xbox Wire guide, the community wiki, published guides and a Reddit thread.

TL;DR: The Turbine spawns late in a raid, mostly on Riven Tides. While it flies it is heavily armored and keeps attacking as long as it takes damage, so hold fire and stay in cover. When it lands, spinning yellow canisters show through the gaps in its landing gear: that is the weak point. Hit them from range or cover, duck the lightning, and repeat. Kill it for the Turbine Compressor, which crafts the Powered Descender.

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ARC Raiders Turbine: the quick answer

The Turbine is a flying ARC added in patch 1.26.0, the Riven Tides update. The community wiki lists it with heavy armor, cluster lightning missiles, a mine deployer and a weakness of "open landing gear". That last entry is the whole fight in two words.

The loop works like this. The Turbine drifts, stops, sprays proximity mines on the ground below it, and lands. Once it is down, the landing gear opens gaps in the armor and you can see spinning yellow canisters inside. You shoot those. It lifts off again after a while and fires lightning. You stop shooting, wait in cover, and it comes back down.

What you need to knowDetail
AddedPatch 1.26.0, with Riven Tides
SpawnLate in the raid, and not every raid
HealthAbout 4,000 per the community wiki
Weak pointSpinning yellow canisters, visible only when landed
AttacksCluster lightning that stuns, proximity mines
Unique lootTurbine Compressor

When and where the Turbine spawns

You will hear it before you see it. A player who mapped the fight on Reddit, u/No-Whole3083, described a "sonic boom and a large flaming re-entry". ARC Intel's guide puts the drop between 16 and 13 minutes left on the raid timer. The wiki stretches that window to 12 minutes, but the practical rule is the same: if nothing has dropped by the end of that window, it is not coming that raid, so extract or carry on looting.

It is not a guaranteed spawn. Some raids have none, and some have more than one. ARC Intel calls multiple Turbines in one match rare but confirmed, and the same Reddit post reports "sometimes you get 3, sometimes none".

Riven Tides is still where to look. GamesRadar's writer found that Turbines "nearly always show up on Riven Tides" and are more of a gamble elsewhere. Embark's David Spinnier adds that it picks landing spots away from threats and is often seen perched on rooftops and towers, so scan the high ground rather than the beach. Turbines have turned up on other maps too: commenters in the Reddit thread report them on Blue Gate.

Raider walking a leaf-covered trail through a misty sunlit woodland toward a distant figure Screenshot: ARC Raiders Steam store page (Embark Studios)

Why you never shoot it in the air

This is the mistake that turns a Turbine into a ten-minute slog. While it flies, its armor soaks your shots and it fires back. ARC Intel's guide puts it plainly: the Turbine will "remain in airborne attack mode as long as it continues taking damage." Stop shooting, duck into a building, and it eventually calms down and lands again.

u/No-Whole3083 found the same thing the hard way: "If you keep shooting it in the air it will keep sending lighting. Leave it alone and it will land." GamesRadar's guide adds the frustrating part of a public lobby, that random players "take shots at the fully armoured flying phase, which prevents it from landing and exposing the weak spot". You cannot control strangers, so plan for a longer fight when other squads are nearby.

The lightning is the reason patience matters. Cluster missiles land and trigger lightning strikes that stun, much like natural lightning or a Hornet's stun weapon. ARC Intel's numbers are blunt: the first hit breaks your shield and takes about half your health, and the second kills you before a heal finishes.

Embark's own advice complicates the "just hide" plan. In its Xbox Wire guide, senior game designer David Spinnier wrote that the Turbine's "electrically charged attacks will seek out anyone using the environment as cover", and his first tip was "Pick your spot. It's safer to fight it in the open." The community guides still lean on buildings between volleys. Read both as one rule: pick your ground before it lands, with room to move and a solid building to break line of sight, rather than hugging a low wall right next to it.

GODEEPER: The Turbine is one of many ARC machine types, each with its own tell. Know the whole roster. ARC Raiders Enemy Types Guide →

The weak point: spinning yellow canisters

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Once the Turbine lands, the wiki's description is the one to remember: the weak point is the spinning yellow "tanks", only visible in the gaps left by the landing gear while it is on the ground. GamesRadar describes the same moment as the side paneling opening to expose "yellow-tipped barrels". Hitting the outer shell does almost nothing, so every landed window should go into those canisters.

It is not harmless on the ground. It can still fire cluster lightning while landed, and it lays mines around itself before it touches down. ARC Intel measures the mine trigger at 10 meters. The usual rhythm from the Reddit post is a few focused shots at the rotating canisters, then cover for the lightning, then the same again when it lands.

What to bring

There is no single answer here, and the sources disagree in useful ways.

  • Hullcracker. GamesRadar calls it "your best bet to down a Turbine" and says you need "a couple of stacks of launcher ammo". Range is the point: you stay out of the mines.
  • Jupiter. The wiki suggests firing from 150 to 200 meters, where the lightning cannot reach you and the Jupiter pierces heavy armor. ARC Intel ranks it and the Equalizer as its top picks.
  • Deadline. ARC Intel puts one Deadline on the landed body at about 2,000 damage. The catch is walking through the minefield before it takes off.
  • Traversal gear and Adrenaline Shots. This one is Embark's tip, not a weapon. A Turbine perched on a tower or roof may mean a climb before you can reach the canisters.

Frozen Trail 2.0 changed this list on October 8. Embark reworked explosive damage against ARC so the Hullcracker deals over 50% more to armor plates but around 30% less to fragile parts, and Embark notes that explosives are now slightly less effective against weak points. The Turbine's canisters are a weak point, so a launcher may need a few more shots there than before. The same patch fixed Jupiter damage hitting ARC parts twice, which made it stronger against armor and slightly weaker against weak spots. The guides above were written before that patch, so treat their weapon picks as pre-2.0 advice. Two shopping notes from 2.0 also matter: Tian Wen no longer sells the Hullcracker (it moved to the weekly Nomadic Envoys rotation), and Launcher Ammo now has a daily purchase limit.

Two patches from August and September help on the defensive side. Live Update 1.42.0 made the Photoelectric Cloak work against Turbine lightning, and 1.45.0 fixed Turbine mines not being pingable, so you can mark the minefield for your squad.

Two raiders crossing a moonlit swamp at night, one sweeping a flashlight beam across the water Screenshot: ARC Raiders Steam store page (Embark Studios)

What it drops and whether it is worth it

The prize is the Turbine Compressor, an Epic item that only comes from scavenging a destroyed Turbine. You need it to craft the Powered Descender, the gadget that slows your fall. The wiki's loot table adds a spread of ARC materials and Launcher Ammo.

For a while the reward did not match the effort. Embark said so itself in Live Update 1.36.0: "We've heard your feedback that the ARC Turbine's loot was too low compared to the high effort required to take one down and we agree." That patch significantly increased the value of its drops.

Whether to engage still comes down to the clock. It spawns with little time left, so commit only when you have range, ammo and cover close by, and a clear extraction you can reach afterwards.

Turbine patch history

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PatchWhat changed for the Turbine
1.26.0 (Riven Tides)Turbine added
1.27.0Attacks visible from far away, mine visibility adjusted, better landing spots (no more treetops), audible from further away
1.36.0Loot value significantly increased
1.42.0Photoelectric Cloak works against its lightning
1.45.0Its mines can be pinged
2.0 (Frozen Trail)Explosive damage against ARC reworked, Jupiter armor fix

Our take

The Turbine is a patience check dressed up as a boss. Everything that goes wrong in this fight comes from shooting at the wrong moment, whether that is you or a stranger across the map. If you are in a squad, agree before it lands who covers the mines and who fires at the canisters. If you are solo in a busy lobby, decide early whether you want it at all, because other players may keep it airborne for longer than your timer allows.

GODEEPER: The Turbine's spawn points sit on the Riven Tides shoreline, so learn the map before you go looking for it. ARC Raiders Riven Tides Guide →

Frequently Asked Questions

How do you kill the Turbine? Wait for it to land, shoot the spinning yellow canisters in the landing gear gaps, take cover from the lightning, and stop shooting when it flies.

What is its weak point? The spinning yellow canisters at its core, visible only while it is on the ground.

Why won't it land? Someone is still shooting it. It stays airborne while it takes damage. Stop firing and wait in cover.

When does it spawn? Late in the raid, near the 16-minute mark, and not every raid. If nothing drops in the next few minutes, it is not coming.

Best weapon? Hullcracker or Jupiter from range, or Deadlines on the landed body. Frozen Trail 2.0 changed both weapons against armor.

What does it drop? The Turbine Compressor, used to craft the Powered Descender. Its loot was buffed in 1.36.0.

The ARC Raiders Riven Tides Guide covers the map the Turbine patrols and the rest of the update.

The ARC Raiders Enemy Types Guide covers every ARC machine and how the Turbine fits the roster.

The ARC Raiders Best Squad Loadouts breaks down the gear splits that make a coordinated Turbine kill work.

References

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Disclaimer

This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.

About the author

Zara Chen

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