Lightning · Hornets · Flying ARC (Spaceport) · Bombardiers · Carryables
ArcMaps weekly guide · March 18, 2026
Trial points only count on successful extract. Teammates do not share credit for your lightning hits — only your own strikes count toward your score. Community guides and creator tests inform the numbers below; treat thresholds as community-tested, not guaranteed patch-proof.
Five trials, five vibes. Pick your pain level and stack major map conditions (Night Raid, EM Storm, 2× loot events) when you can — guides report doubled scoring during those windows.
Bombardiers on Spaceport Night Raid: one kill under major condition can be enough for 3★. Clear objective, high value per kill.
Flying ARC inside Spaceport walls — route choice, rocketeer hunting vs scanner wasp clears. Often called one of the better trial designs in creator feedback.
Lightning & carryables: heavy RNG, low skill expression, fresh raid and lobby competition matter a lot.
Hornets: strong with tower setups — but mixed spawns and contested lobbies slow runs vs older seasons.
Flying ARC: 5 snitch scanners + wolf hack / wolf packs on 10 wasps (reported easy 3★ path). Hornets: Jupiter + Hullcracker from safe towers.
EM storm only · damage-based scoring reported
380 base · 760 major condition
Wasps, hornets, fireflies, spotters, snitches, rocketeers
2,937 base · 5,874 major
500 · 1,000 @ major · 4 for 3★
Only progresses during electromagnetic storm. Each strike reportedly scores up to ~1,800 based on damage taken. Your teammates getting struck does not add to your trial.
Creator-tested (not universal): light shield setup — ~36 damage from lightning vs ~20 shield durability per strike. Guides suggest score ties to damage — full shield may score lower than eating more of the hit.
Best scores want a fresh EM storm raid with many strikes — opposite of “in and out.” One creator farm setup (expensive): 6–7 light shields, 30–35 shield recharges, herbal bandages, fabric — rotate mitigation and healing to stay in storm longer.
Expect a dull, repetitive loop — same sentiment as “high score = boring.”
Anchor a safe tower — south trench tower is often cited: close to a common final extract, defensible. Run Jupiter + Hullcracker (or similar) and clear hornets as they spawn.
Alternative high-score route: Spaceport Hidden Bunker per some guides. Control tower A6 can help with snitch calls but stays hot.
Snap hook / zipline if rotations help your tower choice.
Creators say older seasons had cleaner hornet spawns. Now pulls can be mixed: e.g. 1 hornet + firefly, 2 wasps + hornet, 2 wasps + firefly — slower, less reliable hornet-only farming.
Other players can steal kills; spawn blocking / congestion lowers score.
| Approx. total | Read |
|---|---|
| ~30k | Acceptable run |
| 34k+ | Strong |
| 40k+ | Good |
| ~48k | Seen in older meta / routes — may not match current spawns |
Bad spawn? Some players restart early.
Solo can work well from trench-style towers if lobby is quiet. Contested lobbies = stolen hornets, contested A6, slower clears. Same trial, very different feel.
Point values from community breakdowns (treat as guide numbers): Wasp 242 · Hornet 440 · Firefly 440 · Spotter 176 · Snitch 346 · Rocketeer ~2,400.
Throw 5 snitch scanners; use wolf hack / wolf pack style clears on the 10 wasps that spawn. Known player strategy for a quick star clear without chasing rocketeers.
Rocketeers dominate the scoreboard. Night Raid called out for extra rocketeers; EM storm or any 2× loot / major event also cited for efficiency.
One solo line: top of south trench tower during Spaceport Night Raid — hold angles on flying traffic inside walls.
Similar vibe to hornet week: spread between trench tower, rocket assembly, and nearby positions to catch different flight paths inside the zone.
Creator sentiment: strategic, interesting — real route choice (scanner wasp clear vs rocketeer hunting) and area control inside one map zone. Contrast with pure RNG trials.
Roll Spaceport Night Raid with 2× active. Find a bombardier, delete it with Jupiter / Hullcracker or coordinated explosives. One kill under major condition is reported enough for full stars.
Spawns called out near trench towers, vehicle maintenance, and a possible third behind rocket assembly.
Zipline train between vehicle maintenance and trench towers saves rotation time (community route tech).
Jupiter and Hullcracker are the repeated recommendations. Bring a zipline for the maintenance ↔ trench loop.
Run Stella Montis Night Raid. Plan a fast door loop — mobility matters more than combat loadout. Stack major condition so each delivery is worth 1,000 and you need half as many trips vs normal.
Guides reference doors between:
Use Stella Montis map to chain the fastest path for your spawn.
Mix and match per raid — you don’t need everything every drop.