Win Arc Raiders Trials ARC Probes Couriers Assessors
This guide gives a complete, practical blueprint to consistently earn three stars in Arc Raiders Trials that feature ARC Probes, Couriers, and Assessors. It synthesizes the shared Copilot page details and current community tactics to produce a single, repeatable approach: pre-match setup, role assignments, optimized routes, weapon and ability choices, and in-match decision rules. Read it once, practice the drills, and you’ll shave minutes off runs while improving reliability.
You’ll get:
A clear speedrun mindset for Trials.
Role-specific loadouts and behavior patterns.
Route templates and timing windows.
How to handle each enemy type with minimal fuss.
Troubleshooting and practice drills to lock in three-star consistency.
The speedrun mindset for Trials
Speedrunning Trials isn’t about reckless rushing; it’s about purposeful efficiency. Think in terms of objective value per second. Every action should either advance the objective, prevent a time loss, or enable a future time save. That means sometimes ignoring enemies, sometimes engaging them immediately, and always moving with intent.
Adopt these mental rules:
Objective value first: If an enemy doesn’t block or delay the objective, deprioritize it.
Cooldown economy: Use abilities to create time windows, not to chase kills.
Role fidelity: Each player has a job; stick to it unless the situation forces a swap.
Predictive movement: Move to where the objective will be, not where it is now.
How three stars are judged and what matters most
Trials three-star criteria vary by map and mode, but the consistent factors are time to complete objectives, number of objective failures or resets, and team survivability during critical windows. For the ARC Probes, Couriers, and Assessors mix, the most load-bearing metrics are:
Objective completion time (primary)
Number of objective interruptions or losses (secondary)
Damage taken and player deaths during objective windows (tertiary)
Focus on shaving seconds from objective completion and preventing interruptions. That’s the fastest path to three stars.
Pre-match setup and team composition
Before you load in, set expectations. A five-minute pre-match plan saves ten minutes in-game.
Pick roles and confirm them out loud. The ideal three-player team composition for these Trials is:
Objective Runner: Mobility-focused, light weapon, objective interactions.
Crowd Controller: Area denial and stuns to protect the Runner.
Heavy DPS / Assessor Specialist: High single-target damage and anti-armor tools.
If you have a fourth, add a flexible support who can swap between crowd control and healing. Assign spawn choices to minimize travel to the first objective.
Loadout priorities:
Mobility and burst for the Runner.
Area control and sustain for the Controller.
High-penetration and cooldowns for the Assessor specialist.
Loadouts that win
Below are role-specific loadout templates. These are not rigid; they’re patterns to adapt to the trial’s enemy mix.
Objective Runner
Primary: precision rifle or fast-burst SMG for quick finishers.
Ability: dash/teleport for intercepts and objective saves.
Mods: reload speed, critical damage.
Consumable: speed or damage amp for objective windows.
Crowd Controller
Primary: pulse rifle or shotgun with wide spread.
Ability: area slow/stun or deployable barrier.
Mods: ability cooldown reduction, stability.
Consumable: healing or shield regen.
Heavy DPS / Assessor Specialist
Primary: high-penetration rifle or launcher.
Ability: EMP or armor-break tool.
Mods: armor piercing, explosive damage.
Consumable: damage amp or armor shred.
These templates emphasize burst and utility over long sustained DPS. Trials reward quick decisive damage and control.
Movement and traversal techniques that shave seconds
Movement is the silent stat in Trials. Small optimizations compound.
Use slide-dash combos to maintain momentum through corridors. Cancel vault animations with a jump to keep speed. When crossing open areas, use short bursts of sprint combined with crouch slides to avoid predictable enemy aim. Verticality is your friend: take high ground to spot Couriers earlier and to avoid ground-based area attacks.
Practice these movement drills:
Sprint to objective, then immediately dash to the interaction point to shave the first-second penalty.
Intercept drill: time a dash to meet a Courier at a choke point rather than chasing it.
Cooldown sync: start the run so your key abilities are available at the first objective window.
Route templates and timing windows
Every map has a handful of efficient routes. The goal is to minimize backtracking and to arrive at objective windows with abilities ready.
Core route principles:
Move along high ground to spot Couriers early.
Use side corridors to flank Assessors rather than engaging head-on.
Pre-clear spawn points that feed into the objective path.
Example route pattern (generic Trial layout): Start → First objective (fast interaction) → Flank corridor to intercept Courier → Mid objective with Controller holding choke → Final objective with Heavy DPS reserved cooldown.
Timing windows:
Use mobility to claim early time bonuses.
Deploy crowd control just before a Courier reaches its destination.
Reserve heavy cooldowns for Assessors or the final wave.
Handling ARC Probes
ARC Probes are fragile and numerous. They’re a time sink if you let them be.
Tactics:
Use area-of-effect or sweeping fire to thin waves quickly.
Prioritize Probes that will trigger alarms or buff other enemies.
If a Probe carries a beacon or objective, intercept with a dash and burst it down.
Decision rule: If Probes are not blocking the objective or threatening to buff other enemies, bypass them. Time saved is more valuable than extra kills.
Handling Couriers
Couriers are the moving objectives. Intercepting or protecting them is the core of many Trials.
Interception strategy:
Predict the Courier’s path and cut it off at choke points.
Use stuns or root abilities to stop movement long enough to finish it.
If protecting, position the Runner between the Courier and likely spawn points.
Courier priority table
| Courier Type | Threat Level | Best Response |
|---|---|---|
| Fast low-health courier | Low | Intercept with mobility and burst |
| Armored courier | High | Heavy DPS or armor-piercing |
| Buffed courier | Very High | Crowd control then burst |
Cutting off a Courier early is almost always faster than chasing it. Use vertical shortcuts and dashes to meet it where it must pass.
Handling Assessors
Assessors are the heavy hitters and the biggest three-star threat. They adapt and often require coordinated focus.
Assessor tactics:
Stagger and burst: use crowd control to stagger, then focus fire.
EMP or armor break: use tools that reduce armor or disable systems.
Kite when necessary: if you can’t burst, kite and whittle down while avoiding heavy attacks.
Assessor stat comparison
| Attribute | Assessor | Courier | ARC Probe |
|---|---|---|---|
| Health | Very High | Medium | Low |
| Armor | High | Medium | Low |
| Mobility | Medium | High | Very High |
| Priority for three stars | High | High | Medium |
When an Assessor spawns, the team should converge and use a pre-planned burst window. Save one heavy cooldown for Assessors in every run.
In-match decision rules (the simple if-then rules that win)
Speedruns are easier when you reduce decisions to rules. Use these in-match rules to avoid hesitation.
If a Courier is within two choke points of its destination, intercept; otherwise, bypass.
If an Assessor spawns and two players can focus it within 6 seconds, commit; if not, kite and delay.
If Probes are behind you and not threatening the objective, ignore them.
If Runner is under heavy fire and Controller is on cooldown, swap roles temporarily to protect the Runner.
These rules remove analysis paralysis and keep the team moving.
Communication and callouts that matter
Short, consistent callouts save time. Use three-word phrases and keep them precise.
Examples:
“Runner on objective”
“Courier left choke”
“Assessor incoming”
“Save cooldowns”
Callouts should be proactive. Announce Courier paths early and confirm when heavy cooldowns are available.
Minimal bullet list of do’s and don’ts
Do assign roles and confirm spawn choices. Do use mobility to intercept Couriers. Do save heavy cooldowns for Assessors or final windows. Don’t chase low-value Probes that cost time. Don’t tunnel on a single enemy if the objective is at risk.
Example full run walkthrough (repeatable pattern)
This walkthrough is a template you can adapt to any Trial map with Probes, Couriers, and Assessors.
Start: All players sprint to the nearest objective. Runner interacts immediately while Controller holds the choke with area denial. Heavy DPS positions to cover the most likely Courier path.
Mid-run: A Courier spawns. Controller calls the path, Runner dashes to intercept at a choke, Heavy DPS uses armor break and finishes. Probes spawn behind; Controller uses a single area ability to thin the wave while Runner completes the next interaction.
Endgame: An Assessor appears. Team converges, Controller uses stun to stagger, Heavy DPS uses EMP and launcher, Runner finishes the final interaction. Use consumables to push through the last objective window and avoid deaths.
Practice this pattern until the timing and movement feel automatic.
Troubleshooting common failure modes
If you fail to get three stars, diagnose quickly.
Too much damage taken: Spread out, use cover, and rotate the Runner to a safer position. Objective stalled by swarms: Use area abilities earlier and pre-clear spawn points. Assessor survives: Save a second heavy cooldown or use consumables to amplify damage. Courier escapes repeatedly: Re-evaluate intercept points and practice dash timing.
Fixes are usually about timing and positioning, not raw firepower.
Practice drills to lock in consistency
Run the same Trial three times focusing only on route optimization. Time each segment and aim to shave 5–10 seconds per segment. Practice mobility dashes to intercept Couriers at choke points. Run a drill where one player is the Runner and the others only use crowd control and heavy DPS; rotate roles to build empathy and timing.
Small adjustments for solo runs
Solo Trials are possible but require flexible loadouts and conservative play. Use a hybrid loadout that combines mobility, crowd control, and a reliable heavy weapon. Prioritize survival and objective timing over aggressive interception. When Assessors spawn, kite and use environmental cover to avoid heavy hits.
Comparison of common team setups
| Team Setup | Strength | Weakness |
|---|---|---|
| Runner + Controller + Heavy DPS | Balanced, fast objective control | Requires coordination |
| Two Runners + Heavy DPS | Very fast objective capture | Vulnerable to Assessors |
| Solo hybrid | Flexible | Slower, higher risk |
Balanced teams with clear roles are the most consistent path to three stars.
Consumables and cooldown economy
Use one healing consumable and one damage or speed consumable per run. Time consumable use for objective windows or Assessor fights. Cooldown economy matters: stagger ability use so at least one key ability is available at every objective window.
Advanced tips and tricks
Pre-aim choke points where Couriers must pass; you’ll shave reaction time.
Use vertical shortcuts to intercept Couriers from above; many players don’t expect it.
If a Courier is buffed, force a stagger with a stun before committing heavy DPS.
Learn the spawn cadence for Probes on your favorite maps; pre-clearing saves time.
When to split and when to stick together
Split when objectives are far apart and each can be handled by a single player quickly. Stick together when facing Assessors or heavy waves that require coordinated focus. The decision should be made before the trial starts based on map layout.
Quick reference one-page checklist (printable in your head)
Confirm roles and spawn choices. Pick loadouts matching templates. Sprint to first objective and dash to interaction. Intercept Couriers at choke points. Use crowd control before swarms hit the Runner. Save heavy cooldowns for Assessors or final windows. Use consumables during objective windows.
FAQ
How do I get three stars without perfect aim? You can compensate with better positioning, crowd control, and role discipline. Focus on intercepting Couriers and preventing objective interruptions; aim matters less than timing.
What if my team keeps dying to Assessors? Assign one player to kite while the others focus fire. Use EMP or armor break to shorten the fight and avoid standing in telegraphed heavy attacks.
Are there must-have weapons for these Trials? No single weapon guarantees success. Prioritize burst and penetration: precision rifles and launchers are reliable choices depending on the enemy mix.
Should I always intercept Couriers? Intercept when the Courier is within two choke points of its destination or when it’s buffed. Otherwise, prioritize the objective.
Can I solo three-star these Trials? Yes, but it’s harder. Use a hybrid loadout and conservative play. Solo runs require more kiting and careful cooldown management.
Final checklist before you run
Confirm roles. Equip loadouts. Sync ability cooldowns. Agree on two intercept points for Couriers. Decide who calls “save cooldowns” and who calls “commit.” Start the run with a sprint and a dash to the first objective.
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