ARC Raiders Weapon Stats — Reading the Numbers
TTK & Shield Tiers
TTK (time to kill) measures how long a weapon takes to eliminate a full-health target given its fire rate, per-shot damage, and shots-to-kill count. The key insight: ARC Raiders has three shield tiers — Light (40 charge, 0.4 deflection), Medium (70 charge, 0.425 deflection), and Heavy (80 charge, 0.525 deflection). Deflection absorbs a percentage of each hit, so a gun that melts an unshielded raider may take nearly twice as long against Heavy armor. Use the shield selector above to see the real TTK for the target you actually fight.
Cyclic DPS vs Effective DPS
Cyclic DPS is raw sustained output assuming infinite ammo — pure fire rate times damage. Effective DPS factors in reload time and magazine size, showing true sustained damage including downtime. A high cyclic-DPS weapon with a 10-round magazine and slow reload often loses to a lower-DPS weapon with a 30-round magazine in real combat. Both metrics are shown for every weapon from the Common Ferro through the Legendary Dolabra.
Weapon Upgrade Tiers
Every weapon can be upgraded through four tiers (I → II → III → IV), each boosting damage and stats at increasing material cost. Upgrades require crafting materials like Metal Parts, Rubber Parts, Plastic Parts, Gun Parts (Simple through Complex), Steel Springs, Wires, Magnetic Accelerators, and Oil. Rare upgrades demand specialty drops like Queen Reactors and Exodus Modules. The stat table above reflects the selected tier level so you can compare weapons at the same upgrade stage.
Key Stat Fields
Each weapon shows: body damage, headshot damage (with multiplier), fire rate, magazine size, reload time, shots-to-kill, equip time, and damage per magazine. Burst weapons also show burst gap; charge weapons show prefire delay. Select any two weapons to compare side-by-side across all fields at your chosen tier and shield level.






















