الوسم: weaknesses

  • Completing All Enemies’ Weaknesses & Solving Loot Drops in Arc Raiders

    Completing All Enemies’ Weaknesses & Solving Loot Drops in Arc Raiders

    Arc Raiders isn’t exactly a relaxing walk, unless the walk is through a landscape full of deadly robots. Everywhere you turn, there’s an ARC machine ready to ruin your day, from massive Bastions that make you question everything to tiny Ticks that somehow find every exposed bit of skin. Knowing what you’re up against makes a big difference, and this guide is here to help.

    Here’s a list of enemies you’ll encounter, along with their weak spots and tips for defeating them. Think of this as your quick reference guide to stay ahead of the game’s enemies.

    Updated by Allyson Cochran on November 14, 2025: We’ve added information about the Matriarch and Shredder enemies.

    All Enemy Types and How to Defeat Them

    Below, we describe each enemy type and how we suggest handling them.

    Note: You can mark enemies in-game to see their names.

    Enemy Name Type/Description How to Defeat / Weak Points
    ARC Surveyor Large armored rolling machine with a scanning beacon Shoot its exposed core during scans. Heavy ammo destroys armor faster. Dodge and take cover to avoid collisions.
    Bastion Slow, heavily armored walking fortress Aim at the yellow leg joints or disable its rear canister to stun it. Then, target its exposed rear barrel. Use blaze or snap blast grenades for extra damage.
    Fireball Fast-moving, flame-spitting machine Hit its unarmored core when the front panel opens. It’s relatively weak and easy to damage with most weapons.
    Bombardier Mortar shooter supported by spotter drones Fire at its yellow knees to slow it down and expose weak spots. Destroy its rear cylinder to disable quickly. Take out spotters first to prevent targeting; attack right after it fires.
    Hornet Small flying drone with electric stun weapon Destroy front thrusters with heavy ammo or rear thrusters with any weapon. Falling from a height also destroys it. Dodge after firing or hide behind cover.
    Leaper Agile four-legged attacker that causes shockwaves Dodge its jumps and shockwaves. Attack when it is recovering from a leap. There are no specific weak points.
    Pop Small rolling explosive machine Destroy it before it explodes. Use vaults, stay ahead, or dodge roll away.
    Queen Massive boss with multiple attack styles Coordinated team effort needed. Avoid mortars, lasers, and EMPs. Attack weak spots when they are exposed.
    Rocketeer Large flying artillery ARC Hit its thrusters to bring it down. Dodge missiles with rolls or cover. Use lure grenades to redirect its fire.
    Snitch Unarmed reconnaissance drone Destroy or disable thrusters to prevent reinforcements. Stay behind cover or out of detection range.
    Tick Small spider-like parasite Shoot before it latches on. Run behind cover or away from sounds. It’s easy to kill individually.
    Wasp Small flying drone with light guns Destroy its thrusters to cause it to fall. Dodge or hide to avoid fire.
    Matriarch Larger, more dangerous version of the Queen Avoid rockets and gas mortars. Attack when its shield drops. Prioritize summoning ARC first. Use cover and long-range weapons for sustained damage.
    Shredder Enemy at Stella Montis, close-quarters combatant Dodge its four-round pellet burst by strafing or using cover. Keep distance and attack from behind or the sides. Very deadly in tight spaces.

    What Loot Does Each Enemy Drop?

    Loot can vary, but here’s what each enemy typically provides:

    Enemy Name Loot
    ARC Surveyor ARC alloy, power cells, motion cores, circuitry, sensors, surveyor vault
    Bastion ARC alloy, power cells, motion cores, circuitry, mechanical parts, gun parts, bastion cells, medium ammo
    Fireball ARC alloy, power cells, crude explosives, fireball burners
    Bombardier ARC alloy, power cells, advanced steel, explosive parts, launcher ammo
    Hornet ARC alloy, power cells, Hornet driver, gun parts, medium ammo
    Leaper ARC alloy, rubber, steel, power cells, explosive compounds, Leaper pulse units
    Pop ARC alloy, power cells, thermo lining, explosives, trigger
    Queen ARC alloy, power cells, cores, circuitry, coolant, flexible rubber, resin, reactor, and many other components
    Rocketeer ARC alloy, power cells, cores, circuitry, heavy gun parts, driver, heavy ammo
    Snitch ARC alloy, power cells, resin, sensors, scanner
    Tick ARC alloy, tick pod
    Wasp ARC alloy, power cells, driver, light ammo
    Matriarch ARC alloy, circuitry, steel, power cells, rubber, resin, reactor
    Shredder ARC alloy, gyroscope, shotgun ammo

    End of enemy overviews.

  • Space Marines Faction Strengths, Weaknesses, and Best Tactics for Warhammer 40K: Dawn of War

    Space Marines Faction Strengths, Weaknesses, and Best Tactics for Warhammer 40K: Dawn of War

    In Warhammer 40,000: Dawn of War – Definitive Edition, each faction has its own strengths and weaknesses, but the Space Marines stand out because of their unique mix of abilities and options. They’re probably the most recognizable faction as well.

    Space Marines don’t have a clear-cut weakness, nor do they possess a single, dominating strength. They’re easy for newcomers to understand and play, but their true value comes with experience. As you learn more about the game, you can adapt and use them in many ways.

    ### Space Marine Strengths

    The Space Marines are very versatile and adaptable, able to shift their focus to different strategies depending on the situation. This flexibility makes them effective against various enemies and tactics.

    – They can directly counter many threats without much trouble, especially if you know how to pivot their units effectively.
    – The Orbital Relay enables you to deploy troops anywhere on the map where you can see, avoiding the Fog of War. This makes positioning more flexible, challenging your opponent’s defenses.
    – Their ability to place mines offers additional defensive options, especially when combined with turrets. If you want to defend an area without sending many troops, mines are a helpful tool.

    ### Space Marine Weaknesses

    The Space Marines are tough to ambush or counter, but they have some limitations.

    – Their broad range of options can become a problem if you’re unsure which tactics to choose. Picking the wrong strategy might lead to failure, especially if you’re unfamiliar with specific mechanics.
    – They don’t excel in one particular area or have a “super” strength. Instead, their effectiveness depends on how well you adapt and use their different abilities.

    ### Tactics for Using Space Marines

    It’s hard to pinpoint one best way to use the Space Marines because much of their effectiveness hinges on reacting to your opponent’s moves. Your strategy should change throughout the game, based on what’s happening on the battlefield.

    #### Early Game

    In the beginning, make good use of your Scouts. They’re easy to upgrade and can handle early fights and capture points well. Once your opponent starts deploying more powerful units, you’ll need to switch tactics, but initially, they set the foundation for your strategy.

    Additionally, focus on building plenty of Plasma Generators early on. This will give you strong resource production, helping you stay flexible and prepared as the game progresses.

  • Necrons Faction Completes, Weaknesses & Best Solving Tactics in Warhammer 40K: Dawn of War

    Necrons Faction Completes, Weaknesses & Best Solving Tactics in Warhammer 40K: Dawn of War

    Warhammer 40,000: Dawn of War – Definitive Edition is busy at all times, just like any good real-time strategy game should be. The game has core mechanics that shape gameplay, as well as specific mechanics related to each faction.

    The Necrons are a particularly interesting faction with unique mechanics that offer a different experience from other factions. When played well, they can become very powerful, especially in the late stages of the game. However, if not managed properly, they tend to struggle early on and may fall apart quickly.

    Necron Strengths

    The Necron faction can become extremely strong once they get established. They can produce a lot of units with ease and are highly mobile on the battlefield.

    Strength Reasoning
    Strong Mid and Late Game After the opening phase, Necrons quickly grow in strength. They can produce inexpensive units like builders and warriors, with some able to revive themselves. The longer the match lasts, the better their units become.
    Teleportation Necrons can teleport certain units and buildings, providing some of the best movement options in the game. This makes it tough for enemies to position their forces effectively.
    Defense with Turrets They have good, easy-to-build turrets equipped to give strong defensive support. Teleportation allows quick reinforcement if these turrets are attacked.

    (Image of Necrons overrunning a Space Marine base)

    Necron Weaknesses

    While Necrons are among the strongest factions if played correctly, they have some clear drawbacks that players need to be aware of.

    Weakness Reasoning
    Time-Consuming Builds Producing units like warriors and plasma generators takes longer as you build more. They are cheap or free, but the process can slow you down if you’re not careful.
    Capturing Points Only builders called Scarabs can take control of strategic points. Moving them into enemy territory requires escort, or they can be lost. Conversely, attacking enemy builders can be advantageous.

    (Image showing the Necrons building an early force)

    Tactics for Using Necrons

    Effective use of the Necron faction hinges on smart strategies, especially early on when they are weaker.

    (Image of Necrons encroaching on enemy territory)

    Necrons can be vulnerable at the start of a match, so it’s crucial to stay alert for surprise attacks. If opponents catch you while you’re still building your power, it can set you back significantly or lead to an immediate defeat.

    One of the key advantages of the Necrons is their mobility. Smart placement of teleporting buildings and a good understanding of enemy defenses can help you find weak spots to exploit and overwhelm your opponents.

    To increase your chances of victory, focus on continually using Necron warriors in the early and middle phases of the game. Their ability to revive can keep your numbers high without extensive resource costs.

    Early on, it’s also wise to produce a few groups of builders and keep them fully reinforced. They’ll be crucial for capturing points and constructing necessary buildings quickly, which is vital given the Necrons’ relatively slow start.

  • Complete Guide to Weaknesses and Resistances in Pokémon TCG

    Complete Guide to Weaknesses and Resistances in Pokémon TCG

    The Pokémon Trading Card Game (TCG) may look straightforward at a glance, where having high HP and strong attacks seems to guarantee victory. Yet, while powerful Pokémon hold significance, even the mightiest can be defeated with a solid grasp of type-based weaknesses and resistances.

    Currently, there are ten elemental types in the Pokémon TCG, whereas fans of the video games know there are 19. Why the discrepancy? What are the typical weaknesses and resistances for each type? Additionally, what are some exceptions to be aware of? Let’s break it down.

    Understanding the Basics

    When the Pokémon TCG first emerged in Japan in 1996 and later in 1999 worldwide, predicting weaknesses and resistances was relatively uncomplicated. This simplicity made that era a great introduction to the game’s mechanics.

    Almost all Pokémon feature a weakness and/or resistance. While there are exceptions, we will focus on cards that do possess these characteristics to illustrate the concept clearly.

    Take Fire-type cards, including the ever-popular original Charizard. Most Fire types are weak against Water. In Charizard’s case, it is also resistant to Fighting. Whenever a Pokémon possesses a weakness to a specific type, it takes double damage from attacks of that type.

    A common misunderstanding is that a resistant Pokémon takes only half damage from attacks; this isn’t accurate. Instead, the damage is reduced by 30.

    If you discover that some of your older cards show a resistance of -20 instead of -30, there’s no need for concern. For quite some time, the TCG adjusted resistance from -30 to -20, but recently it has reverted to -30.

    Let’s see how this works with Charizard. Imagine Dugtrio appears with four Fighting-type Energy cards to use its Earthquake attack, which typically inflicts 70 damage. Since Charizard is resistant, it only takes 40 damage, leaving it with 80 HP from its starting 120. That’s manageable.

    However, when Poliwrath steps up with an attack that usually deals 40 damage, the situation changes. Because Charizard is weak against Water types, Poliwrath’s attack doubles to 80 damage, knocking out Charizard.

    Weaknesses and Resistances for Each Type

    To clarify our earlier points, let’s create a simple table detailing common weaknesses and resistances for the types.

    Type Common Weaknesses Common Resistances
    Grass Fire, Psychic Water, Fighting
    Fire Water No common resistances
    Water Lightning, Grass, Metal No common resistances
    Lightning Fighting Metal
    Fighting Psychic, Grass, Water No common resistances
    Psychic Darkness Fighting
    Colorless Fighting No common resistances
    Darkness Fighting No common resistances
    Metal Fire Grass
    Dragon No common weaknesses No common resistances

    Understanding Exceptions

    People familiar with Pokémon video games and newcomers to the franchise might find the above chart puzzling. Why are so many types scarcely resistant? For instance, why is Grass weak to Psychic, while Fighting is weak to Grass or Water?

    The key point to grasp is that the creators of the TCG simplified the 19 types into ten, lumping some types together.

    For example, the Poison type, which isn’t represented in the TCG, exists predominantly within Grass and Darkness types. As a result, Grass-type Pokémon cards end up maintaining the Poison-related weaknesses.

    This growth of weaknesses and resistances occurs in various unexpected ways. Water types are not weak to Steel elsewhere, but within the TCG, some are weak because of the absence of the Ice type that traditionally would be weak to Steel.

    Additionally, Flying types don’t exist in the TCG as a standalone type; most are categorized under Colorless, leading to a bit of confusion. Certain Flying Pokémon are assigned to other types based on defining traits. For instance, Articuno is Water, Zapdos is Lightning, and Moltres is Fire, each typically resisting Fighting.

    This explains why Charizard had resistance to Fighting damaging Dugtrio’s Earthquake less than expected; Charizard is actually a Fire/Flying type in the games.

    The Exceptions Within Exceptions

    Notably, some Pokémon in the TCG operate under different rules. These discrepancies arise for numerous reasons, such as special versions of Pokémon. Since the TCG has been around for a while, various species have several cards from different sets.

    Take Galarian Zapdos from the Sword & Shield era, which is a Fighting/Flying type. However, its representation in the TCG doesn’t typically accommodate dual types, so this Zapdos card ends up weak to Psychic, unlike standard Lightning-type Zapdos cards.

    Lastly, it’s important to mention Fairy-type cards, which were intentionally left out until now. As of Sword & Shield, Fairy was completely removed—a unique situation in the TCG’s history. Although you won’t see any new Fairy cards, older cards still exist.

    In a game that has evolved for so long, exceptions to the standard rules pop up now and then. Some cards might show no weaknesses or resistances at all, while others have unique weaknesses not typically found in that type.

    Final Thoughts

    If you find this all a bit overwhelming, that’s understandable. We’ve focused heavily on exceptions, but keep in mind that our earlier table correctly represents conditions most of the time.

    What matters most is knowing when and why a card takes extra damage or is less affected by an attack from another type. If you can recognize that a Water-type card is vulnerable to Lightning and understand double damage concepts, you’re ahead of the game.

    Every Pokémon card has a section for weaknesses and resistances at the bottom. Familiarize yourself with the symbols and, before long, you’ll be recalling these traits like a Pokémon Master.