ARC Raiders endgame is not about killing more ARCs. Kills stop mattering the moment you hold a purple loadout. The loop changes entirely — Trials become the currency, extraction discipline becomes the mechanic, and rank becomes the number you're actually tracking.
TL;DR: Endgame starts at purple loadout near max rank. The core loop is five weekly Trials challenges, each scored on a 1,000 / 2,500 / 4,000 point threshold for uncommon / rare / epic rewards. Dying erases that raid's points — extraction is mandatory to bank them. Weekly leaderboard rank within your 100-raider division moves you up (top 30 = 2x promotion) or holds you (61-100 = no change). Above Hotshot is Cantina Legend, reserved for top performers. Expeditions are the prestige layer above Trials. Season 4 challenge breakdowns and exact point-per-activity numbers are in this guide.
Key Takeaways
- Arc Raiders endgame loop begins at purple (epic) loadout quality
- Trials: five challenges per week, three stars at 4,000 points per extracted raid
- Death erases all points for that raid — zero banked until extraction
- Top 30 in weekly division = 2x rank advancement; positions 31-60 = 1x; 61-100 = hold
- Cantina Legend sits above Hotshot — top-performer cosmetics, no mechanical advantage
- Expeditions grant permanent account bonuses (XP gain, Scrappy income, repair cost reduction)
- Season 4 challenge tips with specific enemy yield numbers are below
What "Endgame" Actually Means in ARC Raiders
Most games define endgame as "you hit max level." ARC Raiders doesn't work that way.
The practical endgame threshold is holding a purple (epic) quality loadout and surviving raids consistently. Once you can run blues and purples through a full session without dying frequently, the character progression systems stop being the bottleneck. From that point, what matters is Trials rank and Expedition progress — not gear rarity or XP per raid.
That transition happens roughly when:
- Your primary weapon is purple quality
- Your armor rating is high enough to survive two direct ARC hits
- You can identify which extraction points are active before moving toward them
If you're dying to ARCs regularly and losing loot, you're not in endgame yet. Get the purple weapon first. The ARC Raiders weapons tier list covers what to prioritize.
Crafting is the fastest route to purple once you have enough Scrappy and blueprints. The ARC Raiders crafting guide covers the vendor workbenches and which components are worth farming.
GODEEPER: Every weapon ranked for endgame viability — which blueprints to farm and what to sell once you hit purple. ARC Raiders Weapons Tier List →
The Trials System — Full Breakdown
Trials are ARC Raiders' endgame skill ladder. Five challenges rotate every week. Each challenge is independent — you can three-star one challenge without touching another.
Scoring Thresholds
| Stars | Points Required | Reward Quality |
|---|---|---|
| 1 star | 1,000 | Uncommon (random item or blueprint) |
| 2 stars | 2,500 | Rare |
| 3 stars | 4,000 | Epic |
Points are earned per extracted raid. If you die mid-raid, you bank zero from that run — the points are not saved, not partially credited, and not recoverable. This single rule changes how you should approach challenge raids versus regular play.
A three-star run requires either one exceptional 4,000-point extraction or multiple smaller extractions adding up. Most challenge-specific activities are designed so a focused raid can reach 4,000 in one run with the right approach.
Rank Progression
You play inside a 100-raider division. At week's end, your point total determines your leaderboard position in that division, which drives rank movement:
Top 30 finishers jump two rank tiers. Positions 31-60 advance one tier. Positions 61-100 hold rank — no demotion.
No demotion for positions 61-100 means low-effort participation is still worth doing. Even a partial week where you hit 1,000 points on two challenges keeps your current rank while building habits for a serious push later.
Hotshot and Cantina Legend
The rank ladder runs from entry-level brackets up through Hotshot and into Cantina Legend at the top. Cantina Legend is reserved for the top performers in the leaderboard — current sources indicate top 100 players.
Reaching Cantina Legend requires sustained top-30 finishes over multiple weeks, not just one exceptional week. The seasonal conclusion reward is exclusive cosmetics that signal the rank visibly. No mechanical advantage comes with it. The game keeps combat gear separate from cosmetic progression entirely.
Season 4 Trials — Challenge Breakdown
Season 4 launched April 29, 2026. The current rotation (Week 26) runs five challenges simultaneously. Points, tips, and recommended approaches:
Loot ARC Enemies
Target: large ARCs for maximum yield. Queen and Matriarch class enemies return approximately 1,000 points each. Two Queen kills in a single extracted raid reaches two-star threshold without touching any other enemies.
Blue Gate and Spaceport have the densest ARC mix. Bombardier and Bastion class enemies are the most efficient for stacking toward 4,000.
Damage ARC Enemies Using Light Impact Grenades
Light Impact Grenades can be crafted at the Explosives station or purchased from Apollo in the Cantina. Focus on large ARCs: roughly 10-12 grenades thrown at Bombardier or Bastion class enemies reaches three stars in a single raid.
Direct impact on large ARCs is what counts. Throwing grenades near small enemies and hoping for splash doesn't get you there.
Search Supply Drops
Each searched Supply Drop awards 1,600 points. Three drops = 4,800 points, which clears three stars in one raid.
Dam Battlegrounds has the highest Supply Drop density. Find three drop locations before engaging any ARCs. Drops can be looted without combat if you route carefully enough.
Open Containers Inside the Hotel
Riven Tides exclusive challenge. Hotel Panorama Azzurro containers award 200 points each. Three-star threshold at 4,000 points requires 20 containers in a single extraction.
The hotel has three floors and a basement level. Top floor rooms have the highest container density. Clear a path to the top floor first, then work downward through each room systematically. Don't engage ARCs inside the hotel unless they're blocking a container room — the time cost is not worth the points.
Damage Turbines
The Jupiter weapon deals approximately 150 points per shot against turbines. Seven to eight Jupiter magazines reaches three stars.
Engage turbines from cover. Night Raid timing gives better sightlines — turbines are more exposed after dark with fewer ARC patrols blocking approach angles. Don't switch weapons mid-turbine raid; the Jupiter point efficiency is high enough that staying on it for the full session is correct.

Expeditions
Expeditions are the progression layer above Trials. Where Trials run weekly and reset, Expeditions are permanent milestones — each completion unlocks account-wide bonuses that carry into every future season:
- Increased XP gain rate
- Higher Scrappy income per session
- Reduced repair costs at the Cantina workbenches
They compound. A player who ran Expeditions six months ago is marginally more efficient in every session today (lower repair bills, more Scrappy per run, faster XP gain) compared to someone who skipped them.
Access to Expeditions opens once your account reaches sufficient Trials rank. The activities themselves are harder than standard raid content and require the loadout quality described above — a full purple kit or close to it, with a squad if you're not confident in solo extraction.
Expedition rewards are the right long-term priority over grinding weekly Trials for cosmetics. Cantina Legend is a status marker. Expedition bonuses change your numbers in every future session.
GODEEPER: Full squad loadout breakdowns for endgame content — class compositions, gear thresholds, and which role to fill based on your weapon inventory. ARC Raiders Best Squad Loadouts — Compositions and Gear Picks →
Endgame Efficiency Tips
Extract with points, not with loot. Endgame players often carry the solo-play mindset of "fill the bag before extracting." Trials challenge runs invert this: the points are the inventory. A 4,000-point extraction with a half-empty bag is a three-star run. A looted bag with a death is zero stars.
Stack stamina and sprint before Conditioning. In the skill tree, stamina and sprint efficiency nodes have the highest endgame value. Mobile players outlast tanky players because repositioning is always available. Full Conditioning builds get cornered; high-stamina builds find extractions. The ARC Raiders skill tree tier list covers the specific node priorities.
Run challenge-adjacent content, not pure challenge farming. If the weekly challenge is Loot ARC Enemies, run your normal Spaceport route — don't build a special "only kill ARCs" route. Challenge points accumulate from activities you'd be doing anyway. Building sessions entirely around the challenge type often means ignoring extraction opportunities.
Use the division structure deliberately. If you're at position 35 in your 100-player division with one day left, consider whether a few more challenge runs can push you into top 30 for the 2x advancement. The cutoff between 30 and 31 is the most valuable position boundary in the system.
Repair before every session, not after. Endgame-quality gear degrades from combat. Arriving at a Trials session with degraded purple gear is avoidable — check repair costs at the Cantina workbench before loading in. With Expedition bonuses, repair costs are manageable. Without them, they sting.

Frequently Asked Questions
Q: When does endgame start in ARC Raiders? A: Practically, when you hold a purple (epic) primary weapon and can extract consistently. At that point random XP gains stop being the main driver and the loop shifts to Trials performance and Expedition completion.
Q: What is the difference between Trials and Expeditions? A: Trials are weekly — five rotating challenges, points reset at week's end, rank advances from leaderboard placement. Expeditions are permanent — one-time completions that grant lasting account bonuses. Trials are the weekly grind; Expeditions are the long-term investment.
Q: Can you lose rank in Trials? A: Positions 61-100 hold rank — no demotion for non-performance. Demotion mechanics exist at higher brackets but regular players who miss a week or perform below top 60 simply hold their current tier.
Q: How many Trials challenges do I need to complete per week? A: All five contribute to your total leaderboard position, but each is independent. A player who three-stars two challenges and skips three others can still place competitively if those two challenges generated enough points. Focus on the challenges where your current loadout has the highest efficiency.
Q: What happens to Cantina Legend rewards at season end? A: Season-end Cantina Legend cosmetics are exclusive to that season — they don't transfer or repeat. The gear bonuses from Expeditions carry forward permanently. Cantina Legend is a snapshot of top performance for that season's ranked window.
Q: Do Expedition bonuses stack with future Expedition completions? A: Yes. Each Expedition completion adds another layer of permanent bonuses. Players who complete multiple Expeditions across several seasons accumulate compounding efficiency gains — lower repair costs, higher XP, more Scrappy per session.
References
- ARC Raiders on Steam — official patch notes, season roadmap, and system requirements
- ARC Raiders Season 4 Trials — Week 26 guide — challenge-specific three-star strategies for the current rotation
Related Reading
Endgame loadout building starts with the right weapons. The ARC Raiders weapons tier list covers every weapon ranked by endgame viability — what to farm blueprints for and what to sell.
The fastest route to purple gear is crafting. The ARC Raiders crafting guide covers all five vendor workbenches, the materials worth farming, and the crafting order that gets you to purple without wasting Scrappy.
New to the game and working toward endgame? The ARC Raiders beginner guide covers the early progression systems, faction access, and the extraction habits that make endgame runs much cleaner.





