Timesaver

ARC Raiders Jump Mine Trial: The Mine You Actually Need to Score (3-Star Guide)

Theo Marsh
Theo Marsh
ARC Raiders Explosive Mine gadget — the item you actually need for the Damage ARC using Jump Mine trial

Quick answer: The weekly Trial reads "Damage ARC using a Jump Mine" (and its tighter variant, "Deal ARC using a single Jump Mine") — but there is no item literally called a "Jump Mine" in ARC Raiders. The gadget that actually scores points is the Explosive Mine, a Rare gadget that springs up off the ground before it detonates — almost certainly why Embark's Trial text calls it a "jump" mine. Get one by looting, the Building A Library quest, a Raider Deck reward, or crafting, then deal damage to ARC with it. The 3-star milestone is 3,000 Trial points (1,000 / 2,000 / 3,000 for one / two / three stars), and the fastest way there is landing the mine on a large, slow ground ARC — a Bastion or Bombardier.

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Key takeaways

  • The name is a trap. "Jump Mine" is the Trial's wording; the real gadget is the Explosive Mine. Damage from any other explosive gives zero Trial credit.
  • Milestones: 1,000 / 2,000 / 3,000 points for 1 / 2 / 3 stars. Trial points scale with the Explosive Mine damage you land on ARC, so hit big.
  • Two variants: the standard "Damage ARC using a Jump Mine" and the current "single Jump Mine" version — the single-mine variant rewards one big, well-placed detonation rather than a spray.
  • Best targets: large, slow ground ARC — Bastion and Bombardier. Skip fast, small enemies; they leave the blast before it pops.
  • You must extract to bank your score. Only your best single-run score per challenge is kept — dying banks nothing.

Trials are ARC Raiders' weekly endgame grind, unlocked at Level 15, with five challenges that reset every Monday; points tally on extraction, and only your best score per challenge is kept (ARC Raiders Wiki — Trials). The Jump Mine objective is part of the current Season 5 "Prove Your Mettle" rotation, which runs July 7 – September 30, 2026 and rewards Scorta outfit variations by final placement (arcraiders.com/news). Because the objective rotates back in, this guide stays useful every time it appears. Below: which mine you actually need, how to get one, and the fastest route to three stars.

Why there is no "Jump Mine" (the Explosive Mine mix-up)

This is the single thing costing players entire raids. When the Trial says Damage ARC using a Jump Mine, many Raiders start throwing every explosive they own — proximity pops, grenades, the mines ARC units drop — and score nothing.

The community figured it out fast. As one Raider put it bluntly in the Steam Community discussions:

"There is no 'Jump Mine' in the game. What you actually need to use is an Explosive Mine… I just tested the mines that pop up and it's only the Explosive mine that gives Trials points this week." — iceaxehikes, Steam Community discussions

The reason for the confusing label: the Explosive Mine doesn't detonate flat on the floor. It springs up before exploding (base damage 40, ~7.5-meter radius, ~1-second delay), so Embark's Trial writer described the behavior ("jump") rather than the item name (ARC Raiders Wiki — Explosive Mine). The practical rule is simple:

Only damage dealt by the Explosive Mine counts toward this Trial. Nothing else.

How to get the Explosive Mine

Good news: you do not need the blueprint just to do this Trial. The Explosive Mine can be picked up several ways — the blueprint is only required if you want to craft your own steady supply.

SourceDetail
ScavengingExplosive Mines spawn as lootable gadgets in raid — grab any you find.
Building A Library questApollo's Building A Library quest hands you a free Explosive Mine (alongside a Jolt Mine and a Heavy Fuze Grenade). A quick way to get one for the Trial.
Raider Deck rewardThe Explosive Mine appears as a Raider Deck reward.
CraftingLearn the Explosive Mine Blueprint (a lootable/giftable one-time unlock, ~5,000 Coins sell value), then craft at an Explosives Station Level 3 from 1 Explosive Compound + 1 Sensors.

If you want to farm this Trial every time it rotates in, the blueprint is worth unlocking so you can build a stack on demand. (Hunting the blueprint through Industrial Containers? Our ARC Raiders Blueprints service can hand you the exact one you need, and Materials covers the Explosive Compound and Sensors to craft in bulk.)

How the Jump Mine trial scoring works

The targets you need to hit are fixed milestones:

ARC Raiders Trials weekly objectives screen showing scored challenges and star-tier point thresholds

Star tierPoints needed
⭐ One star1,000
⭐⭐ Two stars2,000
⭐⭐⭐ Three stars3,000

Trial points scale with the damage your Explosive Mine deals to ARC, so the whole game is maximizing damage per detonation. One Raider on the Steam forums reported netting 640 Trial points by cloaking in and attaching a mine directly to a Bombardier — a single good stick already covers a fifth of the way to three stars, and bigger, tankier targets pay out more per hit. (Exact point-per-damage multipliers aren't published on official pages and have shifted between Trial variants, so treat any fixed ratio you see elsewhere as unofficial and confirm in-game.)

For the single Jump Mine variant, you're rewarded for one clean, high-value detonation rather than a spray — which makes target choice and placement everything.

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Best method to 3-star it fast

1. Pick a large, slow ground ARC. The Explosive Mine rewards a big hitbox that stays in the blast. The two best targets:

  • Bastion — heavy and sluggish. Aim the blast at its rear canister / rear weak spot or its leg joints; destroying the rear canister exposes the large rear weak point for big follow-up damage (ARC Raiders Wiki — Bastion).
  • Bombardier — also large and slow enough to walk onto a placed mine.

Skip fast movers (Leapers dart off; small ARC don't have the HP to pay out), and you can hit the Queen or Matriarch, but their mobility and phases make them far less reliable than a plodding Bastion.

2. Place with intent — or stick it to the target. The mine springs upward, so lay it directly in the enemy's path and let it pop into the body. If the target won't cooperate (Bombardiers rarely walk a clean line), do what the forums confirmed works: cloak, run in, and attach the mine directly onto the enemy before it detonates — that's exactly how the 640-point Bombardier stick above was pulled off.

3. Commit to one objective per run. Don't try to juggle five Trials in a single raid. Bring your Explosive Mine(s), find your Bastion or Bombardier, land your damage, and get out. As one boosting guide summarized it: pick one objective per raid, stick to large slow ARC, plant your mine with intent, and extract every single time.

4. Extract to bank it. Trial points only count after a successful extraction, and only your best single-run score per challenge is saved (ARC Raiders Wiki — Trials). Hitting 3,000 points and then dying banks zero. Once you're over the 3-star line, leave.

Best targets and where to farm them

TargetWhy it worksNotes
BastionHuge, very slow, high HPHit the rear canister / rear weak spot or leg joints
BombardierLarge, low mobilityCloak-and-stick if it won't path over a floor placement
Shredders (e.g. Stella Montis)Grouped, so one blast hits severalGood for stacking damage on the standard variant
Queen / MatriarchTechnically countUnreliable — high mobility/phases; not recommended

Any map with reliable heavy-ARC spawns works. If you're routing your week efficiently, our breakdown of the best maps to farm Trials points pairs well with this objective.

Common mistakes that cost you the Trial

  • Using the wrong mine. Grenades, proximity pops, and ARC-dropped mines score nothing. Explosive Mine only.
  • Chasing small/fast enemies. They don't have the HP to pay out and they leave the blast radius.
  • Placing flat and hoping. The mine jumps up; position it under the target's path or stick it on.
  • Forgetting to extract. No extract, no points — every time.
  • Assuming you need the blueprint. You can loot one, get one from the Building A Library quest, or claim a Raider Deck reward — the blueprint is only for crafting your own supply.

For the wider Trials picture — thresholds, star tiers, and rank promotion — see our how to score the most Trials points guide, and the sister objective breakdown in our Damage Turbines Trial guide.

Skip the grind — get Trial-ready in minutes:

- ARC Raiders Blueprints — from $0.99 — grab the exact Explosive Mine Blueprint instead of hunting Industrial Containers.

- ARC Raiders Materials — from $0.02 — stock Explosive Compound and Sensors for a full stack of mines, instant delivery.

- All ARC Raiders services — Trials carries, leveling, and more to bank your season rank fast.

Frequently Asked Questions

Is the "Jump Mine" a real item in ARC Raiders? No. There is no item literally named "Jump Mine." The Trial "Damage ARC using a Jump Mine" is scored only by the Explosive Mine gadget, which springs up before detonating — the likely reason for the "jump" wording. Damage from any other explosive gives zero Trial credit.

How many points do I need for 3 stars on the Jump Mine trial? The milestones are 1,000 / 2,000 / 3,000 points for one, two, and three stars. Points scale with the Explosive Mine damage you deal to ARC, so target big, slow enemies to reach 3,000 fastest.

Do I need the Explosive Mine Blueprint to do this Trial? No. You can loot an Explosive Mine, receive one from Apollo's Building A Library quest, or claim it as a Raider Deck reward. The blueprint is only needed to craft your own supply — at an Explosives Station Level 3, from 1 Explosive Compound + 1 Sensors.

What are the best enemies for the Explosive Mine trial? Large, slow ground ARC — Bastion first (aim for the rear canister/weak spot or leg joints), then Bombardier. Avoid fast, small enemies, and skip the Queen and Matriarch; their mobility makes the mine unreliable.

What's the difference between "Jump Mine" and "single Jump Mine"? Both are scored by the Explosive Mine. The single variant rewards one clean, high-value detonation instead of a spray, so placement and target choice matter even more — stick it to a Bastion or Bombardier for maximum single-hit damage.

Do I keep my points if I die? No. Trial points are banked only when you extract, and only your best single run per challenge is saved. Get over the 3-star line, then leave the map.

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