Arc Raiders Headwinds: Solo vs Squads Matchmaking Explained

Image Credits: Embark Studios

What to know

  • Solo vs Squads matchmaking toggle is only for solo Raiders level 40+ who want to be in squad lobbies.

  • You get +20% bonus XP at the end of the round whether you extract or die when using Solo vs Squads.

  • Headwinds adds Open Parties and improved Squad Invites, making it easier to group up without leaving your current flow.

  • This update is designed as “additional challenges for advanced players,” so it’s intentionally high-risk if you queue alone into squad-heavy lobbies.


In Arc Raiders, Solo vs Squads is a new matchmaking option aimed at “experienced and highly skilled” PvP-focused players, unlocked at Raider level 40. When you enable the “Solo vs Squad” toggle, you join the squads queue as a solo Raider and can face full squads.

Image Credits: Embark Studios / YouTube – speranzaMane
Topic Solo vs Squads (Headwinds) Squad-oriented play (with Headwinds party tools)
Who it’s for Solo players who want a deliberate disadvantage and a PvP-leaning challenge. Players who want consistent team fights, coordinated clears, and shared decision-making.
How you enter Toggle “Solo vs Squad” (solo, level 40+) to join the Squads queue. Form a party and queue as a squad; Headwinds improves inviting and joining.
Matchup expectation You are solo in a lobby filled with squads (you should expect to be outnumbered in player fights). You fight other groups with your own numbers and comms support.
Progression incentive +20% XP at end of round on extract or defeat. No special XP bonus mentioned for standard squad play.
Biggest advantage Faster XP progression if you can survive or at least stay productive despite being outnumbered. Revives, crossfires, role-splitting (loot/watch/scan), and safer ARC engagements through teamwork.
Biggest risk Getting collapsed on by coordinated teams and losing your kit due to being outnumbered. Communication mistakes can wipe the whole team, and loud/slow fights draw third parties.

The built-in compensation is progression: you receive +20% bonus XP at the end of the round whether you successfully extract or are defeated. Headwinds also notes a known issue where the game may not pop up a notification when the option becomes available at level 40+, so you may need to manually notice it in the matchmaking UI.

Image Credits: Embark Studios / YouTube – speranzaMane

How to choose the right queue for your session

Step 1: Decide what you’re optimizing for

If you want maximum tension and faster XP progression, Solo vs Squads is built for that (+20% XP even if you lose). If you want consistency and a higher baseline chance to win player fights and finish objectives, squad play usually fits better.

Step 2: Check your eligibility and intent

Solo vs Squads is only available to solo Raiders at level 40+, so below that you’ll be playing the standard experience. Even at 40+, treat it as an opt-in “challenge switch,” not the default way to play solo.

Step 3: Match your playstyle to the expected fights

In Solo vs Squads, assume you’ll need to avoid fair fights and win through timing, stealth, and disengaging when a squad collapses on you. In squads, plan for coordinated pushes, revives, and shared roles, especially when other teams are likely to contest the same areas.

Step 4: Use Headwinds party tools when you want low-friction grouping

If your goal is “play more, organize less,” Open Parties and Squad Invites are your quality-of-life picks for keeping a group rolling across multiple runs. This matters most when you’re doing several expeditions back-to-back and don’t want your party to dissolve between rounds.

Reward type Where it applies What you get
XP bonus Solo vs Squads +20% XP at end of round on successful extract and on defeat.
Social/teaming benefit Squad play (and grouping in general) Open Parties (friends can join seamlessly), Squad Invites (squadmates can invite others).

If you queue Solo vs Squads, you’re choosing a self-imposed disadvantage with a clear payoff: bonus XP regardless of outcome. If you squad up, Headwinds makes it easier to maintain a party and play a more stable, coordinated extraction loop.

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