In ARC Raiders, the skill tree is an important aspect of the game that governs how players interact with the world, move around it, and even fight other players. There are some pretty powerful skills across all three sections, ranging from resource-gathering buffs to more seamless movement, but among the long list, there are a few that players should steer clear of, at least at the start. The problem is that there are only so many skill points that players can acquire, meaning that even if they reach the maximum level, there will still be a few slots locked, meaning that tough choices need to be made regarding which ones to prioritize over others.

ARC Raiders Media Screenshot
ARC Raiders: 10 Loot Spots So Good Players Refuse To Share Them Publicly

ARC Raiders players guard these loot spots for a reason, as they're so lucrative that most refuse to reveal them to anyone.

Some of the skills are quite obviously weaker than others, giving only a small buff to the player that, in reality, doesn't change a whole lot about their gameplay. Others have a seemingly pretty strong effect, but in practice, the skill ends up doing next to nothing in the context of an actual raid, basically just becoming a stepping stone to the next set in the tree. It is important to plan ahead when choosing skills, as the later ones require a huge investment to reach, so if players want to get those security lockers unlocked fast, they need to know where best to place their hard-earned points and not waste them on weaker buffs.

Heroic Leap

Worse Than It Sounds

Arc raiders-9

Details:

  • Negligible distance gained, if any
  • Skills like stamina regen become more valuable

When players first take a look further down the mobility skill tree, Heroic Leap actually sounds like a pretty good bonus that not only applies to literally every single game, but also gives them a good amount of extra mobility, which can be invaluable given how large some of the maps are. However, in practice, the additional length is basically non-existent, adding what is effectively less than one button input in the direction rolled.

The mobility tree itself is known for having some pretty average skills overall, many of which seem like they would be useful but turn out to be rather mediocre. The final two skills are quite nice to have, one making vaults cost no stamina, and the other lets players add a vault to the end of their leaps, but thankfully, players can unlock both of these without needing to max out Heroic Leap. It can be said that having a bit of extra distance in every roll can add up over a match and make traversal just a bit quicker, yet for the most part, there is no real distance between a player with or without the skill.

Effortless Roll

Not A Big Enough Difference To Matter

Arc raiders (2)-2

Details:

  • One extra roll at max level while walking
  • No meaningful benefit, even at five points

Effortless Roll is in a special category of stamina-based skills that sound great on paper but actually don't really do a whole lot. The idea of being able to roll a couple extra times or have enough stamina at the end of one to keep on running is appealing, and many players have been b-lining straight for the skill, assuming that it will be as effective as it sounds. Expectations don't always line up with reality, however, as the actual stamina reduction is borderline unnoticeable, especially in the context of an actual Raid.

Best Weapons In ARC Raiders
Weapon Tier List in ARC Raiders

Here are the guns available in ARC Raiders, sorted in a tier list.

When walking, players can get an extra a single extra roll while walking at the third tier and above, but when sprinting, the functional difference is nonexistent. Even when players have maxed out their stamina and full upgrades to virtually every other mobility-related skill, the benefit still doesn't seem to actually exist, leading many players to wonder whether the skill is bugged or kept intentionally weak for balancing purposes.

Crawl Before You Walk

Simply Better Choices Out There

Arc raiders (5)-2

Details:

  • Only beneficial when downed
  • Minor increase in speed that doesn't affect survivability a whole lot

It is never nice to go down in ARC Raiders. When playing alone, unless a kind soul comes on by with a defibrillator, the chances are that the player will just slowly bleed out and lose all their gear. Being able to crawl faster can potentially be a game-changer when playing with a squad, but even then, it relies heavily on being able to revive the teammate once they have crawled into cover. Also, moving while downed actually speeds up the bleeding process, meaning that a faster crawl might help the player resposition, but it won't stop or even slow down the actual timer.

There are a few very fringe cases where this skill could actually be used in solo play to great effect. The looting Mk 3 augment lets players regenerate health while down, allowing them to effectively stay alive forever despite being downed. Combining this augment with the crawl skill, and suddenly players have another escape option, assuming they are able to get away from whoever gunned them down. Yet even in that specific scenario, the chances are that the other player, or a nearby one, will come over to quickly finish the job, removing any potential utility that could have been gained from the skill.

Turtle Crawl

Not A Hard Enough Shell

Arc raiders (3)-2

Details:

  • Virtually useless in a lot of cases
  • Fringe chances of saving the player, but not worth it overall

The devs over at Embark certainly love their downed skills, and Turtle Crawl is one such perk that, one, only comes into effect once the player is knocked down, and two, does basically nothing when they are. From the comedic side of things, the idea of crawling around and having a more tanky body like a turtle is quite amusing, yet in-game, there is virtually no use case where players would ever want or need to be a little bit beefier on the ground.

Arc Raiders-1
ARC Raiders: 5 Loot Items That Look Worthless but Are Shockingly Valuable

These loot items in ARC Raiders may look like nothing on the surface, but they're far more valuable than players might think.

If they need a skill that works when knocked out, Downed But Determined gives them a longer period of bleed-out that could actually help them survive long enough for a teammate to pick them up again. But being harder to kill while crawling just makes no practical sense, as it doesn't matter if the enemy Raider has to spend one or two extra bullets; the player is still going to die regardless. It would be nice to be able to sustain long-range fire a bit better, as there are scenarios where that extra HP could matter, but in virtually every situation, the player is either out in the open, so they are going to get gunned down in a matter of moments, or hidden enough to be revived by a teammate, so the health didn't matter in the first place.

Blast-Born

Won't Save You From Tinnitus

Arc raiders (4)-2

Details:

  • Minimal impact in the majority of games
  • Early skill that should never be rushed

Sound is a very important aspect of ARC Raiders that can be the difference maker between a successful extraction and a failed one. Knowing where players or Arcs are coming from is an invaluable piece of information, so the concept of having much clearer ears during intense moments sounds like a great deal. Blast-born looks to reduce the ringing and cluttered noise of nearby explosives, letting players listen through the chaos for the tiniest sounds of movement. Yet when used in an actual raid, those loud crashes and bangs are still more than loud enough to cover up footsteps and gunfire, even for the best listeners out there.

Were the skill to have a much more meaningful impact on those bigger bangs, then maybe it would be a nice bit of extra utility that could help during close-quarters PvP encounters, especially those around explosive Arcs. But the skill is actually nothing more than a slight sound reduction that still leaves players with ringing ears and disoriented vision, whilst also doing nothing to actually protect from the explosion itself. The skill is quite early in the tree, and can basically be used as a stepping stone to reach better ones like Survivor's Stamina, but for the most part, players should avoid investing more than a single point into it.

Rating block community and brand ratings Image
ARC Raiders Tag Page Cover Art
ARC Raiders
Display card tags widget Display card system widget
Display card community and brand rating widget
10 /10
Display card open critics widget Display card main info widget
Released
October 30, 2025
Display card main info widget end Display card media widget start Display card media widget end

WHERE TO PLAY

DIGITAL
Checkbox: control the expandable behavior of the extra info

ESRB
Teen / Violence, Blood
Developer(s)
Embark Studios
Genre(s)
Extraction, Shooter, Third-Person Shooter, Survival
OpenCritic Rating
Mighty