
Fireballs in ARC Raiders are rolling ARC enemies, not loot items hidden in industrial containers. Search indoor or underground areas: Stella Montis has the highest current density for Fireball Trials, while the Buried City metro, Blue Gate's northeastern bunker, and large interiors on Dam Battlegrounds are reliable alternatives. Destroy a Fireball, scavenge its wreck and take the Fireball Burner it can provide.
Enemy spawns are not guaranteed and can shift with map conditions or hotfixes. Locations below are current search areas, not fixed spawn coordinates.
Fireballs prefer enclosed facilities, bunkers, tunnels and underground rooms. They can appear on every current map, but running directly to one old POI is inefficient because spawns are shared and other Raiders may clear the room first.
| Map | Search areas | Why use this route | Risk / evidence |
|---|---|---|---|
| Stella Montis | Cultural Archives, Medical Research and both Robotics Sandboxes | Best current density for the Destroy Fireballs Trial | Current maintained Trial guidance; Shredders and PvP raise the cost |
| Blue Gate | Large underground bunker in the northeast | Compact indoor search area with the right enemy type | Maintained game-data guidance; bunker traffic can be heavy |
| Buried City | Metro entrances, including the Eastern Station route | Fireballs and Pops favor underground passages | Consistent live-guide reporting; extraction traffic makes it contested |
| Dam Battlegrounds | Control Tower, Research & Administration and Hydroponic Dome interiors | Accessible early route with several nearby indoor checks | Reliable secondary reporting, not a guaranteed spawn chain |
| Spaceport | Flight Control and Control Tower B6 interiors | Useful when your spawn already favors the route | Consistent secondary reporting; longer crossings and harder fights |
The old article named Control Tower as the universal best location and described ARC-related containers as the source. That confuses the enemy with its salvage. Containers may hold useful gear, but a Fireball Burner comes from scavenging ARC—primarily a destroyed Fireball.

For solo runs, a cheap kit with healing, stamina recovery and one decisive heavy-ammo shot keeps the loss manageable. The current ARC Raiders solo-build guide gives budget alternatives without pretending one loadout fits every map condition.
A Fireball has heavy outer armor and a vulnerable core. Light-ammo shots bounce from the closed shell; medium or heavy ammunition can penetrate it. The efficient low-cost method is to fight from a doorway or obstacle, let the machine roll close enough to open its front plates for the flamethrower, then shoot the exposed white core.
Scavenge the Fireball wreck after the fight and look for the uncommon Fireball Burner. Current item data lists a stack size of three, weight of 0.5 and base value of 640 Coins. Loot remains probabilistic enough that a route should never promise one Burner per room.
| Use | Current requirement or result | Decision |
|---|---|---|
| Throw | Creates a small fire for about 10 seconds in a 2m radius | Useful for a quest finish; weak as a general grenade |
| Refiner 2 | 8 Burners + 3 Toasters + 5 ARC Motion Cores | Keep eight before recycling extras |
| In-round craft | 1 Burner + 1 Air Freshener → Flame Spray with the required skill | Situational utility, not a mandatory upgrade |
| Recycle | 1 ARC Alloy + 1 Crude Explosives after Patch 1.17.0 | Recycle only after workshop and quest needs |
| Salvage | 1 ARC Alloy | Emergency inventory conversion |
A thrown Burner creates persistent fire that can hurt ARC and Raiders. Current data measures it at 5 damage per second, so do not expect one throw to erase a healthy machine. A damaged Burner can be recovered after use, but the resulting item is not identical to a fresh Burner for every recipe.
Save at least one Burner for Test Case, Apollo's current delivery quest that also involves a Firefly Burner and Hornet Driver. The older What Goes Around objective asks you to destroy an ARC using a Fireball Burner. Weaken a low-health target with a weapon, then place the Burner so the fire deals the final damage; check the objective counter before extracting because environmental or chain damage can be inconsistent.
If Refiner 2 is still locked, your priority is eight fresh Burners. Put quest pieces in a safe pocket and avoid converting them into Flame Sprays or materials. Once the station and current quests are finished, extras are reasonable recycling candidates.
Workshop progress supports almost every build. Pair this route with the current ARC Raiders progression guide, or plan an adjacent objective such as the Seeker Grenade Blueprint search instead of forcing an empty Fireball room.
Stella Montis is the strongest current high-count option, especially Cultural Archives, Medical Research and the Robotics Sandboxes. Dam Battlegrounds is a more approachable one-Burner route for many players.
They usually patrol enclosed interiors, bunkers, tunnels and underground areas. They can appear on all maps, but no listed room is guaranteed.
Medium and heavy ammo can penetrate the closed shell. With other weapons, bait the flamethrower animation and shoot the exposed core.
You need eight, together with three Toasters and five ARC Motion Cores.
A fresh Burner is primarily scavenged from a destroyed Fireball. You can use one with an Air Freshener to craft a Flame Spray in-round when the required skill is available, but that does not create another Burner.
Patch status was checked against Embark's official Update 1.41.0 notes and the official Update 1.2.0 Fireball pathing fix. Enemy behavior, current Trial routes and item recipes were cross-checked with the maintained ARC Raiders Wiki Fireball data, its August 3 Trial update and current quest records. POI suggestions are labeled as repeatable search areas rather than guaranteed spawns. Recheck after Embark changes ARC distribution, quests or workshop recipes.
Posted On: December 17th, 2025