ARC Raiders skill tier list for Frozen Trail 2.0
The S-tier skills in Frozen Trail 2.0 are Security Breach, Sprinting on Fumes, Swift Start and the Mobility and Survival roots. Tiers below weigh how often a skill appears in tested community builds (Arc Raiders Hub, KeenGamer) and in our guides, plus reported in-game tests. They assume 76 points and a mixed PvE/PvP raid; squad-only skills such as Turtle Crawl rank higher if you always play in a trio.
S tier · Take in every build that reaches it
- Security BreachConditioning
The best loot capstone in the game and the reason most PvE and PvPvE builds put 31 points in Conditioning.
- Youthful LungsMobility
Mandatory and worth it: every Mobility build starts here.
- Swift StartMobility
Maxed in every tested build and the natural partner of Sprinting on Fumes.
- Sprinting on FumesMobility
The most-picked capstone in Frozen Trail. An Adrenaline Shot skips the winded recovery.
- In-Round CraftingSurvival
Mandatory and strong for one point: every build takes it.
A tier · Strong, taken by most tested builds
- Three Deep BreathsConditioning
Maxed in every tested build. Getting out of exhaustion early is a fight-winner and a lifesaver on extracts.
- Mule's GallopConditioning
The loot pick at the Conditioning choice. In Millzaa's test, badly overloaded sprinting without it was slower than walking; with Speedy Mule you move almost normally.
- Loaded ArmsConditioning
One point, big payoff: Millzaa measured almost 10 lb saved on a Hullcracker and Volcano loadout.
- Broad ShouldersConditioning
Maxed in every loot build. More carry limit means fewer overload penalties to fix with other skills.
- Nimble ClimberMobility
The usual path to Fight or Flight. Maxed in every tested Mobility build.
- Fight or FlightMobility
Core in every PvP and PvPvE build: it turns taking damage into the stamina you need to escape.
- Effortless RollMobility
Maxed in every tested build: dodges are the stamina you spend most in fights.
- Marathon RunnerMobility
A steady saving on every sprint. Maxed in every tested build.
- Looter's InstinctsSurvival
Maxed in almost every build. Faster searches mean less time standing still.
- Traveling TinkererSurvival
One point, real utility, and the path to Looter's Luck.
- Looter's LuckSurvival
The best pure loot skill in Survival.
B tier · Good in the right build
- Used to the WeightConditioning
Mandatory: every Conditioning point starts here, so the real question is whether you go into Conditioning at all.
- Stubborn MuleConditioning
Two or three points are enough for most builds (the tested PvE and PvP builds stop there). Max it only on heavy loot runs.
- Vigorous VaulterConditioning
Cheap and useful: one point that also unlocks the Conditioning choice node.
- Back on Your FeetConditioning
The fight pick at the Conditioning choice. Take it on light PvP builds that rarely run overloaded.
- Downed But DeterminedConditioning
A squad skill. With Crawl Before You Walk it roughly doubles how far you crawl when downed (about 40 m to 80 m in Millzaa's test). Solo players can skip it.
- Proficient PryerConditioning
Good for solo locker routes, where breaching fast matters more than downed time.
- Speedy MuleConditioning
Only helps while overloaded, so it pairs with Mule's Gallop on loot builds and is dead weight elsewhere.
- Crawl Before You WalkConditioning
A squad skill and one of the three paths to the Conditioning finals, which is why PvPvE builds reach Security Breach through it.
- Bull RushConditioning
Situational. Tests report no damage and no reliable stun, but it interrupts looting and extracting and works in PvE mode. Fun in aggressive squads, skippable elsewhere.
- Vault SpringMobility
Guides disagree. Arc Raiders Hub picks it because Vaults on Vaults on Vaults still drained a little stamina in their test; others rate the free vaults higher.
- Vaults on Vaults on VaultsMobility
The better pick on low-Mobility builds that never reach the capstones; Vault Spring is the usual pick on deep Mobility builds.
- Slip and SlideMobility
Good for PvP around cover and a common place for Expedition points.
- Wall RunMobility
Map-dependent: great escapes on vertical maps such as Pendola Pass, little use elsewhere. The usual second Mobility capstone with Expedition points.
- In the FlowMobility
Strong on paper and KeenGamer's pick, but Arc Raiders Hub reported it glitchy at launch. Test it before you commit.
- Silent ScavengerSurvival
Core for stealth and solo builds; one point is enough elsewhere to unlock Quick Roll or Minesweeper.
- Quick RollSurvival
Every tested build takes it for fights. Minesweeper is the alternative for mine-heavy PvE.
- MinesweeperSurvival
The PvE pick at the Survival choice if mines keep killing you. Quick Roll wins for PvP.
- Turtle CrawlSurvival
A squad skill: it buys the seconds a teammate needs to revive you.
- Road WarriorSurvival
The money capstone. Millzaa measured about double the Powercells; it costs 31 Survival points.
- Nomadic CraftingSurvival
Good for squad support. Guides list different item sets (ammo, Zipline, grenades, Defibrillator), so check the menu in game.
- Field RepairSurvival
Strong on long squad raids. Known issue: it may be unavailable after unlocking until you restart the game.
C tier · Path nodes and niche picks
- Vault 'N' CarryConditioning
A one-point path node toward the 10-point choice. Few carryables make it matter on its own.
- Right Back At ItMobility
A one-point path node toward Off the Wall and the Mobility finals.
- Off the WallMobility
Mostly a path to the Mobility finals. Max it only on movement builds that live on walls.
- Sturdy AnklesSurvival
A marginal reduction. Mostly filler to reach the 10-point Survival choice.
- Agile CroucherSurvival
Only for dedicated stealth players.
- Gentle PressureSurvival
A stealth skill. Most builds take one point only to reach A Little Extra.
- A Little ExtraSurvival
Basic materials only; worth it on crafting and farming builds that breach a lot.
D tier · Skip unless it unlocks something
- Weapon BashConditioning
Skip it. Testers found it barely hurts ARC and takes many hits to down a Raider.
- Sure-Footed ScramblerMobility
Rarely matters on its own. One point is a cheap filler to reach 40 Mobility for a second capstone.
- Ready to RollMobility
The default window is already generous. Take Nimble Climber's side of the branch instead.
- Stylish LandingSurvival
Weak on its own. One point is the path to Turtle Crawl for squads.
Choices at the same node are compared head to head on each skill page. See the Frozen Trail builds for full allocations. Updated .
