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How to Kill Turbine Fast in ARC Raiders after Update 2.2.0

PublishedPublished: Oct 24, 2026

Regardless of how ARC Raiders develops through updates, ARC Turbine has firmly established itself as a high-value, unavoidable target in many matches.

Previously, encountering a Turbine was largely a matter of luck; it only had a chance to spawn in certain sessions, forcing players to repeatedly enter the map just to get a shot at it.

With the arrival of ARC Raiders Update 2.2.0, the spawn rate for Turbines has been significantly increased.

In maps like Buried City, Riven Tides, Blue Gate, and Spaceport - where Turbine previously only had a chance to appear - it now shows up in the vast majority, if not all, of your matches.

In other words, Turbine has shifted from an occasional encounter to a target that warrants proactive planning before you even engage.

If you want to consistently take down a Turbine and secure its most prized loot - Turbine Compressor - you'll need to be strategic about your engagement range and the specific ARC Raiders items you bring into the fight.

What makes Turbine a threat?

The primary danger posed by Turbine is its Cluster Lightning Missiles. Once deployed and triggered, these create hazardous zones of electricity.

If you remain stationary and continue firing at close range, you're highly likely to step on a mine - leading to an instant, fatal outcome.

Therefore, your tactical focus in ARC Raiders should be clear: either use a Barricade Kit to completely block off the minefield and break Turbine's line of sight, or maintain enough distance to stay out of the lightning's reach.

ARC Raiders Turbine Farming Guide after Update 2.2.0: Fast Kill Method

Close-Quarters Demolition

When ARC Turbine is provoked and begins its assault, activate your Photoelectric Cloak to close the distance. Once inside the minefield, stay in a crouched position - crouching prevents the mines from detonating.

Don't hesitate; identify a relatively flat patch of ground near Turbine and immediately deploy your Barricade Kit to create an enclosed, four-sided space around yourself.

Once the enclosure is set, you can jump, roll, sprint, or strafe freely - actions that would otherwise trigger the surrounding mines.

Within your barricade, these chain-reaction explosions won't harm you, nor will they allow the Turbine to lock onto your position.

Next, remove one of the barriers - specifically one not facing Turbine - and observe the enemy's charging state.

When a blue light ignites at its center and the unit begins to spin rapidly, it will soon slow down and deliver a heavy impact to the ground; this is the moment you've been waiting for.

The unit will pause briefly (for up to about 15 seconds). Seize this opportunity to sprint forward, jump, and attach the two Deadline explosives you brought with you onto the base of the rotating, yellow, cylindrical core at the center of Turbine.

Try to position the two Deadlines on opposite sides of the rotating cylinder.

If both Deadlines are placed correctly, Turbine will explode and disintegrate shortly after it takes off.

Once you have mastered this procedure in ARC Raiders, the time from placing the first Deadline to successfully destroying Turbine can be reduced to approximately 17 seconds.

However, be aware that if both Deadlines are attached to the same side of the cylinder base, Turbine may not disintegrate, requiring a third Deadline to finish the job.

If Turbine survives and manages to take flight, immediately retreat back into your deployed Barricade Kit and replace the fourth wall to restore the enclosed space; this will keep you safe from the lightning strikes.

You can retrieve your Barricade Kit and most of your other gear; the only resources consumed are Deadlines.

ARC Raiders Deadline

Ranged Combat

If you prefer to avoid close-quarters combat, you can use a Jupiter or Amplified Jupiter to attack the aforementioned critical cylindrical structure of Turbine from a distance.

What is the ideal range - safe yet efficient? Staying beyond 150 meters keeps you out of reach of the lightning, while remaining within 170 meters ensures that Jupiter's damage does not fall off.

Once you are within this range, wait for Turbine to land and stabilize, then aim for those yellow cylinders and fire without hesitation.

By patiently maintaining a distance of 150 to 170 meters and consistently landing shots on Turbine's weak points, you can take it down with approximately 36 rounds.

Of course, if you prefer close-quarters combat, you could use Hullcracker, or employ a Snap Hook to reach the top of Turbine and attack it from there.

But the question is: Are you prepared to take the risk of being instantly wiped out by either of these approaches?

All things considered, we recommend a more controlled, long-range strategy for taking down Turbine.

ARC Raiders Jupiter

Hybrid Strategy

Some clever players have come up with a way to combine Deadline and Jupiter strategies to ensure Turbine is destroyed quickly.

Essentially, you carry a few Deadline charges, along with a Jupiter as a backup; if Turbine doesn't explode and fall apart from Deadline hits, you can simply follow up with a few shots from Jupiter.

Two Deadline charges are usually enough to leave Turbine on the brink of destruction, allowing you to finish it off in no time - all that remains is to figure out how best to utilize ARC Raiders Turbine Compressor.

With these strategies - and the improvements brought by ARC Raiders Update 2.2.0 - Turbine will no longer be a problem for you!

Hetrurkl Jason

Hetrurkl Jason (View My Posts)

Hey there! I'm a gaming enthusiast and writer at IGGM passionate about MMORPGs, competitive sports, and strategy games. I explore game mechanics, class builds, progression systems, and major updates to help players get more out of every adventure.

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