In Arc Raiders, the stuff you pick up can save your run in ways you don't see coming, and browsing ARC Raiders Items honestly makes you realise how many "weird" tools are secretly the best ones. The Shaker is a perfect example. First time I found it, I stared at the description and thought, alright, a noisemaker… so what. Then you equip it and it clicks: this isn't flavour loot. It's a way to mess with the whole fight, even when you're outgunned and outnumbered.
How It Feels In Hand
What I like is how physical it is. You don't just toss a gadget and forget it. Your Raider actually grips the canister and shakes it, and the sound comes out in this steady, annoying rhythm. It's loud enough that you feel exposed using it, which makes it fun in a tense way. And those pulses aren't harmless either. Anything mechanical that wanders right up close can take chip damage from it. It's not going to delete a heavy unit, but watching a droid's health tick down because you're basically rattling a tin can at it? That's a special kind of satisfaction.
Making AI Walk Where You Want
The real value is the pull. The Shaker grabs attention hard, like flipping a switch in the AI's head. You can see it happen: heads turn, patrol lines break, a unit you really didn't want looking your way suddenly commits to the noise. That moment is the whole trick. You're not "fighting" yet, you're shaping the room. When people say Arc Raiders is about surviving, this is what they mean. It buys you space, time, and angles, which are way rarer than ammo.
Urban Vertical Plays
It shines in those stacked city zones where every window and balcony matters. I've been stuck above a courtyard, hearing heavy units clank around below, knowing that dropping down would be a bad decision. So you stay tucked behind a rail, shake the Shaker, and let the noise do the work. They drift toward the source, bunch up, and suddenly the route they were guarding is just… open. From there you've got options: 1) slip past while they're staring at the wrong corner, 2) line up a back shot on the biggest threat, 3) set your squadmate up to cross safely, and 4) reset the whole engagement before anyone's fired a round.
When It's Worth Burning A Slot
I don't carry it every run, but when the map is tight and patrols are thick, it earns its place fast. The Shaker turns panic into a plan, especially if you're low on meds or trying to extract with a bag full of scrap. If you're still figuring out what to prioritise, it's worth thinking beyond damage numbers and looking at utility gear like ARC Raiders Items buy that changes how enemies move, because movement is what gets you killed in this game.