Best Beginner Loadout for ARC Raiders — First Week Gear Setup

Recommended First-Week Beginner Loadout
| Slot | Recommended pick | Why / notes |
|---|---|---|
| Primary Weapon | Standard Kinetic AR (Tier 1 crafted) | Best all-around starter weapon; craft immediately after getting blueprint |
| Secondary Weapon | Basic Pistol (looted or starting gear) | Backup only; do not spend materials on secondary upgrades yet |
| Helmet | Basic Armor Helmet (Tier 1 crafted) | Fill this slot before worrying about any other upgrade |
| Chest Armor | Basic Armor Chest (Tier 1 crafted) | Highest priority single armor piece — most protection per slot |
| Arms Armor | Basic Arm Guards (Tier 1 crafted or looted) | Looting viable — craft only if not finding from loot in first three runs |
| Legs Armor | Basic Leg Guards (Tier 1 crafted or looted) | Same as arms — loot first, craft if needed |
| Medkit | x2 Basic Medkits (crafted) | Non-negotiable — always carry two; craft a fresh supply each session |
| Grenade | x1 Basic Frag Grenade | Situational but valuable; craft one per session, use only when necessary |
| Insurance | Insure entire loadout | Gear loss on death is minimized; always insure everything in week one |
Why This Loadout Works for Beginners
This first-week loadout is designed around two principles: expendability and completeness. Expendability means every piece should be cheap enough to replace quickly after a death — using expensive gear before you understand the maps and enemy patterns guarantees costly losses. Completeness means filling every gear slot before upgrading any single slot — a full set of basic armor outperforms a single excellent piece with three empty slots, every time.
The Standard Kinetic AR covers the majority of combat scenarios you'll encounter in your first week: mid-range ARC patrols, light drones, and opportunistic Raider engagements. It requires minimal mods to function well, uses common ammo that's easy to resupply, and its blueprint is reliably available from general traders early in the game.
Two medkits are non-negotiable. The biggest mistake new Raiders make is running with zero or one healing item. You will take damage. Having two medkits means one bad fight doesn't end your run immediately — you have a second chance to recover and reach extraction. Craft two fresh medkits before every session as part of your pre-raid routine.
Armor Priority — Fill All Slots First
Armor slot priority in ARC Raiders follows a clear hierarchy: chest first, then helmet, then arms and legs in either order. The chest armor slot provides the most damage mitigation of any single slot, followed by the helmet. Arm and leg guards provide meaningful but smaller contributions. An empty armor slot is a significant weak point that no amount of skill compensates for.
In the first two to three runs, you may be working with looted armor pieces that don't perfectly match. This is fine — mismatched looted armor covering all slots is better than perfectly matched armor covering only two slots. As soon as you have the Credits and materials to craft a full set, do it. Consistency in your armor loadout also helps you build a reliable stash backup so deaths don't leave you scrambling.
Resist the temptation to upgrade a single armor slot to Tier 2 before you've stabilized your full Tier 1 set. A Tier 2 chest with Tier 1 everything else is a marginal improvement. A full Tier 2 chest and Tier 2 helmet is a meaningful upgrade. Plan upgrades as complete tiers, not individual slots.
Insurance Decisions in Week One
Insurance is a system that allows you to recover equipped gear after death with a cooldown cost. In week one, insure everything in your loadout — the cost is modest relative to the gear value at this stage, and losing your only weapon and armor in a bad run is a significant setback. The psychological benefit of knowing your gear returns is also valuable when you're still learning map layouts and combat feel.
As you progress into week two and beyond, your insurance decisions become more nuanced. Tier 1 gear is cheap enough to replace without insurance — the insurance cost starts to outweigh the replacement cost. Tier 2 and Tier 3 gear should always be insured. Develop the habit of checking insurance status before every deployment as part of your pre-raid routine.
Community reports suggest insurance on weapons includes the mods attached to them, but confirm this in the insurance tooltip for your specific gear — mod insurance behavior may vary by weapon type.
First Crafting Targets — In Priority Order
- Standard Kinetic AR blueprint from trader — acquire this within the first two session resets and craft it immediately
- Basic Armor Chest blueprint — second blueprint purchase; craft two copies (one for use, one in stash as backup)
- Basic Armor Helmet blueprint — third purchase; same strategy: two copies
- Medkit blueprint — critical for self-sufficiency; never buy medkits from traders when you can craft them
- Basic Arm Guards and Leg Guards — fill remaining armor slots using looted pieces first, craft only what you can't find
- Basic Frag Grenade blueprint — useful utility, cheap to craft; add to your standard loadout once the above are stable
- Tier 1 Stability Mod for the AR — the first weapon mod worth crafting; dramatically improves mid-range accuracy
Loadout Evolution — Week One to Week Two
| Phase | Weapon | Armor | Priority |
|---|---|---|---|
| Days 1–3 | Looted starter weapon or AR if blueprint available | Looted armor covering as many slots as possible | Survive and learn the maps; don't lose expensive gear |
| Days 4–7 | Crafted Standard Kinetic AR + basic pistol backup | Full crafted Tier 1 armor set, all slots filled | Establish consistent extraction record; build stash buffer |
| Week 2 Early | AR + Tier 1 Stability Mod added | Tier 1 full set + begin sourcing Tier 2 chest blueprint | Push into higher-value loot zones with confidence |
| Week 2 Mid | AR with Tier 1 mods + considering Tier 2 weapon | Tier 2 chest + Tier 1 rest; upgrade helmet next | Begin Expedition Projects milestones; expand build options |
When to Move Beyond the Beginner Loadout
The beginner loadout has served its purpose when you are consistently extracting with meaningful loot from mid-value areas, have a stable stash buffer of at least two full backup loadouts, and have completed the Logistics Tier 1 Expedition milestone. At that point, you have enough material stability to invest in Tier 2 upgrades without risking regression.
The natural next step is upgrading your chest armor to Tier 2, adding a Tier 1 stability mod to your AR, and beginning the transition to the mid-game builds that open up better loot zones and PvP viability. The beginner loadout is a foundation — graduate from it deliberately when your progression supports it, not impulsively when you find one good piece.
Frequently asked questions
What is the best beginner loadout in ARC Raiders?
A Standard Kinetic AR (crafted), full Tier 1 armor set covering all slots, two medkits, one frag grenade, and insurance on all equipped gear. This setup is expendable enough to learn with and complete enough to survive basic encounters.
Should beginners insure their gear in ARC Raiders?
Yes — insure everything in week one. The cost is modest relative to the progression setback of losing your only weapon and armor set in a bad run. As you progress, insurance decisions become more nuanced, but the answer is always yes for Tier 2+ gear.
What should I craft first in ARC Raiders?
In order: Standard Kinetic AR blueprint and craft, then Basic Armor Chest (two copies), then Basic Armor Helmet (two copies), then Medkit blueprint for self-sufficiency. Fill all armor slots before upgrading any single piece.
Is a pistol necessary in a beginner loadout?
A basic pistol as secondary is useful for emergency close-quarters situations but is not worth spending materials to upgrade in week one. Use a looted pistol and focus resources on your primary weapon and armor.
When should I upgrade from my beginner loadout?
When you're consistently extracting with meaningful loot, have two complete backup loadouts in stash, and have completed the Logistics Tier 1 Expedition milestone. Those conditions indicate you have the stability to invest in Tier 2 upgrades safely.
How many medkits should a beginner carry?
Always two. One medkit leaves you exposed after a single bad engagement. Two gives you a recovery window. Craft two fresh medkits before every session as a non-negotiable routine.
Sources & verification
Continue this guide path
- ›ARC Raiders Extraction Timing Guide — When to Extract for Maximum ValueKnowing when to extract is one of the highest-skill decisions in ARC Raiders. This guide covers extraction zone types, the risk/reward calculation, inventory thresholds that signal it's time to leave, and the warning signs that danger is approaching.
- ›ARC Raiders Blueprint Guide — How to Get Every Blueprint TypeBlueprints unlock all crafting recipes in ARC Raiders. This guide covers every source — traders, supply drops, loot containers, expedition rewards — and breaks down which blueprints to prioritize early versus late game.
- ›ARC Raiders Expedition Projects Guide — All Milestones & RewardsExpedition Projects are the long-term progression backbone of ARC Raiders, unlocking hub upgrades, blueprints, and permanent bonuses through material milestones. This guide covers what every project track does, what materials it needs, and the right completion order.