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The target How to score it Stay alive Spawns & timing Suggested loadout Full Turbine guide: how it works and how to take it down →

On the move
Damage Turbines
Find and damage the ARC Turbine, a heavily armored flying boss. The trial scores on the damage you deal to it.
Best mapRiven TidesThe Turbine's home map, so it has the most reliable no-condition spawn and the highest spawn rate. Its open coastal terrain, especially around Azzurro Beach and the Hotel Panorama Azzurro area, gives the long sightlines a ranged approach depends on.
- 1The weak point is the three spinning yellow canisters in its core, exposed through the landing-gear gaps only while it is on the ground. Airborne it is heavily armored and barely takes damage, so hold fire until it lands and the core opens.
- 2The grounded window is short, about 4 to 5 shots or 10 to 12 seconds, before it lifts off again. Commit your damage during it.
- 1Distance keeps you safe here. Fight from about 150 to 200 meters out, or from behind hard cover. Its lethal cluster lightning does not reach that far, and it stays passive until you come within roughly 250 meters or you shoot it.
- 2It lands only when you are not shooting it, so shooting it in the air just keeps it flying. To make it land, stop firing and break line of sight inside a closed building (its lightning reaches through doorways and windows). After it loses you it takes about 15 to 30 seconds to re-land. Blinking blue lights on its underside mean it is down and safe to go in.
- 1Its main attack is a delayed cluster-lightning strike that hits hard and stuns. Stay in cover off doorways and windows, and keep moving.
- 2On landing it sprays proximity mines around itself that trigger within about 10 to 15 meters. You cannot disarm them, but you can shoot them from range to clear a lane; tripping one acts as an alarm that aggros it, so stay outside the ring unless you are going in on purpose.
- 3Since 1.42.0 the Photoelectric Cloak works against its lightning: cloaked, it loses you even mid-fight. Slow walk only, so pair it with a Zipline if you need to cover ground. Do not count on a Barricade Kit; players report it no longer blocks the strikes reliably.
- 4Do not climb on top of the Turbine. The top surface burns you and the fall does real damage, and it is not a weak point.
- 1It does not spawn every match and never on Stella Montis. It drops mid-raid, around 18 to 12 minutes remaining (reset if nothing has shown by about 13 minutes left). Usually one spawns, occasionally up to three. Players report more of them under Night Raid.
Deadline
3× DeadlineClose-and-burst route, and the biggest verified damage into the core: about 3 charges placed on the yellow canisters remove roughly 70 percent of its health inside the grounded window. The catch is you have to close to the core and accept self-damage from the 10m blast.
Jupiter
JupiterHold-the-distance route. An energy weapon that clears the armor gate and fires from the 150 to 200m standoff, outside the lightning. Lower throughput (5-round mag, slow bolt), so it is the patient, safer pick.
Medium Shield
Medium ShieldThe cluster-lightning attack stuns and chunks health, so a shield (run rechargers with it) is what keeps you in the fight on either route.
Snap Hook
Snap HookReposition fast: close onto the core during the short grounded window, or break line of sight to a building so the Turbine de-aggros and lands again.
Photoelectric Cloak
Photoelectric CloakWorks against the lightning since 1.42.0, so it is both the escape tool and the way in for the Deadline route.
There is no single verified best gun for this trial, so pick by risk tolerance: Deadline for the biggest burst if you can safely reach the core (two placed directly on the canisters reportedly finish it), Hullcracker for a mid-range burst during the grounded window, or Jupiter to chip it from the standoff. Skip the Wolfpack here, its homing missiles scatter across the armored body and miss the small core. Loot from a kill was significantly increased in 1.36.0.
Your score
Personal best—
1,0002,0003,000
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