Arc Raiders Wiki
Name Description Durability Shield Charge Damage Mitigation Movement Penalty Augment Compatibility Weight Trader
Light Shield Light Shield A lightweight shield that offers limited protection without severely impacting mobility. 5x Shield Rechargers

20%/shield (5 shields)

40 40% 0%
  • All Augments
5kg Lance
Medium Shield Medium Shield A standard shield that offers fair protection at a moderate cost to mobility. 5x Shield Rechargers

35%/shield (2.8 shields)

70 42.5% 5%
  • Tactical MK.1
  • Combat MK.1
  • Tactical MK.2
  • Combat MK.2
  • Tactical MK.3 (Healing)
  • Combat MK.3 (Aggressive)
7kg Lance
Heavy Shield Heavy Shield A heavy shield that blocks a large portion of incoming damage, but carries a significant cost to mobility. 5x Shield Rechargers

40%/shield (2.5 shields)

80 52.5% 15%
  • Combat MK.2
  • Combat MK.3 (Aggressive)
  • Tactical MK.3 (Defensive)
9KG Lance

Notes[]

Each blue shield box on your Raider's health is 10 shield points.

Shields do not act as extra health. They merely take a portion of the damage you would've taken. This is why you can down a Raider even if they have shield remaining.

Shield damage calculation[]

Shields use the following formula to calculate received damage:

Let Y be the weapon’s base damage.

  • The shield’s charge is reduced by Y.
  • Your health is reduced by Y after applying the shield’s deflection rate (e.g. 40% for a Light Shield).

As long as the shield has at least 1 point of charge remaining, it will still reduce incoming damage.

Example:

A Ferro strike to the body deals 40 base damage.

With a Light Shield (40% deflection) and at least 1 charge point left, you’ll take 24 HP damage instead of 40.

See Medical for ways to fill up shields mid round.

"Used to the weight" from the conditioning skill tree can mitigate penalties from wearing shields, but not remove them completely.

Every free kit loadout will give you a Light Shield.


Durability[]