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Arc Raiders Surge Coil Guide: How to Get and Use It
If you have been spending any time out in the ruins since the Flashpoint update dropped, you have probably run into—or at least heard your squadmates talking about—the Surge Coil. It is easily one of the most satisfying and brutal defensive utility tools added to Arc Raiders. This rare, deployable trap drops onto the battlefield and fires off high-voltage electrical pulses that shred health pools and leave targets completely frozen in their tracks.
Whether you are trying to anchor a heavy choke point, cover your back during a tight extract, or just lock down a doorway from aggressive enemy squads, the Surge Coil is a phenomenal "set-and-forget" asset. But because of its rarity and the specific mechanics required to find the blueprint, getting your hands on one takes a bit of deliberate planning. Here is a complete breakdown of how to track down the blueprint, what you need to build it, and how to use it out in the field without zapping yourself back to the lobby.
How to Get the Surge Coil Blueprint
First things first: you cannot just go to a specific room or farm a guaranteed static chest to grab the Surge Coil blueprint. It drops as part of a map condition-specific loot pool. That means it can technically spawn in almost any standard container, but the catch is that it will only do so when a specific event is active on the map.
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The Map Condition (Electromagnetic Storm): You must be deployed while the Electromagnetic Storm event is actively running. This map condition rotates onto the global schedule roughly every 5 to 6 hours and only sticks around for a limited time. If you want to maximize your efficiency, keep an eye on external tracking resources like the Metaphorge website to monitor the live rotation before dropping in.
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Best Containers to Loot: Once you are in a match with the storm active, loot absolutely everything. The blueprint is heavily weighted toward industrial and residential containers. Make sure you hit every single locker, metallic desk drawer, cupboard, breachable container, and red tool chest you pass. Do not skip trash bins or dumpsters either; players have pulled the blueprint from the most unassuming piles of garbage.
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Top Farming Locations (Dam Map): If you are running the Dam map, two spots stand out as absolute goldmines for container density:
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Hydroponic Dome Complex: Clear out the main large dome and search every single shelf and crate inside.
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Research and Administration Building: Head straight to the top floor and methodically pillage all the desks and office lockers.
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Crafting Requirements
Once you get lucky with the drop, your primary goal is to safely extract from the match. After the blueprint is securely in your stash, head over to your Explosives Station Level 3 to actually assemble the device. The baseline recipe requires the following components:
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1x Sensor
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1x Hornet Driver
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5x Electrical Components
Note: Baseline crafting requirements can scale slightly depending on your individual inventory modules and stash upgrades, so ensure your station is topped off before hitting build.
How to Use the Surge Coil
Think of the Surge Coil as a localized, automated point-defense node. When you throw it down, it does not instantly start firing. It features a mandatory 2-second arming delay while it boots up, so do not expect it to save you if an enemy Raider is already sliding around a corner with a shotgun directly in your face. It requires anticipation.
Once armed, the core mechanics kick in:
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Massive Radius: The trap commands a generous 10-meter area of effect, allowing it to easily deny entire rooms or narrow corridors.
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Stun and Damage: It ticks for a constant 6 damage per second to anything inside its grid. More importantly, it delivers a massive 1-second stun to ARC units and a 0.5-second stun to enemy Raiders, completely ruining their movement momentum.
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Line of Sight Rules: The coil will always target the single closest entity to its center node. However, it requires a direct, unblocked line of sight to zap a target. If an enemy ducks behind solid cover, the pulse will be blocked.
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Counter-Utility Function: As an added bonus, the electrical fields will instantly short-circuit and explode any incoming enemy trigger grenades the moment they cross into the 10-meter perimeter.
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Lifespan: It stays on the ground indefinitely until it runs out of ammo. It has a set number of maximum zaps, and once it hits that limit, it automatically explodes. Alternatively, enemies can destroy it prematurely with standard weapon fire if they spot it.
The Critical Catch: Friendly Fire
The Surge Coil does not care who owns it. It is completely blind to team alignment and will zap, damage, and stun you or your squadmates just as fast as it hits an enemy. If you mess up a placement and need to pick it back up, you can manually disarm it, but expect to take a small chunk of shock damage and a brief stun during the process.
Strategy & Tactical Tips
To get the most out of your hard-earned trap, stop thinking of it as a generic landmine and start using it creatively to exploit map layout and player behavior.
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The Zipline Trap: Find a heavily used zipline that leads up to a major control tower or a popular high-ground rooftop. Drop the Surge Coil right below the landing lip where players detach. When enemy Raiders ride the line up, the coil will instantly shock them the moment they hit the top, breaking their footing and sending them plummeting all the way back down to their death.
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Extraction Security: Exit campers and "rats" are a constant threat when you are waiting for a lift. Toss a Surge Coil down a safe distance away from your actual extraction spot—far enough that it won't hit you, but close enough to guard obvious flanks. It acts as an amazing early warning system and backline defender while you focus on navigating out.
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The Triangle Overlapping Killzone: If you are playing with a coordinated squad and have multiple coils available, try setting up an overlapping death trap. Space two or three coils roughly 10 to 11 meters apart in a wide triangle pattern. This creates an overlapping stun-lock zone that utterly melts anyone caught in the crossfire.
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Warning: Do not place them closer than 10 meters to one another. If their radiuses touch, they will view the neighboring trap as a target and continuously shock each other until they both explode.
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