ARC Raiders Conditioning Guide: Every Skill Ranked by Usefulness

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Not all skills are created equal—here’s a breakdown of which Conditioning upgrades actually improve gameplay.

The Conditioning Skill Tree in ARC Raiders focuses on improving stamina, movement, endurance, and survival during combat. While some skills provide subtle quality-of-life improvements, others dramatically enhance a player’s efficiency and resilience. Below is a detailed ranking and explanation of each Conditioning skill, categorized by overall effectiveness and practical in-game usefulness blueprints cheap ARC Raiders.

Used to the Weight
This skill reduces the movement speed penalty when carrying a shield. Each point lowers the penalty by around 10%, reaching a total reduction of 50% at five points. For heavy shields, the penalty drops from 15% to 7.5%, while medium shields fall from 5% to 2.5%. Though the numerical difference may appear small, the smoother movement is clearly noticeable.
Tier: B – A solid quality-of-life boost for frequent shield users.

Blast-Born
Blast-Born lessens the hearing impact of nearby explosions. Every skill point shortens the ringing effect by roughly 0.8 seconds, cutting the total duration by up to 4.5 seconds at maximum level. However, its practical effect is minimal since surviving explosions is uncommon.
Tier: C – Situational and low-impact.

Gentle Pressure
This reduces the noise made while breaching doors and containers. Tests show about a 1 dB reduction per level, but this small change may not affect enemy detection. The inconsistent in-game sound design makes any real advantage uncertain.
Tier: C – Potential niche use, but unproven advantages.

Fight or Flight
When taking damage, a small amount of stamina is restored after a cooldown. The recovery is minor but can provide an emergency sprint if stamina is fully depleted. Although rare, it may occasionally save a player.
Tier: B – Useful in specific situations but not reliable.

Proficient Pryer
Reduces the time required to breach doors and containers. The largest decrease occurs at the final upgrade, saving nearly one second. Cumulatively, all five points reduce total breaching time by about three seconds. Since breaching is frequent, this improvement becomes highly noticeable.
Tier: A – Consistently valuable and time-saving.

Survivor’s Stamina
While critically injured, stamina regenerates faster. It cuts down full stamina regeneration by roughly five seconds. Although effective in theory, the likelihood of staying critically wounded without healing for long is rare.
Tier: C – Limited real-world application.

Unburdened Roll
After a shield breaks, the first dodge roll within a short window consumes no stamina. This provides critical flexibility in frantic fights, especially for offensive builds.
Tier: B – Efficient and beneficial for aggressive playstyles.

Downed But Determined
Extends the duration a player can remain downed before collapsing. Each point adds six seconds, granting significantly more revival time at max rank. This is particularly valuable in cooperative play.
Tier: B – Excellent for squad-based strategies.

A Little Extra
Provides extra resources when breaching objects. Even one skill point frequently yields additional materials and occasionally rare components like springs. The effect is consistent and rewarding.
Tier: A – High value for minimal investment.

Effortless Swing
Reduces the stamina cost of melee attacks. At maximum rank, players can perform about 15 swings instead of 10 from a full stamina bar. However, this advantage diminishes in practice since melee combat rarely starts at full stamina.
Tier: High C – Functional but underwhelming.

Turtle Crawl
Decreases incoming damage while downed. Tests show survival extending from seven hits to nine hits from melee attacks when fully upgraded. This skill increases survivability under pressure, especially in solo scenarios.
Tier: A – Strong situational defense.

Loaded Arms
Halves the encumbrance contribution from equipped weapons. Movement becomes noticeably smoother, and inventory management is simplified. Given its low point cost and universal benefit, it stands out as a top-tier upgrade.
Tier: S – One of the most powerful and universally useful skills.

Sky-Clearing Swing
Boosts melee damage against drones, though testing reveals no meaningful difference. Since meleeing drones is unsafe and ineffective, the skill lacks practical value.
Tier: F – Not recommended.

Flyswatter
Allows melee attacks to destroy Wasps and turrets in one hit. However, both targets are better handled with firearms. The benefit is extremely limited.
Tier: Low C – Minimal real impact.

Back On Your Feet
Restores limited health after remaining critically hurt for 30 seconds, healing up to 25 HP at one point per second. The long delay makes this effect nearly useless during real engagements.
Tier: F – Offers no meaningful benefit.


In the ARC Raiders Conditioning Skill Tree, Loaded Arms, Proficient Pryer, A Little Extra, and Turtle Crawl stand out as the strongest choices—offering consistent advantages across most playstyles. Conversely, Back On Your Feet and Sky-Clearing Swing provide negligible benefit and are best avoided. Players looking for long-term efficiency should prioritize A- and S-tier options that enhance mobility, resource gain, and survivability throughout all stages of combat.

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