ARC Raiders: Frozen Trail out forSince Oct 8, 2026

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Shields and Augments

ARC Raiders has three shields (Light, Medium, Heavy) and an Augment decides which of them you may wear, along with your backpack slots, weight limit and safe pockets. Mk.1 and Mk.2 Augments craft at the Gear Bench or sell at Lance; Mk.3 Augments need Gear Bench 3. Heavy Shield charge rose to 90 in update 2.3.0.

In ARC Raiders your Augment decides which shield you may wear: Medium and Heavy shields can only be equipped with an Augment that allows them, as Shacknews explains, and the same Augment sets your backpack slots, quick-use slots, weight limit and safe pockets. So choose the Augment first, then the shield. No reliable source names one best Augment for update 2.3.0 (Oct 27, 2026): the right one depends on whether the raid is for loot, for squad play or for fights. The full list below is Beebom's of Apr 30, 2026 (update 1.26.0). Embark's notes since then change no Augment's figures, and Embark promised an Augment balance pass in April that it has not yet itemized.

Quick facts

Shields Light, Medium, Heavy
Augment lines Looting, Tactical, Combat, plus the Free Loadout Augment
Newest Augment Tactical Mk.3 (Smoke), update 1.26.0, Apr 28, 2026
Newest shield change Heavy Shield base charge 80 to 90, update 2.3.0, Oct 27, 2026
Where Mk.1 and Mk.2 come from Gear Bench 1 and 2, or sold at Lance
Where Mk.3 comes from Gear Bench 3, with a blueprint

Sources: Beebom, Apr 30, 2026; Embark's 1.26.0 notes, Apr 28, 2026; Embark's 2.3.0 notes, Oct 27, 2026; PCGamesN, May 7, 2026.

The three shields

A shield has a charge, which is how much it absorbs, and a mitigation share, which is how much of a hit it stops. The heavier the shield, the more it stops and the more it slows you. Only the Heavy Shield's current charge and movement penalty come from Embark; the other figures are launch figures and no reliable source lists a full current table as of Oct 31, 2026.

Shield Charge Mitigation (launch) Movement penalty Weight Value Recipe (Oct 28, 2025)
Light 40 (launch) 40% None 5 kg 640 1 ARC Alloy, 8 Fabric
Medium 70 (launch) 42.5% 5% (launch) 7 kg 2,000 4 ARC Alloy, 2 Voltage Converter
Heavy 90 (2.3.0, Oct 27, 2026) 52.5% 10% (2.0, Oct 8, 2026) 9 kg 5,500 10 ARC Alloy, 5 Voltage Converter

Sources: TechWiser (launch charge, mitigation and penalty), Oct 30, 2025; Dexerto (weight and value), Mar 25, 2026; Beebom (recipes), Oct 28, 2025; Embark's 2.0 notes, Oct 8, 2026; Embark's 2.3.0 notes, Oct 27, 2026.

Beebom's own launch list gave different numbers (Light 50, Medium 80, Heavy 120). Embark's "from 80 to 90" contradicts that Heavy figure and matches TechWiser's, so this page uses TechWiser's.

The Heavy Shield has been buffed twice. Update 2.0 cut its durability decay from 0.20 to 0.15 and its movement penalty from 15% to 10%. Update 2.3.0 then raised its base charge from 80 to 90, because usage was still low; Embark says it wants more survivability without too large a gap over the Medium Shield. Jiibii rates it for defensive play in a clip from before both buffs.

Every Augment

Each row is slots (backpack, then quick use), weight limit, safe pockets, allowed shields and any passive. "All" means Light, Medium and Heavy. Heavy Shields therefore need Combat Mk.2, Looting Mk.3 (Safekeeper), Tactical Mk.3 (Defensive) or Combat Mk.3 (Aggressive).

Augment Slots Weight limit Safe pockets Shields Passive
Free Loadout 14/4 35 kg 0 Light
Looting Mk.1 18/4 50 kg 1 Light
Looting Mk.2 22/4 60 kg 2 Light 3 trinket slots; auto-throws Ticks after 1 second
Looting Mk.3 (Survivor) 20/5 80 kg 3 Light, Medium Downed health regeneration (see below)
Looting Mk.3 (Cautious) 24/5 70 kg 2 Light Adrenaline Shot on shield break
Looting Mk.3 (Safekeeper) 18/4 65 kg 1 All Protects primary Epic or Legendary guns
Tactical Mk.1 15/5 40 kg 1 Light, Medium
Tactical Mk.2 17/5 45 kg 1 Light, Medium Smoke grenade on shield break
Tactical Mk.3 (Healing) 16/4 55 kg 3 Light, Medium Healing cloud on revive, 30-second cooldown
Tactical Mk.3 (Defensive) 20/5 60 kg 1 All Shield Rechargers usable while running
Tactical Mk.3 (Revival) 16/5 50 kg 1 Light 1 Defibrillator slot
Tactical Mk.3 (Smoke) 19/5 50 kg 2 Light, Medium
Combat Mk.1 16/4 45 kg 1 Light, Medium
Combat Mk.2 18/4 55 kg 1 All Regenerates 1 HP per 5 seconds
Combat Mk.3 (Aggressive) 18/4 64 kg 1 All 2 grenade slots; regenerates 2 HP per 5 seconds
Combat Mk.3 (Flanking) 20/5 60 kg 2 Light Stowed pistols and hand cannons equip 33% faster

Source: Beebom's Augment list, Apr 30, 2026 (update 1.26.0).

Three notes on that table. Beebom gives the Healing cloud as 20 HP over 10 seconds, while Embark's 1.17.0 notes said the Mk.3 (Healing) text was corrected to say healing is "applied instantly," so check the tooltip. PC Gamer describes the Survivor as regenerating up to 75% of downed health while stationary (Nov 2025). And PCGamesN counts eight Mk.3 Augments on May 7, 2026, while Beebom's list has nine; Vi.ki found no Embark list that settles it.

Which Augment is best

Nothing below is an Embark ranking, and no reliable source has ranked Augments since update 2.0 (Oct 8, 2026). These are the dated picks the press has made and what the table itself shows.

Full kits are on Best Loadouts and Best Builds.

How to get them

Mk.1 and Mk.2 craft at Gear Bench 1 and 2 and sell at Lance; Mk.3 crafts at Gear Bench 3, and every Mk.3 needs its blueprint (see Blueprints and Crafting and the Workshop). Update 2.0 added a set of Epic Augments on sale at Apollo. The Free Loadout Augment comes with the free tab on the pre-match screen, and has no safe pocket (Game Rant, Oct 18, 2025). Night Raid and Close Scrutiny have refused Free Loadouts since 1.33.0.

Safe pockets hold what survives a death. They suit keys, trinkets and upgrade items, and weapons need the Safekeeper: update 1.18.0 closed an exploit that let players pocket weapons without it.

Recharging a shield

Item Effect Use time Stack Sell Recipe
Shield Recharger 4 per second for 10 seconds 2 seconds 5 520 5 Rubber Parts, 1 ARC Powercell
Surge Shield Recharger 50 shield at once 5 seconds 5 1,200 1 Electrical Components, 1 Advanced ARC Powercell, Medical Lab 2
ARC Powercell 2 per second for 10 seconds 5 640 at launch, 270 since 1.3.0 if this is the "Power cell" of the notes

Sources: TechWiser, Oct 30, 2025 (launch figures); Embark's 1.3.0 notes, Nov 20, 2025.

The Shield Recharger's place among other consumables is on Gadgets and Grenades.

Frequently asked questions

What is the best Augment in ARC Raiders? No reliable source ranks them since update 2.0 (Oct 8, 2026). Looting Mk.3 (Survivor) has the highest weight limit, 80 kg, in Beebom's Apr 30, 2026 list, and TheGamer picked Combat Mk.3 and Tactical Mk.3 for PvP in Nov 2025.

How do you equip a Medium or Heavy Shield in ARC Raiders? Wear an Augment that allows it. By Beebom's Apr 30, 2026 list, Heavy Shields need Combat Mk.2, Looting Mk.3 (Safekeeper), Tactical Mk.3 (Defensive) or Combat Mk.3 (Aggressive).

What is the best looting Augment in ARC Raiders? It depends on what you lack: Looting Mk.3 (Survivor) gives 80 kg and three safe pockets, and Looting Mk.3 (Cautious) gives the most backpack slots, 24. Those are Beebom's figures from Apr 30, 2026.

How much charge does the Heavy Shield have in ARC Raiders? 90, since update 2.3.0 on Oct 27, 2026, up from 80. Update 2.0 had already cut its movement penalty from 15% to 10%.

Where do you craft Augments in ARC Raiders? At the Gear Bench: Mk.1 and Mk.2 at levels 1 and 2 (they also sell at Lance), and Mk.3 at level 3 with a blueprint, per Beebom on Apr 30, 2026.

Can you put a weapon in a safe pocket in ARC Raiders? Only with Looting Mk.3 (Safekeeper), which protects primary Epic or Legendary guns. Embark closed an exploit that bypassed this in update 1.18.0 on Mar 3, 2026.

Sources

Moments

Arc Raiders- Ultimate Beginner’s Guide (Top Gameplay Tips You Need to Know!)

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  1. In ARC Raiders your Augment decides which shield you may wear: Medium and Heavy shields can only be equipped with an…
  2. A shield has a charge, which is how much it absorbs, and a mitigation share, which is how much of a hit it stops. The…
  3. Safe pockets hold what survives a death. They suit keys, trinkets and upgrade items, and weapons need the Safekeeper…

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Jiibii

  1. The Heavy Shield has been buffed twice. Update 2.0 cut its durability decay from 0.20 to 0.15 and its movement penalty…

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Above

  1. Mk.1 and Mk.2 craft at Gear Bench 1 and 2 and sell at Lance; Mk.3 crafts at Gear Bench 3, and every Mk.3 needs its…

See also

About this page

Last updated Oct 30, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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