ARC Raiders · Guides
ARC Raiders Weapons Tier List: All 26 Guns Ranked for 2026
ARC Raiders weapons tier list after Frozen Trail 2.0: all 26 guns ranked by damage, ARC armor penetration and cost, with who should use each one.

About the game
ARC Raiders
Embark Studios
The quickest read on this ARC Raiders weapons tier list: we'd build around heavy ammo and a big first shot, because that's what gets through ARC armor and ends raider fights early. Our S tier is the Anvil, Renegade, Bettina and Jupiter. The Ferro is the best gun you can buy on day one, and the light-ammo SMGs fall off as soon as armored ARC show up.
Updated 2026-10-14: rebuilt from the ARC Raiders Wiki weapon pages and Embark's patch notes through Frozen Trail 2.0. The old list counted 22 guns (there are 26), called the Ferro semi-automatic (it's a break-action rifle that reloads after every shot) and the Anvil a pistol (it's a hand cannon), cited a Kettle fire-rate nerf that the gun's patch history on the wiki doesn't show, sent you to White, Orange and Red zones that don't exist, and claimed 80 hours of testing nobody on our side did.
Screenshot: ARC Raiders Steam store page. Game art is the property of Embark Studios.
How we ranked them
We haven't put hours into every gun. This ranking comes from the stat sheets on the ARC Raiders Wiki and from Embark's balance notes, read with three questions in mind. How hard does a shot hit? How well does it get through ARC armor? And how much does it cost you to bring and lose?
The second question matters more than new players expect. With few exceptions, a weapon's ammo type decides how well it penetrates ARC armor, from "very weak" for light ammo up to "very strong" for launchers and some energy weapons. A gun that barely scratches armored ARC is a gun that gets you killed on the way to extraction.
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The full tier list
| Weapon | Class | Ammo | Rarity | ARC armor pen. | Damage | Fire rate | Tier |
|---|---|---|---|---|---|---|---|
| Anvil | Hand cannon | Heavy | Rare | Strong | 40 | 16.3 | S |
| Renegade | Battle rifle | Medium | Rare | Moderate | 35 | 21 | S |
| Bettina | Assault rifle | Heavy | Epic | Strong | 16 | 28.7 | S |
| Jupiter | Sniper rifle | Energy clip | Legendary | Very strong | 60 | 7.67 | S |
| Ferro | Battle rifle | Heavy | Common | Strong | 40 | 6.6 | A |
| Hullcracker | Special (launcher) | Launcher | Epic | Very strong | 100 | 20.3 | A |
| Osprey | Sniper rifle | Medium | Rare | Moderate | 45 | 17.7 | A |
| Tempest | Assault rifle | Medium | Epic | Moderate | 10 | 36.7 | A |
| Venator | Pistol | Medium | Rare | Moderate | 16 (two shots of 8) | 36.7 | A |
| Dolabra | Shotgun | Energy clip | Legendary | Strong | 50 hipfire, 40 aimed | Not listed | A |
| Equalizer | Special (beam rifle) | Energy clip | Legendary | Very strong | 8 | 33.33 | A |
| Canto | SMG | Medium | Rare | Moderate | 6.5 | 56.7 | B |
| Bantam | Hand cannon | Heavy | Uncommon | Strong | 24 | 23.3 | B |
| Vulcano | Shotgun | Shotgun | Epic | Weak | 49.5 | 26.3 | B |
| Il Toro | Shotgun | Shotgun | Uncommon | Weak | 63 (9 pellets of 7) | 14 | B |
| Arpeggio | Assault rifle | Medium | Uncommon | Moderate | 9.5 | 18.3 | B |
| Torrente | LMG | Medium | Rare | Moderate | 8 | 58.3 | B |
| Aphelion | Battle rifle | Energy clip | Legendary | Strong | 25 | 9 | B |
| Rascal | Special (launcher) | Launcher | Rare | Very strong | 75 | 13.7 | B |
| Stiletto | Battle rifle | Light | Uncommon | Weak | 19 | 11.2 | B |
| Kettle | Assault rifle | Light | Common | Very weak | 8.5 | 30 | C |
| Stitcher | SMG | Light | Common | Very weak | 6.5 | 45.3 | C |
| Bobcat | SMG | Light | Epic | Very weak | 6 | 66.7 | C |
| Rattler | Assault rifle | Medium | Common | Moderate | 9 | 33.3 | C |
| Burletta | Pistol | Light | Uncommon | Very weak | 10 | 28 | C |
| Hairpin | Pistol | Light | Common | Very weak | 20 | 9 | C |
Damage and fire rate are base values for the first version of each gun. Most weapons can be upgraded up to three times at the Gunsmith, which is what the I to IV numerals mean.
S tier: bring these when you can
Image: weapon renders from the ARC Raiders Wiki (Anvil IV, Renegade IV, Bettina IV, Jupiter), arranged by GameBrief. Game art is the property of Embark Studios.
Anvil. The best gun in the game for its cost, and Embark more or less agrees. In the Frozen Trail 2.0 notes it says the Anvil "is outperforming weapons both within and above its own level of rarity", which is why it moved from uncommon to rare. Heavy Ammo, strong penetration and a 2.5x headshot multiplier make it equally good at cracking ARC and dropping raiders. Pick it if you can aim. The catch is supply: Tian Wen no longer sells it, so you'll find it in the weekly Nomadic Envoys rotation or craft it at Gunsmith 2 with its blueprint, 2 Advanced Mechanical Components, 3 Heavy Gun Parts and 3 Hand Drills.
Renegade. A lever-action rifle with 35 damage, a 2.25x headshot multiplier and more range than any other medium-ammo gun except the Osprey. It's medium ammo, so it's only moderate against ARC armor, but it's the most forgiving long-range gun for raider fights. Tian Wen sells the first version. Skip it if you mostly fight ARC up close.
Bettina. The heavy-ammo assault rifle Embark kept buffing. Patch 1.26.0 raised its damage and its damage against ARC armor by around 33%, and 1.29.0 nudged the fire rate back up. It's the only full-auto gun with strong penetration that isn't a legendary. It's epic and heavy, though, so expect to lose a few.
Jupiter. The hardest-hitting rifle, with very strong penetration. Frozen Trail 2.0 fixed a bug that applied its damage twice to ARC parts behind a target, and Embark says that leaves it "stronger against armor, but slightly weaker against weak spots". It's legendary, holds five rounds and runs on energy clips, which now have a daily purchase limit. Bring it for Queen and Matriarch fights, not for a casual loot run.
GODEEPER: Kits built around these guns for one raider instead of three. ARC Raiders Best Solo Loadouts →
A tier: strong, with a catch
Ferro. The best day-one weapon: 40 damage, Heavy Ammo, strong penetration, and Tian Wen sells it cheap. You can also craft it from 5 Metal Parts and 2 Rubber Parts at the Workbench. The catch is right in the wiki's description: it "must be reloaded between every shot". Use it to open fights, not finish them. Our crafting guide covers its upgrades.
Hullcracker. A grenade launcher whose rounds only detonate on ARC, so it's useless against raiders and brilliant against machines. Frozen Trail 2.0 reworked explosive damage so it deals "over 50% more damage against armor plates" and around 30% less to fragile parts. Take it on boss runs. It moved to the Nomadic Envoys rotation alongside the Anvil.
Osprey. A scoped bolt-action with 45 damage and the longest range figure in the wiki's weapon table. It's the budget sniper: rare, medium ammo, sold by Tian Wen. Pick it if you hold angles. Skip it inside buildings.
Tempest. An epic full-auto rifle with a 25-round magazine and moderate penetration. Nothing about it stands out, which is the point: it's the steady medium-ammo choice when you don't have a Bettina.
Venator. A pistol that fires two shots at a time, with moderate penetration. Patch 1.17.0 trimmed its damage and headshot multiplier, but it's still the best sidearm that isn't a hand cannon.
Dolabra. An experimental energy shotgun that switches between a wide hipfire blast (20 m) and a focused beam when aiming (100 m), with strong penetration. It's legendary and burns energy clips, so we rate it below the Bettina despite the raw power.
Equalizer. A legendary beam rifle with a 50-round magazine and very strong penetration. It's an ARC shredder for boss fights, heavy at 14.0 weight and too precious for a normal round.
Image: Embark Studios, Flashpoint patch notes 1.22.0 (arcraiders.com). Game art is the property of Embark Studios.
B tier: situational
The Canto (added in 1.22.0) is the SMG to use if you use one: medium ammo gives it moderate penetration where the other SMGs have almost none. The Bantam took over the uncommon hand cannon slot from the Anvil in Frozen Trail 2.0, with strong penetration but low accuracy and range. The Vulcano and Il Toro shotguns hit hard up close and fall off sharply, and shotgun ammo is weak against ARC armor. The Arpeggio is a tidy three-round-burst rifle. The Torrente carries 60 rounds and up but is "only accurate while crouched". The Aphelion is legendary and can't be upgraded, and its strong penetration doesn't make up for that. The Rascal is a single-shot launcher that, like the Hullcracker, only detonates on ARC. The new Stiletto is an accurate semi-auto rifle on light ammo, with weak penetration; the wiki calls it a good choice against lightly armored ARC. It has fans already: on r/ArcRaiders, u/SenzuYT wrote "I brought 200 rounds to riven tides and killed a vaporizer without running out, YMMV". That's a Riven Tides run against the Vaporizer, and it says as much about how much ammo the Stiletto eats as about its power.
C tier: early-game only
The Kettle, Stitcher and Bobcat all fire light ammo with very weak penetration, and patch 1.17.0 cut damage on both the Kettle and the Stitcher. They're fine in a Free Loadout and for your first few rounds; once you meet armored ARC, swap them out. The Rattler reloads two bullets at a time, which is as bad as it sounds. The Burletta is a plain light pistol. The Hairpin has a built-in silencer and a lot of stealth, so it's a pick only if you're sneaking past everything.
GODEEPER: Which machines need heavy ammo and which go down to anything. ARC Raiders Enemy Types Guide →
Our take
If you're new, buy Ferros and learn to land the first shot. Once you have the coins, trade up to the Renegade for raider fights and grab the Anvil whenever the Nomadic Envoys have it. Save the legendaries (Jupiter, Equalizer, Dolabra) for boss runs where losing them is worth the risk, and leave the light-ammo SMGs to the Free Loadout. For where the Anvil fits after the Bantam arrived, see our Anvil vs Bantam guide. If you want to push weapons past level IV, the Workshop upgrade guide covers the top Gunsmith level and Amplification.
How we checked this
We rebuilt this list on October 14, 2026 from the ARC Raiders Wiki's Weapons page and the individual pages for all 26 guns (stats, rarity, patch history), Embark's Frozen Trail 2.0 and 1.22.0 patch notes, and the Tian Wen trader page. The tiers are our reading of those numbers, not results from our own play. The full source list is in our notes for this article.
Related Reading
- ARC Raiders Beginner Guide: Free Loadout kits and which starter gun to take.
- ARC Raiders Queen Boss Guide: where the Jupiter and Hullcracker earn their cost.
- ARC Raiders Matriarch Boss Guide: another fight for very strong penetration.
- ARC Raiders Skill Tree Tier List: the skills that pair with these weapons.
References
- Weapons, ARC Raiders Wiki: full roster, classes and base stats
- Anvil, ARC Raiders Wiki: stats and the Frozen Trail 2.0 rarity change
- Tian Wen, ARC Raiders Wiki: which weapons the gun trader sells
- Frozen Trail 2.0 update notes, Embark Studios: Anvil, Bantam, Jupiter and Hullcracker changes
- Flashpoint patch notes 1.22.0, Embark Studios
- ARC Raiders on Steam
Keep reading
Disclaimer
This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.
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