Arc Raiders Survival Guide: Healing, Loadout, and Extraction Tips
Quick Answer
Always carry at minimum 5 Bandages and 1 Med Kit. Trauma Kits are for genuine emergencies — don't pop one for minor damage. Know your extraction route before engaging any enemy. The best operators die the least, not kill the most.
Step-by-Step Guide
The Healing Hierarchy
Bandages stop bleeds only. Med Kits restore significant health. Trauma Kits are full critical stabilisation. Use in order: Bandage for bleeds first, Med Kit for moderate health loss, Trauma Kit only for near-death recovery during combat.
Carry Minimums Per Run Type
Safe farm runs: 5 Bandages, 1 Med Kit. Mid-tier runs: 8 Bandages, 2 Med Kits. High-tier or endgame runs: 10 Bandages, 2 Med Kits, 1 Trauma Kit minimum. Never push a high-risk zone underprepared.
Managing Bleed Priority
Bleeds kill faster than direct damage in prolonged fights. The moment you see the bleed indicator, use a Bandage immediately — even in combat. Ignoring bleeds while fighting for five seconds costs you more health than the fight itself.
Extraction Route Pre-Planning
Before entering any zone, identify two extraction routes — a primary and a fallback. Know where both are without pausing. Dying to an ambush at the extraction point when your stash is loaded is the most preventable death type.
When to Cut Losses and Extract
If you've taken significant damage, used more than one Med Kit, and you're more than two minutes from extraction — consider extracting now. Your current loot value versus the risk of dying with it loaded should always be in your mind.
Loadout and Kit Management
Never go into mid or high-tier zones with a full stash already loaded. If you're carrying 4 Arc Cells, extract first. Top-up your healing, then go back in clean. Greed with a loaded stash is how operators lose everything.
Pro Tips
- ▸Bandages weigh almost nothing. There's no excuse for not having 10+ at all times.
- ▸Med Kits found while farming replace the one you use — net zero cost if you're looting Med Bays.
- ▸Trauma Kits are worth 3,200 to sell. Carry only if you're running high-risk content.
- ▸Extraction route knowledge is worth more than any gear upgrade.
- ▸Other operators are more dangerous than constructs in high-value zones. Move quietly.