Solo vs Duo vs Trio: The Real Differences That Decide Your Win Rate


Team size changes ARC Raiders in three big ways: information, space control, and recovery.

Information (what you know, when you know it)

  • Solo: your eyes are your radar. You can only watch one angle at a time.
  • Duo: one person can scout while the other loots or watches a flank.
  • Trio: you can hold multiple angles, rotate a “lookout,” and keep constant awareness.

Space control (who owns the fight area)

  • Solo: you win by not being there when the enemy wants you there.
  • Duo: you win by crossfires and “two angles at once.”
  • Trio: you win by locking down zones, forcing enemy movement, and punishing rotations.

Recovery (what happens when someone goes down)

  • Solo: a down often ends the run unless the enemy disengages or you clutch an extract.
  • Duo: one down is recoverable if the second can reset or revive.
  • Trio: one down is usually recoverable; two downs is where teams crumble.

One mechanic that matters a lot for all team sizes: many extraction points can still save you even if you’re down but not out—you can be inside the extraction and still get out, and (depending on the extract type) downed Raiders can still interact with the extraction button/terminal. This makes “crawl-to-extract” playbooks real, not a meme—especially for duos and trios who can cover the downed player.


ARC Raiders solo guide, ARC Raiders duo guide, ARC Raiders trio guide, best team comps ARC Raiders, solo vs duo vs trio


Squad Size Rules and Matchmaking: What the Game Actually Prioritizes


ARC Raiders lets you go topside alone or as a squad of up to 3 players, and the official matchmaking goal is to prioritize Squads vs Squads and Solos vs Solos. That means the game tries to reduce “solo into full trios” situations, even if it won’t be perfect every time.

Duo play has also been a major community request, and the game has had specific updates around duo experiences and matchmaking balance. The practical takeaway is: you can and should build comps assuming you’ll often face the same or similar squad sizes—but you still need a plan for punching up when the lobby doesn’t cooperate.



The Three Roles Every Winning Team Uses (Even If You Don’t Name Them)


You don’t need formal esports roles, but you do need someone doing each job—especially in duo and trio.

Scout (information + first contact)

  • Spots movement, hears fights first, checks risky corners, pings threats.
  • Plays slightly ahead, but never so far that they can’t be traded.

Anchor (stability + safety)

  • Holds the “safe angle,” covers revive attempts, watches extraction, protects loot.
  • Usually carries sturdier survivability tools or the most reliable mid-range weapon.

Flex (damage + problem solving)

  • Fills gaps: pushes when needed, flanks, throws utility, clears ARC quickly, secures the down.
  • Often carries the gadget that changes the fight: cloak, hook, zipline, barricade, or hatch key.

Solo note: You still run these roles—you just run them sequentially. First you scout, then you anchor your angle, then you flex to finish or escape.



Solo Comps That Work: Five Playstyles That Actually Extract


Solo is the hardest team size emotionally, but one of the best for consistent profit if you play it correctly. Your win condition is rarely “wipe the map.” Your win condition is “get value and leave.”

1) The Ghost Courier (quests, blueprints, value runs)

  • Goal: complete objectives and extract without being noticed.
  • How it wins: route discipline + low-noise decisions.
  • Best when: you’re stacking quests, carrying a blueprint, or farming a bottleneck item.
  • Core habits:
  • Do the objective first, loot second.
  • The moment you secure the item, your run becomes an extraction mission.
  • Avoid long fights—time topside is your biggest risk.

2) The Rat Trap Solo (defensive utility + punish overpush)

  • Goal: survive aggressive players by turning fights into “bad pushes.”
  • How it wins: funnels enemies through chokepoints and uses denial tools.
  • Best when: you expect duos/trios rotating into your area or you’re forced into tight indoor zones.
  • Core habits:
  • Let enemies enter your zone, then punish with angles and utility.
  • Never chase a retreating squad—your advantage is the setup, not the pursuit.

3) The ARC Hunter (XP/loot from PvE, not players)

  • Goal: farm ARC kills and parts, then extract early.
  • How it wins: clean PvE clears + fast resets.
  • Best when: you’re progressing crafting, skill trees, or specific ARC-part upgrades.
  • Core habits:
  • Fight ARC in positions that allow instant disengage.
  • Don’t shoot every time you see movement—your profit is PvE consistency.

4) The Key Runner (hatch/elevator timing + high-value hits)

  • Goal: hit one strong loot objective and leave.
  • How it wins: minimizes time exposed and maximizes loot per minute.
  • Core habits:
  • Carry your “exit plan” first (safe extract route, backup hatch plan).
  • Don’t turn a key run into a sightseeing tour.

5) The Downed-Extract Clutcher (survival tech for solos)

Solo clutches are real in ARC Raiders because downed extraction interactions exist. If you build around survival tools and play the edge of extraction zones, you can turn “I’m dead” into “I’m home.”

  • Goal: survive long enough to trigger extraction, even when downed.
  • How it wins: late-run discipline and refusing to surrender early.

Solo loadout rule that changes everything:

Solo kits should be built for disengage and time, not “winning every gunfight.” Your best solo “team comp” is: movement + cover creation + reliable damage + enough healing to reset.



Duo Comps That Work: Six Pairings That Beat Stronger Teams


Duo is the most flexible team size in ARC Raiders: you can play quietly like solos, or fight like a small strike team. The secret is avoiding the classic duo failure: both players doing the same job at the same time.

1) Scout + Anchor (the most consistent duo in the game)

  • Scout: pings threats, checks routes, keeps you from walking into a trap.
  • Anchor: holds the safe line, protects the backpack, and covers revives.
  • Why it works: you always have one brain on information and one brain on survival.

2) Entry + Trade (fight-focused duo that still extracts)

  • Entry: initiates fights and creates the first advantage.
  • Trade: stays close enough to immediately punish anyone who downs the entry.
  • Why it works: duos win fights by trading—not by hero plays.

3) ARC Farmer + Security (PvE profit duo)

  • Farmer: focuses on ARC kills/parts and quick clears.
  • Security: watches angles and prevents third parties.
  • Why it works: most ARC farming deaths come from players, not ARC. Security fixes that.

4) Mobility + Lockdown (movement creates the play, utility keeps it)

  • Mobility: hook/zipline/cloak style play to reposition and create unexpected angles.
  • Lockdown: barricade/door control/explosive denial to punish pushes.
  • Why it works: mobility forces enemies to rotate; lockdown punishes the rotation.

5) Loot Lead + Cover (fast economy duo)

  • Loot Lead: opens containers, manages inventory quickly, knows what to keep.
  • Cover: holds sightlines, checks flanks, stops ambushes.
  • Why it works: your “container-per-minute” stays high without dying.

6) Extract Captain + Fighter (the duo that never throws wins)

  • Extract Captain: decides when to leave and calls the rotation timing.
  • Fighter: clears the final approach, takes the necessary fights, and blocks campers.
  • Why it works: most duos lose value because nobody wants to call “we leave now.”

Duo reality check:

Even with improved matchmaking, duos will still sometimes run into trios. The solution isn’t “play scared.” The solution is: never take a fair 2v3. Take a 2v3 only if you can turn it into:

  • a quick down + immediate reposition,
  • a split fight (one isolated target),
  • or a denial fight near extraction where the trio must push into you.



Trio Comps That Work: The Classic Triangle and Three Variants


Trio is the strongest “combat team size” because you can hold more angles, revive more safely, and apply sustained pressure. But trios also attract more attention and create more noise—so your comp must include a plan for ending fights quickly or resetting cleanly.

The Classic Trio Triangle (works on every map)

  • Scout/Intel: pings, checks rotations, confirms whether a fight is safe to take.
  • Entry/Damage: gets the first down or forces enemy movement.
  • Anchor/Support: covers revives, holds extraction approach, protects loot.

If your trio is struggling, it’s almost always because:

  • nobody is anchoring (everyone pushes),
  • or nobody is scouting (everyone reacts late).

Trio Variant 1: Double Entry + Anchor (aggressive but stable)

  • Two players coordinate pressure (pinch angles), one holds the “no throw” position.
  • Best when: your team aims well and wants to control zones.

Trio Variant 2: Scout + Double Utility (control trio)

  • One scout identifies targets; two players bring utility that forces movement and blocks pushes.
  • Best when: you win by making fights miserable for the enemy.

Trio Variant 3: PvE Specialist + Two Escorts (profit trio)

  • One player focuses on ARC clearing/parts. Two players act as perimeter security.
  • Best when: you’re farming crafting bottlenecks or completing multiple objectives safely.

Trio extraction advantage you should exploit:

Some extraction methods and tools scale extremely well with squads. For example, the dev team has specifically called out that hatch-style extractions can feel “safer” and can effectively act like a “3 for 1 deal” when extracting with a squad—one plan, one moment, three people out. That means trios should treat extraction control as a core part of their comp identity, not an afterthought.



Gadget Synergy by Team Size: What Each Squad Should Actually Bring


Gadgets are where “team comp” becomes real. A comp isn’t just roles—it’s how your tools combine.

Below are gadget concepts that show up consistently in high-success teams (and in community tier lists): Photoelectric Cloak, Snap Hook, Zipline, Barricade Kit, Raider Hatch Key, Door Blocker, Remote Raider Flare, Binoculars. Your goal is not “everyone brings the same best gadget.” Your goal is coverage.

Solo gadget priorities

  • One escape tool (mobility or cover)
  • One extraction tool (hatch key if you can support it)
  • One fight reset option (something that helps you disengage and heal)

Duo gadget priorities

  • One mobility creator (hook/zipline)
  • One lockdown tool (barricade/door control/denial)
  • Optional: one hatch key for emergency exits if your economy can support it

Trio gadget priorities

  • One mobility (to create angles)
  • One lockdown (to secure revives/extraction)
  • One “plan B extract” tool (hatch key or similar)
  • This is how trios go from “strong” to “unfair” in the final 60 seconds of a raid.

The Raider Hatch Key (team-size multiplier)

The hatch key is valuable because it can open a fast escape option when things go wrong. In team play, it’s even more valuable because it can save multiple kits at once if your squad coordinates around it. The catch is that hatch extractions reduce tension, and the dev team has actively discussed balancing hatch key access and risk/reward—so treat hatch keys as valuable strategic resources, not “spam every raid.”



Augments and Survival Synergy: Why “Team Comp” Includes Your Downed Plan


ARC Raiders has a downed state, and that changes how team comps should be built—especially in duos and trios.

Why downed mechanics matter

  • Downed players can still be extracted if they get inside the extraction zone.
  • Some setups can allow downed players to interact with extraction controls.
  • This creates real playbooks: cover the crawl, hold angles, extract with the downed teammate.

MK3-style survival augments and why teams love them

Community coverage has highlighted how certain high-tier survival augments can dramatically improve downed survivability—turning “we lost the fight” into “we extracted anyway.” This is especially powerful for duos and trios because the team can protect the downed player while the extract triggers.

Team comp lesson:

Your “support” role isn’t just meds. Support is:

  • revive coverage,
  • extraction coverage,
  • and the ability to hold space while a teammate is vulnerable.

If your duo/trio keeps dying at extraction, it’s not always aim—it’s often no one built for the final minute.



Extraction Types and How They Change Comps


Extraction is not a single mechanic in ARC Raiders. Different maps use different extraction point types, and each type rewards different team behaviors.

Common extraction types include:

  • Cargo elevators (used on maps like Dam Battlegrounds and Spaceport)
  • Metro stations (commonly used on Buried City; also on some other maps)
  • Airshafts (used on The Blue Gate; also on some other maps)
  • Raider hatches (found on all maps; typically require a hatch key to use)

What this means for comps

  • If your map relies on elevator/terminal-style extracts, lockdown tools become stronger (deny pushes, hold the button area).
  • If your map relies on longer approaches to metro/airshafts, scouting and early positioning matter more (avoid being funneled).
  • If hatches are available, plan-B extraction becomes part of comp identity (especially for squads).

Downed extraction playbooks

Some extraction points can still save your team even if someone is downed—as long as the downed player is inside the extraction point when it completes. This is why “crawl discipline” and “cover discipline” are real team skills.



Fight Selection by Team Size: The Decision Rules That Stop You From Throwing


Most teams don’t lose because their comp is bad. They lose because they take fights at the wrong time.

Solo fight rules

  • Take fights only if they are fast or avoidable.
  • Your best solo fight is often a single pick followed by disengage.
  • If you’re carrying a quest item/blueprint/rare part, your fights should be defensive.

Duo fight rules

  • Duos win by trading and crossfire.
  • Never fight shoulder-to-shoulder in the same doorway.
  • If you can’t trade a down instantly, you took the wrong position.

Trio fight rules

  • Trios should rarely take “front-to-front” fights.
  • Use a triangle: one pressure angle, one off-angle, one anchor.
  • If you’re all looking the same direction, you’re begging to be flanked.

Universal rule:

If you hear extended fighting nearby, assume a third party is rotating. The longer your fight lasts, the more likely someone else joins.



Loot and Economy Roles: Why Teams Feel “Poor” Even When They Extract


Loot efficiency is also part of team comp.

Solo economy advantage

You keep everything you find, and your decisions are fast. Your downside is limited carry capacity and no one to protect you while looting.

Duo economy advantage

You can split loot roles:

  • one loots,
  • one covers,
  • and you can share items to complete objectives.

Trio economy advantage

Trios can bring back more total value, but also risk more total value per fight. Trios should be stricter about “extract now” calls because one wipe is three kits lost.

A simple team economy rule:

  • One person is the “goal carrier.”
  • If your squad is carrying a quest item, blueprint, hatch key, or rare upgrade component, that person becomes the team’s priority. The comp’s job becomes “get them out.”



Communication Habits That Make Any Comp Stronger


Great comps fail with bad comms. ARC Raiders makes coordination easier with a ping system that can tag objects, locations, ARC, and other players.

The three-callout system (easy and effective)

  • “Contact” (what and where: “two Raiders, north roof”)
  • “Plan” (what we do: “don’t fight—rotate left”)
  • “Trigger” (when we move: “on my ping / when shield breaks / when they reload”)

Solo communication (yes, solo)

Your “comms” are your own habits:

  • mark mental danger zones,
  • track last known enemy positions,
  • and decide a disengage route before you shoot.

Duo comms

Duos should keep comms short and role-based:

  • Scout gives info.
  • Anchor confirms the safe line.
  • Entry calls pushes only when trade is possible.

Trio comms

Trio comms should include one “captain” voice:

  • one person decides the leave timing,
  • one person decides the push timing,
  • and everyone else feeds them information.



Ready-to-Use Team Comps (Copy These and Improve Them)


If you want a practical set of comps you can run tonight, start here.

Solo Comp A: Quest Courier

  • Reliable mid-range weapon
  • One disengage tool (mobility or cover)
  • Extra healing
  • Playbook: objective → loot quick → extract early

Solo Comp B: Trap Rat

  • Close/mid weapon suited for tight spaces
  • Door/cover control gadget
  • Playbook: bait push → punish → reposition → leave

Duo Comp A: Scout + Anchor (default duo)

  • Scout brings mobility or cloak-style reposition tool
  • Anchor brings barricade/lockdown or extra heals
  • Playbook: scout pings → anchor holds → trade downs → extract

Duo Comp B: ARC Farm Duo

  • Farmer brings sustained PvE damage and ammo plan
  • Security brings info and denial tools
  • Playbook: clear ARC fast → loot parts → leave before third party arrives

Trio Comp A: Triangle Control (default trio)

  • Scout: pings and map reads
  • Entry: forces movement and secures first down
  • Anchor: revive/extract control with cover tools
  • Playbook: win one fight → don’t over-loot → extract

Trio Comp B: Mobility Pinch

  • Two players bring mobility tools to create pinch angles
  • One player brings lockdown for revives/extraction
  • Playbook: isolate target → pinch → reset instantly if fight drags



BoostRoom: Turn “Random Squads” Into Clean, Repeatable Wins


If you’re tired of feeling like team size decides your fate, BoostRoom helps you build comps that actually function under pressure.

BoostRoom focuses on:

  • role assignment that fits your playstyle (solo survival, duo aggression, trio control),
  • extraction playbooks (including downed-extract coverage and anti-camp approaches),
  • route planning that supports your comp’s strengths,
  • and communication habits that stop throws in the final minute.

Whether you’re trying to make solo feel less punishing, duo feel less “always outnumbered,” or trio feel less chaotic, the goal is simple: more consistent extracts, fewer wasted raids, and faster progression.



FAQ


Is ARC Raiders better solo or in a squad?

Both are viable. Solo rewards stealth and discipline; squads reward trading downs, crossfires, and safer extractions. The “best” choice is the one that fits your goal for that session (quests/profit vs fighting/control).


What is the max squad size in ARC Raiders?

You can play solo or as a squad of up to 3 players.


Does matchmaking try to match solos with solos?

Yes, the stated goal is to prioritize Squads vs Squads and Solos vs Solos, though you should still be ready to punch up occasionally.


What’s the strongest duo comp?

Scout + Anchor is the most consistent: one gathers information and routes safely, the other protects revives, loot, and extraction.


What’s the strongest trio comp?

The classic triangle: Scout/Intel + Entry/Damage + Anchor/Support. It gives you information, pressure, and recovery.


Can you extract while downed?

In many cases, yes—being inside the extraction point can still get you out even if you’re downed, and some extracts can be interacted with while downed. This enables “crawl to extract” plays.


What gadget is best for team survival?

Escape/cover tools and hatch-style extraction tools tend to scale well with squads because they can save multiple kits at once—especially in duos and trios.

More Arc Raiders Articles

blogs/card_photo_from_description_w7ktxHz.png

Embark ID Guide: ARC Raiders x The Finals Rewards

Embark’s games share one big advantage that most live-service shooters don’t: one account system that ties everything to...

blogs/card_photo_from_description_Bu2L04R.png

Best ARC Raiders PC Settings: FPS & Stability

ARC Raiders is one of those games where “smooth” matters more than “pretty.” A single hitch while you’re ADS’ing, a micr...

blogs/45cfdcfb-7139-48c4-93d9-d3200a2d3b31.png

Easy Anti-Cheat: What ARC Raiders Players Should Know

If you play ARC Raiders on PC, you’re going to meet Easy Anti-Cheat (EAC) sooner or later—either quietly in the backgrou...

blogs/30107866-1f99-40a7-9044-526b8a8814f2.png

Extraction Timing: When to Leave, When to Greed

Extraction timing is the most underrated skill in ARC Raiders. It’s the difference between “I always come home richer” a...