The ARC Raiders skill tree has 48 skills across Conditioning, Mobility and Survival, and you get 76 Skill Points from levelling to 75, plus up to 5 bonus points for each Expedition you complete. Filling everything you’re allowed to take costs 138 points, so every build is a choice. Start with Youthful Lungs and Marathon Runner for stamina, grab In-Round Crafting early, then push one branch to 30 points for a big skill like Security Breach.
The Frozen Trail update (2.0) rebuilt the tree from scratch: 16 new skills, 13 removed, 10 moved to a different branch and a new system of choice skills in each branch. Everything below is for the 2.0 tree, with the per-level numbers taken from the game itself. Plan your build in the tool first, then read why each skill is worth it.
ARC Raiders Skill Tree Builder (Talent Calculator)
This skill tree builder works like a talent calculator for the 2.0 tree. Click or tap a skill to add a point, and right-click or long-press to take one out. The planner follows the game’s rules, so it won’t let you skip a skill, break a points gate or take a third choice skill. Your build is saved in the page link, so you can copy it and send it to your squad.
Loading the skill tree planner...
The builder starts at 76 points, the most you can get from levelling. If you have Expedition bonus points on top, change the number under the tree to match your own total. Click any skill tile further down the page to jump to it in the planner.
Best Skill Tree Builds
Each build below uses all 76 points from levelling (the Beginner one shows where your first 24 should go). The Load in planner button next to each one puts it straight into the planner, where you can tweak it before you spend anything in game.
Solo Looter Build
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Quiet, fast looting with the two big loot skills. Survival goes to 31 for Road Warrior, Conditioning to 31 for Security Breach, and the rest buys the core stamina skills in Mobility.
Looter’s Instincts, Silent Scavenger, Gentle Pressure and Looter’s Luck make every container quicker and quieter, and Mule’s Gallop with Speedy Mule means a full bag doesn’t leave you stuck at walking pace. Points: 76 (Conditioning 31, Mobility 14, Survival 31).
PvP Fighter Build
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Built to win fights and survive the ones you lose. Fight Or Flight gives you stamina back when you’re shot, In The Flow keeps you moving, and Weapon Bash gives you a melee hit without swapping.
Downed But Determined and Crawl Before You Walk at 5 give your squad more time to pick you up, and Back On Your Feet heals you back up a little when you’re close to dead. Points: 76 (Conditioning 31, Mobility 31, Survival 14).
Stamina Runner Build
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Mobility to 41 points, enough for both Sprinting On Fumes and In The Flow. You’ll almost never run out of stamina, which makes rotating across a map and escaping fights far easier.
The Conditioning points buy Mule’s Gallop for heavy runs, and Survival gets Quick Roll plus Stylish Landing so big drops don’t hurt. Points: 76 (Conditioning 19, Mobility 41, Survival 16).
Team Support Build
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Survival to 41 for both Nomadic Crafting and Field Repair, so you can craft ammo, Defibrillators and Ziplines for the squad and repair everyone’s kit mid-raid. Conditioning goes to 31 for Security Breach.
Minesweeper is the first choice here, because clearing traps helps the whole squad. Mobility only gets Youthful Lungs and a few points in Nimble Climber, so you’ll feel short on stamina until Expedition points come in. Points: 76 (Conditioning 31, Mobility 4, Survival 41).
Beginner Build (First 24 Points)
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Where your first 24 points should go: the stamina core in Mobility up to Marathon Runner, In-Round Crafting and a few points in Looter’s Instincts, and Stubborn Mule for carrying more loot.
From here, pick the build above that fits how you play and grow into it. A reset later costs 48,000 Raider Coins for these 24 points, so it’s cheaper to choose early. Points: 24 (Conditioning 4, Mobility 16, Survival 4).
Best Skills to Take First
Stamina is the limit on almost everything you do in ARC Raiders: sprinting away from a Leaper, rolling out of a fight, climbing to a better angle. That’s why Mobility gets the first points in nearly every good build.
- 01MobilityYouthful LungsMore max stamina for 1 point, and the start of the Mobility branch.1 pointAvailable from the start
- 02MobilityMarathon RunnerUp to 15% less stamina for moving around, which adds up over a whole raid.Up to 5 points
- 03SurvivalIn-Round CraftingCraft Bandages and Shield Rechargers mid-raid from the loot you’re carrying.1 pointAvailable from the start
- 04ConditioningSecurity BreachOpens Security Lockers. It needs 30 points in Conditioning, but it’s the best looting skill in the tree.1 pointNeeds 30 in Conditioning
- 05SurvivalLooter's Instincts + Silent ScavengerFaster, quieter searching, so you spend less time exposed at a container.Up to 10 points
- 06ConditioningBroad ShouldersUp to +10 max carry weight, which means more loot home every run.Up to 5 points
After that, decide which branch you’re taking to 30. Loot-focused players go Conditioning for Security Breach or Survival for Road Warrior and the crafting skills; PvP players usually go Mobility.
How the 2.0 Skill Tree Works

Each branch starts with one skill near the middle of the screen. From there, two short paths of two skills lead to the first set of choice skills, three paths of two skills lead on to the second set, and the branch ends there. To put a point in a skill you need at least one point in the skill before it, so you can’t jump ahead to the good stuff.
Skill Points
You start with 1 Skill Point at level 1 and get 1 more every time you level up, so reaching the level 75 cap gives you 76. On top of that, completing an Expedition gives your next raider up to 5 bonus Skill Points, based on the total value of the items and Raider Coins left in your stash when the Expedition departs. Your normal points reset with the Expedition, but the bonus points stay with you for good, so they stack up over several Expeditions.
Points aren’t locked to a branch, so you can spread them however you like. Skills with a max of 5 give a little more with every point; skills with a max of 1 do their whole job with a single point. The planner starts at 76, and you can type in a higher total if you have Expedition bonus points.
Choice Skills and Points Gates
The diamond nodes are choice skills. The first set in each branch has 2 options and you can only ever take 1 of them, and only once you have 10 points in that branch. The second set has 3 options and you can take 2: the first needs 30 points in the branch, the second needs 40.
That gate is the reason to focus. Spreading 76 points evenly gets you to about 25 in each branch, which means no second-tier choice skill anywhere. Two branches at 30 or one at 40 is how you get the strongest skills in the game.
A choice skill is locked in until you reset the whole tree. Read both options before you spend the point.
Resetting the Skill Tree
A reset refunds every point you’ve spent and costs 2,000 Raider Coins per allocated point, so a full 76-point tree costs 152,000 Raider Coins to reset. There’s no way to reset a single branch or skill. That’s worth knowing before you test a build: plan it here first, and you’ll only pay for the reset once.
What Changed in the Frozen Trail Update (2.0)
Frozen Trail replaced the old tree. A lot of the familiar skills survived, but the paths, the gates and the branch each skill sits in are new, so any build planned on the old tree needs redoing.
New Skills
16 skills are new in 2.0: Vault ‘n’ Carry, Mule’s Gallop, Speedy Mule, Weapon Bash, Bull Rush, Sure-Footed Scrambler, Right Back At It, Swift Start, Sprinting On Fumes, Wall Run, In The Flow, Quick Roll, Stylish Landing, Road Warrior, Nomadic Crafting and Field Repair. Most of them are the choice skills at the end of each branch, so the strongest part of every branch is new.
Skills That Moved Branch
- To Conditioning: Three Deep Breaths, Stubborn Mule and Broad Shoulders (from Survival), Security Breach (from Survival), Crawl Before You Walk (from Mobility)
- To Mobility: Fight Or Flight (from Conditioning)
- To Survival: Gentle Pressure, A Little Extra and Turtle Crawl (from Conditioning), Sturdy Ankles (from Mobility)
Removed Skills
13 skills were cut: Blast-Born, Survivor’s Stamina, Unburdened Roll, Effortless Swing, Sky-Clearing Swing, Flyswatter, Carry The Momentum, Calming Stroll, Heroic Leap, Revitalizing Squat, Suffer In Silence, Good As New and One Raider’s Scraps. If your old build leaned on melee skills, Weapon Bash and Bull Rush are the closest thing left.
Conditioning Skills
Conditioning is about weight, getting downed and breaching. Take Mule’s Gallop at the first choice if you loot heavy and solo, or Back On Your Feet if you fight with a squad. At the end, Security Breach is the pick for loot and Weapon Bash the pick for fighting, because Bull Rush needs your weapon stowed.
- Used To The WeightWearing a shield doesn't slow you down as much.
- Three Deep BreathsAfter an ability drains your stamina, you recover more quickly.Level 1: exhaustion ends at 18 stamina. Level 5: exhaustion ends at 10 stamina
- Vigorous VaulterVaulting is no longer slowed down while exhausted.
- Stubborn MuleYour stamina regeneration is less affected by being over-encumbered.+10+15+20+25+30weight before stamina regen slows
- Vault 'n' CarryLets you vault while holding a carryable.
- Mule's GallopLets you sprint while over-encumbered.
- Back On Your FeetWhen you're critically hurt, your health regenerates until a certain limit.health regenerates up to 30
- Downed But DeterminedWhen you're downed, it takes longer before you collapse.510152025%less bleed-out speed while downed
- Crawl Before You WalkWhen you're downed, you crawl faster.1020304050%more crawl speed while downed
- Broad ShouldersIncreases the maximum weight you can carry.+2+4+6+8+10max carry weight
- Speedy MuleReduces the speed penalty when severely over-encumbered.1017.52532.540%more speed when severely over-encumbered
- Loaded ArmsYour equipped weapon has less impact on your encumbrance.
- Proficient PryerBreaching doors and containers takes less time.510152030%less breach time
- Security BreachLets you breach Security Lockers.
- Weapon BashLets you perform a melee attack using your equipped weapon.
- Bull RushWhen your weapon is stowed, allows you to knock back players and ARC while sprinting.
Mobility Skills
Mobility is the stamina branch, and the one most builds start in. Vaults on Vaults on Vaults is the safer first choice because vaulting comes up constantly. At the end, aim for Sprinting On Fumes and In The Flow if you can reach 40 points; Wall Run is fun but more situational.
- Youthful LungsIncreases your max stamina.
- Sure-Footed ScramblerWhile sprinting, increases the time you can scramble up steep slopes.+0.5+0.8+1.2+1.6+2 sscramble time
- Ready To RollWhen falling, your timing window to perform a Recovery Roll is increased.1020304050%more Recovery Roll timing window
- Nimble ClimberYou can climb and vault more quickly.3691215%more climb and vault speed
- Fight Or FlightWhen you're hurt in combat, regain a fixed amount of stamina. Has a cooldown between uses.+5+10+15+20+25stamina when hurt
- Vault SpringLets you jump at the end of a vault.
- Vaults on Vaults on VaultsVaulting no longer costs stamina.
- Effortless RollDodge Rolls cost less stamina.714212734%less Dodge Roll stamina cost
- Slip and SlideYou can slide further and faster.510152025%less slide friction
- Right Back At ItReduces the time to get back up after a heavy landing.
- Off The WallYou can Wall Leap further.1020304050%more Wall Leap distance
- Marathon RunnerMoving around costs less stamina.3691215%less stamina cost of moving
- Swift StartIncreases the duration of the high speed at the start of a sprint.+2.5+4+6+7.5+10sprint burst duration (game value)
- Sprinting On FumesStamina never fully drains while sprinting. Any action or damage cancels the skill. Recovery time scales with duration.
- Wall RunSprinting at a wall allows you to run up it for a few steps.
- In The FlowChaining together mobility moves while sprinting increases the speed, and reduces the stamina cost.
Survival Skills
Survival is the looting and crafting branch, from In-Round Crafting to Road Warrior, Nomadic Crafting and Field Repair. Quick Roll helps every raid, while Minesweeper suits squads that keep running into traps. For the final pair, Road Warrior suits ARC hunters, Nomadic Crafting lets you make ammo and Defibrillators on the move, and Field Repair keeps your kit going.
- In-Round CraftingUnlocks the ability to field-craft items while topside.
- Looter's InstinctsWhen searching a container, loot is revealed faster.510152025%less loot reveal time
- Silent ScavengerYou make less noise when looting.1020304050%less looting noise
- Sturdy AnklesYou take less fall damage when falling from a non-lethal height.3691215%less fall damage
- Agile CroucherYour movement speed while crouching is increased.3691215%more crouch speed
- Quick RollA faster version of the Dodge Roll, at reduced stamina cost. Covers a shorter distance.
- MinesweeperMines and explosive deployables can be defused when in close proximity.
- Gentle PressureYou make less noise when breaching.1020304050%less breaching noise
- A Little ExtraBreaching an object generates resources.
- Traveling TinkererUnlocks additional items to field craft.
- Looter's LuckWhile looting, there's a chance to reveal twice as many items at once.6.613.219.826.433%chance to reveal 2 items at once
- Stylish LandingYou can use the Recovery Roll from higher up.+0.5+0.8+1+1.2+1.5 mRecovery Roll height
- Turtle CrawlWhile downed, you take less damage.6.613.219.826.433%less damage taken while downed
- Road WarriorIncreases the amount of ammo and ARC Powercells looted from ARC, and allows you to recycle at full efficiency while in a round.
- Nomadic CraftingAllows you to field craft a much wider range of items.
- Field RepairAllows you to repair weapons, shields and gadgets up to 30% durability while in a round.
Frequently Asked Questions
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Skill names, descriptions, max levels and per-level values are from the game (update 2.0); the tree layout, reset cost and crafting lists are community-reported.
Found an error or have updated information? Let us know in the comments below.









This needs to be updated since the Security Breach nerf.
Despite being nerfed, this ability is still regarded as relatively useful. It continues to drop weapons and higher-rarity items, though the results are now less ‘op’. Locker spawns are no longer static, and the quality of loot has been reduced compared to earlier. Nevertheless, it remains a viable choice when compared to other available abilities.
At level 32 you cannot pick “good as new” because the tree is one point short. It requires 15 in the tree but only 14 are listed.
Thank you for helping me realise this, I’ve updated the skill tree with more testing and now it should be possible to actually follow the skill tree properly.
You actually stated that terrifically!