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    Best weapons in ARC Raiders

    Raiderism editorial2026-10-03

    For machine fights, start with ARC armor penetration. The game ranks weapons on a five-step scale. Pick a penetration tier for your target, then compare damage, ammo, and weight in the weapons armory.

    Start with penetration, not damage

    Plating shrugs off small-arms fire. A weak-point hit from a penetrating rifle can save a full magazine of SMG spray. The penetration tiers:

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

    Damage and magazine size

    The Equalizer holds the biggest 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 have traits worth building around: 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.

    Weapon comparison

    Weapon / rankAmmoARC penetrationCarry weight
    Ferro IHeavy AmmoStrong8 kg
    Kettle ILight AmmoVery Weak7 kg
    Stitcher ILight AmmoVery Weak5 kg
    Anvil IHeavy AmmoStrong5 kg
    Renegade IMedium AmmoModerate10 kg
    AphelionEnergy ClipVery Strong14 kg
    Sources & updates

    Updates

    • Game version 1.36.1
    • 2026-10-03 · Tightened guide copy and weapon comparison.
    • Report a correction