What to know
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Solo vs Squads matchmaking toggle is only for solo Raiders level 40+ who want to be in squad lobbies.
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You get +20% bonus XP at the end of the round whether you extract or die when using Solo vs Squads.
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Headwinds adds Open Parties and improved Squad Invites, making it easier to group up without leaving your current flow.
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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.

| 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.

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.