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    ▤ Field manual

    Best weapons in ARC Raiders: what the stats actually say

    Raiderism editorialFiled 2026-07-12v1.36.1weaponsloadoutsmeta

    Ask "what's the best gun" in Speranza and you'll start a bar fight. Ask the dataset and you get a quieter, more useful answer: against the machines that actually kill most Raiders, ARC armor penetration is the stat that matters, and the game rates every weapon on a five-step scale. That rating — not damage-per-second folklore — is where weapon choice starts. The weapons armory lays out every documented number side by side; this manual is how to read it.

    Start with penetration, not damage

    The machines are armored. Plating shrugs off small-arms fire, which is why a weak-point hit from a penetrating rifle is worth a full magazine of SMG spray. The dataset's penetration board:

    The split writes your loadout for you: carry one weapon for machines, one for people, and don't ask either to do both jobs.

    The documented damage numbers

    Per-shot damage is only published for a handful of weapons, so we only show it for those — but the derived math is telling. The Equalizer holds the biggest documented magazine payout (8 damage × 50 rounds = 400 per mag), ahead of the Vulcano I (351) and Jupiter (300 across just five shells). The Bobcat I manages 120 — fine against Raiders, which is exactly what its Very Weak penetration says.

    Traits worth planning around

    Three weapons carry documented special traits: the Hairpin I's integrated silencer (the quiet-loop pistol), the Osprey I's scope, and the Jupiter's experimental classification. Silence in particular is a strategy, not a stat — a suppressed takedown doesn't ring the dinner bell for every squad on the map.

    Compare and build

    Compare any two candidates side by side in the armory, then build the full kit in the loadout builder.