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ARC Raiders Augment Tier List From S To C | Carry Weight, Shields, And Passives Explained

Posted: Nov 21, 2025 Views: 18

Posted: Nov 21, 2025

Source:  IGGM

Views: 18

In ARC Raiders, weapons aren't the only things that matter in a fight. Carry weight and shields directly influence how much you can bring out of each match - and whether you make it out alive.

Starting from Free Augment, players gradually unlock higher-tier augments with greater carry capacity and broader shield compatibility. But what exactly do these augments offer, and what are their drawbacks? Let's break them down.

ARC Raiders Augment Tier List From S To C | Carry Weight, Shields, And Passives Explained

Tier C Augment

These are the most basic augments in the game. They aren't completely useless, but they fall behind noticeably when compared with higher-tier options.

Free Augment

The biggest advantage of Free Augment is obvious - it doesn't require any resources. After entering a match, you get a random set of gear including a gun, ammo, and tools. You can fill your bag and extract right away, making it a no-risk way to secure ARC Raiders items.

Free Augment has no passive skills, its carry limit is only 35, and it offers just 14 inventory slots. This heavily restricts the amount of loot you can bring out per match. It also lacks Safe Pockets and Special Quick Use Slots, meaning any items you gather are completely lost if you die.

Augment Mark 1 Series

  • Looting Mk. 1
  • Combat Mk. 1
  • Tactical Mk. 1

All Mark 1 Augments are very easy to craft, requiring only Rubber Parts and Plastic Parts. They offer one Safe Pocket but no augmented Slots.

  • Combat Mk. 1 has the middle carry limit (45) and supports medium shields, making it the strongest option in this tier.
  • Looting Mk. 1 offers a larger carry limit of 50 but only supports light shields. It works well for low-risk loot-focused runs.
  • Tactical Mk. 1 supports medium shields but has only 40 carry capacity, which limits your loot-running efficiency.

Tier B Augment

Tier B augments have unique strengths and can serve as transitional options, but each has at least one major flaw preventing it from reaching higher tiers.

Looting Mk. 3 (Cautious)

Its passive triggers a weakened Adrenaline Shot - granting infinite stamina - when your shield breaks. The effect has a cooldown, and the 70 carry limit lets you bring a lot out. However, it requires high-value materials: 3 Processors and 2 Advanced Electrical Components.

It only supports light shields, so avoiding direct fights is mandatory. And it offers just two Safe Pockets, while most Epic Augments have three. It is great for pure hit-and-run looting, but too resource-heavy when other options can achieve similar results more efficiently.

Combat Mk. 3 (Flanking)

Its passive increases draw speed by 33% for holstered or unequipped Pistols and Hand Cannons - excellent with weapons like Ventor or Anvil. It has two Safe Pockets and 20 slots.

But like many in this tier, it only supports light shields, which is risky in close engagements where a stronger shield matters far more than faster weapon swapping.

Combat Mk. 2

Very affordable to craft (2 Electrical Components and 3 Magnets). Supports light, medium, and heavy shields, and features a Utility Slot for grenades.

Its passive restores 1 HP every 5 seconds but pauses for 30 seconds after taking damage. The recovery is extremely slow, helping only between fights if you lack healing items.

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Tier A Augment

These augments offer excellent value, strong utility, or a very specific role where they shine.

Looting Mk. 2

Crafting requirements match Combat Mk. 2, but it provides a 60 carry limit, 22 inventory slots, 3 Trinket Slots, 2 Safe Pockets, and 4 Utility Slots. It only supports light shields.

This is the ultimate budget loot-running augment. If your goal is to avoid combat, gather resources, and extract swiftly, this is your best option - and losing it isn't a big deal.

Tactical Mk. 3 (Defensive)

Includes a built-in Shield Recharger with unlimited use (cooldown applies). This saves inventory space otherwise used for consumables.

As an Epic augment, it requires more materials. It has 5 Utility Slots but only 1 Safe Pocket, and its 60 carry limit is low compared with other Epic augments.

Combat Mk. 3 (Aggressive)

Restores 2 HP every 5 seconds (twice that of Combat Mk. 2), but shares the same long cooldown after taking damage.

It offers a 65 carry limit and two grenade slots, effectively boosting utility space. It supports medium and heavy shields.

However, its passive remains underwhelming, and it only has one Safe Pocket. It doesn't even outperform Tactical Mk. 3 (Defensive) in many situations.

Tactical Mk. 3 (Healing)

With three Safe Pockets, this augment has a huge advantage over many others. It supports medium shields and offers a dedicated healing slot, freeing your quick-use slots for other items. But it has relatively low carry capacity and fewer inventory slots overall.

Its passive creates a healing cloud after being revived, restoring 20 HP over 10 seconds (30-second cooldown). This affects only you, not teammates, and requires being downed first - making it situational at best.

Tier S Augment

The strongest and most worthwhile augments in the game.

Tactical Mark II

A Rare-quality augment requiring only Electrical Components and Magnets, or available from traders for 6000 coins.

Its passive deploys a smoke grenade automatically when your shield breaks. This is incredibly useful against ambushes, giving you instant cover for escape, healing, or counterattacks - far better than many Epic augment passives.

Looting Mk. 3 (Survivor)

Its passive restores your HP to 75% of maximum while downed as long as you remain still. This lets you stay down almost indefinitely, giving teammates plenty of time to reach you, and even enabling solo players to crawl into extraction zones for self-rescue.

  • On top of that, it offers:
  • 80 carry limit
  • 3 Safe Pockets
  • Compatibility with medium shields
  • 20 inventory slots, 5 Utility Slots, and 1 Special Utility Slot

Its only downside is the high crafting requirement. In all other aspects, it is extremely strong and ideal once you have enough materials.

These are the current ratings for every augment in ARC Raiders. While Tier S options are undeniably superior, if you enjoy a looting-focused playstyle, Looting Mk. 2 is also an excellent choice.

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