Done really fast, great booster team

ARC Raiders Leveling — Skill Points Are the Real Product
Levels decide what your Raider can survive. A verified pro farms them manually, and every coin, material and item picked up along the way stays in your stash.
Configure your order
Level Range
Enter game details
After your order is created, you provide your login details securely through your order dashboard — or log in via QR code with no credentials shared at all. Your raider accesses the account only through our secure system, never through email or chat.
We got you, leave a quick message and we will get back to you ASAP
2 minutes average time to reply
Raider levels award skill points, and skill points are what turn a fragile looter into something that survives contact. They also gate progression: the Expedition Project needs level 20 before you can even start it. Levelling is not difficult in ARC Raiders — it's just raids, and raids take time and cost kit. This service hands that to someone who extracts reliably, so the XP arrives without the losses that usually come with farming it yourself.

Set what you want — a Raider level, a coin figure, a blueprint, a bundle, an Expedition stage. Add your platform and region. The price updates live and shows an estimated completion window before you pay.
Card, PayPal or crypto. No account needed to order — enter your email at checkout and your dashboard is built for you. Loyalty and volume discounts apply automatically when you're signed in.
Most orders are claimed within 15 minutes. Your booster connects through a region-matched VPN and plays manually, or meets you in raid for in-raid delivery where the service works that way. You can message them in the order chat throughout.
Track progress live from your dashboard. When the target lands you review the order and release payment — not before. Everything earned is already sitting in your stash.

The level number itself does very little. What it carries is skill points, and those decide how your Raider actually plays — what you can carry, how much punishment you absorb, how you move, how you handle ARC.
A low-level Raider in a high-tier zone is not having the same experience as a built one. They're slower, squishier, and lose more kit per hour. Which is the loop this service breaks: you need levels to raid safely, and you need to raid to get levels.
Worth calling out specifically because it's the most common reason people land on this page.
The Expedition Project requires level 20. Below it you cannot start one, which means you cannot depart, which means you cannot earn the permanent buffs — the stacking +30% repair, +15% XP and +18% Scrappy materials that make every subsequent cycle cheaper.
So level 20 isn't a milestone, it's an entry requirement for the game's entire progression economy. If you're sitting below it, that's the target to buy, and it's a smaller order than most people expect.
Expedition 5's window closes on 29 September 2026 at 10:00 CEST. With that little time left, level 20 this cycle is realistic; a full high-level build probably isn't. We'll tell you which applies.
This matters more in an extraction shooter than in most genres.
Levelling means raiding, and raiding means loot. Every coin, every crafting material, every weapon and attachment, every key and every bit of quest progress picked up while your booster is farming XP lands in your stash.
So a levelling order is rarely just levels. It's levels plus a meaningfully better-funded Raider, and for a lot of customers the side effect is worth as much as the headline.
Set preferences if you care about the shape of it — tell us in the order notes if you want your booster prioritising a particular map for its loot profile, or keeping specific gear rather than selling it.
Worth naming, because most people on this page are stuck in it rather than simply impatient.
You're under-levelled, so your build is thin. A thin build dies more, and in an extraction shooter dying means losing the kit you took in. Losing kit means less funding. Less funding means a cheaper kit next raid, which dies more reliably than the last one.
Meanwhile the XP you needed to escape all that comes from successful raids — the exact thing you're failing at.
It's a genuinely nasty feedback loop and it's the most common reason people bounce off ARC Raiders in their first fortnight. The game does not get good until you're through it, and it doesn't help you get through it.
A levelling order breaks the loop from the top. You come back with a build that survives, which means kits come home, which means funding climbs, which means the loop runs in your favour instead of against you.
Levels wipe at an Expedition. They're on the reset list along with skill points, inventory, coins, blueprints, workshop and stash upgrades.
That makes timing the whole decision:
Right after departing — the best value in the cycle. Your XP buff is live at up to +15%, you're rebuilding from nothing and levels come faster than they ever will. Usually bought as part of wipe recovery.
Mid-cycle — solid. Weeks of runway ahead and the levels will actually get used.
Right before a departure window — the worst time. You're about to reset them. Unless you're specifically climbing to level 20 to start an Expedition, wait.
Tell live chat your plan and we'll size the order against the calendar rather than the calculator.

The thing that surprises people who arrive from ordinary shooters.
Experience in ARC Raiders is earned by doing things Topside and then getting out with it. A raid full of kills that ends in a death near extraction is a poor XP hour. A quieter raid that ends with a full bag at the exit is a good one.
That's why we verify boosters on extraction rate rather than combat stats. A Raider who wins every fight and dies at the door is worthless on a levelling order, because the run doesn't bank.
Route planning by value density. Knowing which parts of which map produce XP and loot per minute, rather than wandering toward whatever looks interesting.
Fight selection. Engaging when the reward justifies the kit risk and disengaging when it doesn't. Most players lose runs to fights they chose to take.
Extraction timing. Leaving with a good bag beats staying for a better one that you lose. The discipline to call it is the single largest difference between a fast levelling run and a slow one.
ARC handling. Knowing which machines are worth engaging for XP and which are a kit-burning waste of time.
None of that is glamorous. All of it compounds across a multi-day order, which is why a professional farms levels considerably faster than an average player doing exactly the same activity.
Worth understanding because it changes when you should buy.
Completing Expeditions grants a stacking +5% XP buff, up to three times, capping at +15%. It's permanent and it applies to everything.
Which means a Raider with three Expeditions banked levels measurably faster than one who has never departed — and the cheapest levelling you will ever buy is the run immediately after a departure, when that buff is live and you're rebuilding from scratch anyway.
If you've never departed, your levelling is more expensive than it needs to be, permanently. The fix is Expedition boosting once, then the buffs do the rest.
To level 20. The entry requirement for the Expedition Project. Small order, large payoff, and the most commonly correct one for newer accounts.
To a mid-range build level. The comfortable working range where most of the game opens up. The standard order.
High-level targets. Longer, and worth checking against the cycle calendar first — if a departure window is close, you'll reset it.
Levelling as part of a rebuild. Almost always better value inside a wipe recovery bundle, since the booster is raiding anyway and the coins, benches and stash work overlap.
One detail that affects this order specifically.
Since Update 1.45.0 on 8 September 2026, quest reset at Expedition departure is optional rather than automatic. If you kept your quests through your last departure, some of the progression a levelling run would normally pick up is already done — which changes what the order needs to cover.
Mention it in the order notes. It usually makes the order smaller and cheaper, and we'd rather find that out before you pay than after.
Sounds obvious, and it's the single most common cause of a requote.
People order from memory, and memory is generous. The gap between "I think I'm about 25" and an actual level 19 is a meaningfully different order — and in the other direction, plenty of customers are already past the level 20 Expedition gate they were about to pay to reach.
Thirty seconds in your profile before you order saves a conversation afterwards, and occasionally saves you the whole purchase.

Region-matched VPN + credential vault
Every order runs behind a region-matched VPN. Your credentials are scoped to the assigned Pro, rotated the moment the boost ends. Anti-cheat and risk systems see nothing unusual.
Anonymous, offline, silent
Your Pro appears offline in game. Never messages friends. Never accepts party invites. Never speaks in in-game chat. Leave specific notes in the order brief See how we keep every account safe in our dedicated safety section
One Pro. One order. One session.
Credentials go only to the assigned Pro. Nobody else on the team ever sees them. Revoked automatically when the order closes. Never shared

Pick your game, where you are now and where you want to be. The price updates as you click, every extra is free to add, and there's nothing to sign up for.
Boosting sits outside Embark's terms of service. Any provider offering a zero-ban guarantee is making a promise they cannot keep.
What we control: a VPN matched to your region on every session, fully manual play with no scripts or macros, one booster per account with credentials never shared beyond them, and sensible pacing rather than an eighteen-hour block that looks nothing like your normal play.
The manual-play point matters more in an extraction shooter than in most genres. Levelling is repetitive, which makes it exactly the kind of grind people are tempted to automate — and movement or aim automation here escalates a boosting issue into a cheating one, which is a far worse category of problem. We don't, on any order.
This service is piloted by necessity. Levels are account progression, so someone has to log in. Unlike coins or gear, there's no in-raid version of XP. If account access is a dealbreaker, Rent a Raider puts a pro in your squad while you play — slower, but nobody logs in and you keep every level you earn.
Security steps go out before anyone logs in. Two minutes. Across 50,000+ orders since 2006, no customer who followed them has reported a permanent ban.
If a departure window is about to close and you're going through it. Levels reset. Buying them days before you wipe them is the clearest waste on this site, and we'll say so. The exception is climbing to level 20 specifically in order to start an Expedition.
If funding is the actual problem. A high-level Raider with no coins still can't kit properly. If you're losing runs because you take cheap loadouts, buy coins instead — frequently in-raid, so no account access either.
If you want specific gear. Levels don't get you a weapon. Blueprints and gear farming does, and usually for less than funding the RNG yourself.
If you need several things at once. Buy the bundle rather than four separate orders — it prices better and the booster's raids overlap.
If dying is the problem, not levelling. Skill points won't fix routing. A session with a pro will.
The level range. Early levels are quick; later ones take meaningfully longer per level.
Your starting point. Where you actually are, not where you think you are — check before ordering.
Loot preferences. Asking your booster to prioritise a specific map for its loot profile, or to keep gear rather than sell it, is free but it changes routing and therefore pace.
Whether quests were kept. Since 1.45.0 that's your choice at departure, and keeping them usually shrinks the order.
Your platform, and how close the Expedition window is — the days around a window closing are the busiest of the cycle.
Loyalty discounts grow with every order, volume pricing applies on longer ranges, and bundling levelling with coins or a rebuild drops the price on the second service automatically.
You can't play while a piloted order runs, and ARC Raiders raids are long — your booster will agree a schedule in the order chat rather than assuming, and a substantial levelling range runs across days rather than a single sitting.
Everything looted along the way stays in your stash. Payment releases when you confirm, not when the booster marks it complete. Support runs 24/7 and you message the person playing your Raider directly.
Tell us your current level, your target and whether you're departing this cycle — and we'll tell you honestly if the timing makes it worth buying at all.

Everything you need to know about Call of Duty boosting in 2026 — from picking the right package to keeping your account safe through Ranked Play.
GUIDES●16.08.2026

How rank-resets, RR gains, and placement matches actually work in 2026, and which package fits your current rank.
GUIDES●16.08.2026

The five-game window at the start of every season decides a third of your climb. Here is what to do — and what to avoid — for each of those games.
GUIDES●16.08.2026