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GuideARC RaidersBuilds and weapons

ARC Raiders: best weapons and tier list

Updated: 14 min read

All 26 weapons: table

The wiki splits weapons into 9 classes: Assault Rifles, Battle Rifles, SMGs, Shotguns, Pistols, Hand Cannons (heavy revolvers), LMGs, Sniper Rifles and Specials. The values are for level I, meaning a weapon with no upgrades.

WeaponClassAmmoRarityDamageMagazineARC armor penetration
Kettleassault rifleLight AmmoCommon8.520very weak
Rattlerassault rifleMedium AmmoCommon912–24moderate
Arpeggioassault rifleMedium AmmoUncommon9.5 (3-round burst)24moderate
Tempestassault rifleMedium AmmoEpic1025moderate
Bettinaassault rifleHeavy AmmoEpic1622strong
Ferrobattle rifleHeavy AmmoCommon401strong
Stilettobattle rifleLight AmmoUncommon1910–16weak
Renegadebattle rifleMedium AmmoRare358moderate
Aphelionbattle rifleEnergy ClipLegendary25 (2-round burst)10strong
StitcherSMGLight AmmoCommon6.520very weak
CantoSMGMedium AmmoRare6.518moderate
BobcatSMGLight AmmoEpic620very weak
Il ToroshotgunShotgun AmmoUncommon7×9 (63)5–8weak
VulcanoshotgunShotgun AmmoEpic49.56weak
DolabrashotgunEnergy ClipLegendary50 from the hip, 40 aiming8strong
HairpinpistolLight AmmoCommon208very weak
BurlettapistolLight AmmoUncommon1012very weak
VenatorpistolMedium AmmoRare16 (2×8)10moderate
Bantamhand cannonHeavy AmmoUncommon248strong
Anvilhand cannonHeavy AmmoRare406strong
TorrenteLMGMedium AmmoRare860–90moderate
Ospreysniper rifleMedium AmmoRare458moderate
Jupitersniper rifleEnergy ClipLegendary605very strong
RascalspecialLauncher AmmoRare751very strong
HullcrackerspecialLauncher AmmoEpic1005very strong
EqualizerspecialEnergy ClipLegendary850very strong

Magazine ranges (e.g. 12–24) grow with the upgrade level from I to IV. After its nerf, the Il Toro shows 7×9 (63) in its infobox, while the wiki's summary table still lists 67.5. The Hairpin has a built-in silencer, the Venator fires two shots at once (Twin Shot), and the Osprey has a 5.66x scope.

What each weapon is good for

This table is not a ranking. It is based on the stats and on Embark's descriptions.

JobWeaponsWhy
Big, armored ARCHullcracker, Rascal, Jupiter, Equalizerthe strongest armor penetration; Hullcracker rounds only detonate when they hit ARC
Strong penetration for everyday useBettina, Ferro, Bantam, Anvil, Aphelion, DolabraHeavy Ammo and Energy Clips, strong penetration
Long rangeOsprey, Aphelion, Jupiter, Renegade, Equalizerthe longest range in the game: 80.3, 76, 71.7, 68.8 and 68.6
Close rangeIl Toro, Vulcano, Dolabra from the hip, Bantamrange 20–32.4; Embark says the Bantam has a "unique hip-fire capability"
Sustained fireTorrente, Equalizermagazine of 60–90 and 50
Cheap startKettle, Rattler, Ferro, Stitcher, Hairpinno blueprint needed, Gunsmith level 1

Embark describes the Stiletto as a cheap early-game alternative to the Renegade, and the Rascal as a lighter anti-ARC sidearm for those who don't want to risk a Hullcracker.

Best weapons: PvP and PvE rankings

Embark doesn't publish a tier list. No major outlet has published one after 2.0 either (PC Gamer's list is from November 21, 2025, and out of date). Below are content creator KaidGames2's rankings (the videos are sponsored). This is one creator's opinion.

TierPvP (October 14, 2026)PvE, against ARC (October 13, 2026)
SBobcat, Vulcano, Tempest, Canto, Dolabra, RenegadeHullcracker, Equalizer, Jupiter
AStitcher, Anvil, Il Toro, Osprey, Burletta, Jupiter, Bantam, StilettoDolabra, Bettina, Anvil, Renegade, Aphelion, Osprey, Ferro, Rascal, Bantam
BFerro, Arpeggio, Venator, KettleIl Toro, Vulcano, Venator, Tempest, Torrente, Stiletto
CAphelion, Bettina, Torrente, Rattler, Equalizer, Hairpin, Hullcracker, RascalRattler, Arpeggio, Kettle
DnoneCanto, Bobcat, Stitcher, Burletta, Hairpin

The two rankings are almost opposites. SMGs and shotguns (Bobcat, Canto, Vulcano) sit at the top in PvP and at the bottom in PvE. The Hullcracker, Equalizer and Jupiter are the other way round. The Hullcracker and Rascal rank low in PvP because their rounds only explode on ARC. For PvE, the creator judges armor penetration, weak point damage, ammo economy and range.

A player test on Reddit from October 18, 2026 (body shots, target with a Medium Shield) paints a similar PvP picture: the Burletta with the Full-Auto amplification kills in 1.27 s, the Bobcat in 1.33 s, the Tempest in 1.4 s and the Canto in 1.53 s.

Best weapons for big ARC and the Wolfpack grenade

Since 2.0, explosive damage works differently. Hullcracker-type weapons deal over 50% more damage to armor plates but about 30% less to fragile parts. After a fix, the Jupiter hits armor harder and weak spots slightly less. The Dolabra now destroys the Harvester's yellow weak points.

Players on Reddit called the Hullcracker the best non-energy PvE weapon. The thread about no longer being able to buy it from Tian Wen has 3,039 points. Tactics for the Queen, Matriarch and Frigate are in our guide to bosses and big ARC.

The Wolfpack is a grenade (Epic), not a weapon. It fires 12 homing missiles at ARC (166 damage each). According to the wiki, it's useful against the Rocketeer, Vaporizer, Bastion and Bombardier. You craft it with a blueprint at the Explosives Station, level 3, from 1 Explosive Compound, 2 ARC Motion Core and 1 Rocketeer Driver. The Matriarch's shield absorbs it.

Where to buy anti-ARC gear this week (October 13–19, 2026, Cassio's offer):

ItemQuantityPrice (barter)
Hullcracker II330,000
Anvil II220,000
Wolfpack39,000
Dolabra260,000

The Nomadic Envoys offer changes every week at 15:00 CEST and requires level 25.

Weapon upgrades: levels I–IV and the Gunsmith

The numerals I, II, III and IV in a weapon's name are its upgrade level. You can upgrade most weapons three times at the Gunsmith, and the levels add +10, +20 and +30 durability. Since 1.26.0, an upgrade also repairs 25% of max durability. Upgrades are permanent, while mods can be removed at any time. Legendary weapons (Aphelion, Dolabra, Jupiter, Equalizer) have no levels I–IV.

GunsmithBuild cost
Level 120 Metal Parts, 30 Rubber Parts
Level 23 Rusted Tools, 5 Mechanical Components, 8 Wasp Driver
Level 33 Rusted Gear, 5 Advanced Mechanical Components, 4 Sentinel Firing Core
Level 4 (requires the Outpost)3 Radial Press, 3 Magnetic Accelerator, 1 Emperor Modulator; unlocks Weapon Amplification

Upgrade costs for weapons from the rankings:

WeaponLevel IILevel IIILevel IVBonus at IV
Bobcat2 Advanced Mechanical Components, 1 Light Gun Parts2 Advanced Mechanical Components, 3 Light Gun Partssame as IIIdispersion −50%, horizontal recoil −45%, reload −40%
Tempest2 Advanced Mechanical Components, 1 Medium Gun Parts2 Advanced Mechanical Components, 3 Medium Gun Partssame as IIIhorizontal recoil −50%, reload −40%
Vulcano1 Advanced Mechanical Components, 2 Heavy Gun Parts2 Advanced Mechanical Components, 1 Heavy Gun Parts2 Advanced Mechanical Components, 3 Heavy Gun Partsfire rate +30%, reload −40%
Renegade1 Advanced Mechanical Components, 2 Medium Gun Partssame as II2 Advanced Mechanical Components, 2 Medium Gun Partsfire rate +75%, dispersion recovery −50%
Anvil3 Mechanical Components, 1 Simple Gun Parts1 Advanced Mechanical Components, 1 Heavy Gun Parts2 Advanced Mechanical Components, 1 Heavy Gun Partsfire rate +75%, dispersion recovery −18.75%
Hullcracker1 Advanced Mechanical Components, 2 Heavy Gun Parts2 Advanced Mechanical Components, 1 Heavy Gun Parts2 Advanced Mechanical Components, 3 Heavy Gun Partsfire rate +53%

How to amplify weapons to level V

Amplified Weapons are a late-game system added in 2.0. You unlock it at the Research Workstation (called Research Station on the wiki) in the Outpost. It gives a fifth quality level and a tree of changes, such as a fully-automatic Burletta, a Renegade with a scope or a Rattler with incendiary bullets and a 64-round drum magazine.

At launch you can amplify 15 weapons: Kettle, Rattler, Bettina, Renegade, Aphelion, Canto, Il Toro, Hairpin, Burletta, Anvil, Osprey, Jupiter, Rascal, Hullcracker and Equalizer.

What you need, according to the wiki:

  1. The Gunsmith at level 4 and the Research Workstation at level 4 (the station's level requires the same Outpost level).
  2. The weapon at level IV (Legendary weapons qualify right away).
  3. An Amplification Module matching the weapon's rarity: Common Mk. I, Uncommon Mk. II, Rare Mk. III, Epic Mk. IV, Legendary Mk. V. Modules drop from the Fallen Emperor (entered through the Emperor Gateway Conduit in Pendola Pass) and from ARC Frigate cargo. The Emperor Modulator for the Gunsmith only comes from the Fallen Emperor.

The Research Workstation at level 4 costs 3 Thermal Shaker, 3 ARC Data Module and 1 Frigate Inductor, and the Frigate Inductor only comes from the ARC Frigate.

Sources disagree. The wiki requires the Research Workstation at level 4. Raider Logic (October 10, 2026) amplified 13 weapons without the Frigate and says the station at level 3 is enough for level V, with the Frigate Inductor needed only for extra perks. The durability bonus differs too: the wiki lists +70 (Legendary +100), Raider Logic says "up to 200 max from 100".

You unlock perks (Amplified Research) in two steps: a task, such as dealing 1,000 damage with the Hairpin in one round, and then 5,000 Research Points plus ARC parts. Amplification can't be undone. The in-game description says: "It fundamentally changes the weapon and cannot be reverted." Some options are mutually exclusive (e.g. Burst Fire and Full-Auto).

Example amplifications from the wiki:

WeaponAmplifications
RattlerMore Reload, Drum Mag (+40 rounds, requires More Reload), Incendiary Rounds
BurlettaBurst Fire, Increased Burst, Full-Auto (+60% fire rate), Sprint Shooting
Il ToroMore Reload, Slug Rounds (+900% projectile damage, +200% against ARC armor)
AnvilX-Rounds (+5 damage, +33% against ARC armor) or Anvil Splitter (+3 projectiles, −70% projectile damage)
HullcrackerIncendiary Grenades, Mag Reload (no more loading one round at a time)
EqualizerRamping Damage, Anti-Weak Point (+67% against weak points, −60% against armor), Bigger Mag (+30)

You can only repair an amplified weapon with Amplified Fragments (from recycling amplified weapons). If you get downed, you drop it with 10% durability. The Frigate map condition has no PvE option in the PvE mode test (October 13–20, 2026).

Weapon mods

You can craft mods at the Gunsmith, find them in a raid or buy them from Tian Wen. The slots are Muzzle, Shotgun Muzzle, Underbarrel, Stock, and Light, Medium and Shotgun Magazine. Mods at levels I, II and III require the Gunsmith at levels 1, 2 and 3. According to the list on the wiki (edited in February 2026, may be out of date):

  • Angled Grip and Vertical Grip: −20/30/40% horizontal or vertical recoil.
  • Compensator: −20/40/60% per-shot dispersion.
  • Extended Barrel: +10/20/30% bullet velocity (three levels since 1.29.0).
  • Silencer: −20/40/60% noise.
  • Extended Light Mag +5/10/15, Extended Medium Mag +4/8/12, Extended Shotgun Mag +2/4/6.

Level III mods usually wear your weapon down faster. The Dolabra, Jupiter, Equalizer, Bantam and Rascal have no mod slots. Since 2.0, the Anvil Splitter is no longer a mod but an amplification.

Weapon blueprints

You learn a blueprint in Speranza ("Learn and Consume"), and it's used up once learned. Weapon blueprints drop from Raider Containers (except the Tempest), and rare ones drop more often when two major map conditions run at once. They can also be Trials rewards. You can craft the Kettle, Rattler, Ferro, Stitcher and Hairpin without a blueprint.

Exceptions: the Equalizer and Jupiter only come from the Harvester, the Hullcracker from the quest "The Major's Footlocker", the Burletta from the quest "Industrial Espionage" and the Aphelion from Stella Montis.

Since 2.0, you can make some blueprints at the Research Workstation for Research Points (points from Research Items). Legendary weapons aren't on the list.

BlueprintResearch PointsAlso needsResearch Workstation
Il Toro2,0005 Shredder Gyrolevel 1
Burletta2,0008 Simple Gun Partslevel 1
Bantam3,0008 Hornet Driverlevel 1
Stiletto3,00015 Wasp Driverlevel 1
Canto2,00010 Skulker Targeter, 5 Steel Springlevel 2
Anvil3,0005 Bully Fragmenter, 1 Rusted Toolslevel 2
Osprey3,0003 Sentinel Firing Core, 1 Camera Lenslevel 2
Rascal3,0002 Bombardier Cell, 15 ARC Alloylevel 2
Torrente3,0003 Bastion Cell, 1 Cooling Fanlevel 2
Venator3,0003 Leaper Pulse Unit, 1 Mechanical Componentslevel 2
Bettina4,5005 Rocketeer Driver, 1 Complex Gun Partslevel 3
Hullcracker4,5005 Bombardier Cell, 1 Complex Gun Partslevel 3

Blueprints also show up in the weekly Nomadic Envoys offer. How to build the Outpost and the station is covered in our beginner's guide.

Ammo and daily limits

AmmoWeaponsCrafting (Workbench, level 1)
Light AmmoKettle, Stitcher, Bobcat, Hairpin, Burletta, Stiletto3 Metal Parts, 2 Chemicals → 25
Medium AmmoRattler, Arpeggio, Canto, Renegade, Venator, Torrente, Osprey, Tempestsame → 20
Heavy AmmoFerro, Anvil, Bettina, Bantamsame → 10
Shotgun AmmoIl Toro, Vulcanosame → 5
Launcher AmmoRascal, Hullcracker1 ARC Motion Core, 2 Crude Explosives → 6
Energy ClipJupiter, Equalizer, Aphelion, Dolabra1 Advanced ARC Powercell, 2 Battery → 5

ARC armor penetration goes up from Light through Shotgun, Medium and Heavy to Launcher Ammo. Energy Clips are never worse than Heavy Ammo, and one clip fully recharges a weapon.

Since 2.0, Launcher Ammo and Energy Clips have a daily purchase limit (Embark didn't give numbers). According to the wiki, Tian Wen sells Launcher Ammo with a limit of 15 at 4,500 Coins per 6 rounds, and Energy Clips with a limit of 20 at 3,000 Coins. Players on Reddit say the limit counts packs: 15 purchases of 6, or 90 rounds a day. For Energy Clips it's unclear whether the limit counts single clips or packs. Launcher Ammo also drops from the ARC Turbine, Bombardier and Rocketeer, and Energy Clips from the Vaporizer.

Balance changes in recent patches

UpdateDateWhat changed for weapons
Store Update 2.1.0October 13, 2026the Hairpin's Semi-Auto amplification now deals reduced headshot damage, as described; the amplification tree highlights the path
Hotfix 2.0.2October 9, 2026fix for invisible weapon models with attachments
Frozen Trail 2.0October 8, 2026Bantam, Stiletto, amplification, new explosive damage; Anvil from Green to Blue and without its Tech Mod slot; Anvil and Hullcracker out of Tian Wen's stock; Launcher Ammo and Energy Clip limit
1.29.0May 19, 2026new Rascal; Bettina fire rate 235→250; Extended Barrel in three levels
1.26.0April 28, 2026found weapons average 30 durability instead of 50; Common weapons lose 75% more durability per shot; Bettina damage 14→16
1.20.0March 17, 2026Il Toro nerf: 7.5→7 per pellet, reload 4.3→5.7 s
1.17.0February 24, 2026Stitcher, Kettle and Venator nerfed; Jupiter with more zoom, Aphelion reloads faster

The full list of Frozen Trail changes is in our latest update article, and skills that suit your weapon are in the skill tree guide.

FAQ

What is the best weapon in ARC Raiders?

It depends on your target. In KaidGames2's rankings, the top PvP picks are the Bobcat, Vulcano, Tempest, Canto, Dolabra and Renegade, and against ARC the Hullcracker, Equalizer and Jupiter. This is one creator's opinion.

Do I need the Frigate to amplify weapons?

According to the wiki, yes, because the Research Workstation at level 4 requires a Frigate Inductor. Raider Logic says the station at level 3 is enough for level V, and the Frigate is only needed for perks.

Where can I buy the Hullcracker after 2.0?

Not from Tian Wen. It's in the weekly Nomadic Envoys rotation (in the week of October 13–19, 2026, Cassio has the Hullcracker II). You get the blueprint from the quest "The Major's Footlocker" or at the Research Workstation, level 3, for 4,500 Research Points.

How much Launcher Ammo can I buy per day?

Embark only confirms that a limit exists. The wiki and players say 15 purchases of 6 rounds, or 90 rounds.

Does upgrading a weapon repair it?

Yes. Since 1.26.0, every upgrade restores 25% of max durability.

Sources

Last verified: