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Weapons

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Weapons

Damage, fire rate and time to kill for every weapon.

All weapons

Compare
EpicShotgun
83.4
1.10s
1.10s
164 rpm
6
RareLMG
75.9
1.28s
0.83s
800 rpm
90
UncommonAssault rifle
59.5
1.81s
1.09s
166 rpm
24
EpicAssault rifle
59.4
1.53s
1.09s
550 rpm
25
UncommonPistol
58.0
2.43s
0.96s
500 rpm
12
RarePistol
51.6
1.60s
1.00s
300 rpm
10
RareSMG
50.3
1.55s
1.06s
850 rpm
24
EpicSMG
48.0
2.80s
0.90s
1000 rpm
20
EpicAssault rifle
47.4
1.67s
1.04s
287 rpm
22
LegendarySpecial
44.8
3.04s
2.32s
500 rpm
50
CommonSMG
44.4
3.19s
1.32s
680 rpm
20
CommonBattle rifle
35.7
3.36s
2.24s
Single shot
1
LegendaryBattle rifle
35.1
2.68s
1.79s
67 rpm
10
UncommonShotgun
35.0
2.08s
2.08s
58 rpm
8
RareSniper rifle
33.8
3.80s
2.53s
47 rpm
8
LegendaryShotgun
33.2
3.75s
3.75s
48 rpm
8
CommonAssault rifle
32.2
2.27s
1.20s
450 rpm
20
RareBattle rifle
28.3
2.67s
1.33s
90 rpm
8
UncommonHand cannon
24.2
2.61s
1.74s
69 rpm
6
CommonPistol
22.3
6.31s
3.60s
67 rpm
8
CommonAssault rifle
22.1
1.80s
1.20s
500 rpm
24
LegendarySniper rifle
20.4
6.51s
3.66s
21 rpm
5
EpicGrenade launcher
7.8
16.36s
16.36s
51 rpm
5

23 of 26 weaponsStiletto and Bantam have no stats yet. Rascal’s shells only explode on ARC, so it has no kill time against raiders.Stats from community weapon spreadsheets and the ARC Raiders wiki

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How the numbers work

DPS counts reloads: a full magazine’s damage over the time it takes to empty and reload it.

Time to kill is against a raider with 100 HP. Until their shield breaks, it stops part of every hit.

  • Light40 HPStops 40%
  • Medium70 HPStops 42.5%
  • Heavy80 HPStops 52.5%

Assumes every shot hits. Ferro fires once per reload, so its times include reloading.

▶Weapon stats guideTime to kill, DPS, shields and upgrade tiers explained

ARC Raiders weapon stats: reading the numbers

Time to kill and shields

Time to kill (TTK) is how long a weapon takes to down a raider with 100 HP, from its fire rate, damage per shot and the shots it needs, plus any reloads and wind-up. ARC Raiders has three shields: Light (40 charge, stops 40% of each hit), Medium (70 charge, 42.5%) and Heavy (80 charge, 52.5%). A shield stops part of every hit until it breaks, so every gun needs more hits against a heavier shield, and fast guns with small magazines lose the most, since the extra hits can force a reload. Pick the shield you actually fight to see the real TTK.

DPS with reloads

The DPS here counts reloads: a full magazine’s damage over the time it takes to empty and reload it. A weapon with a high fire rate and a small magazine often loses to a slower one with a bigger magazine in a real fight. Every weapon with stats is covered, from the Common Ferro to the Legendary Dolabra.

Upgrade tiers

Most weapons upgrade through four tiers, I to IV, each improving their stats; Legendary weapons can't be upgraded. Upgrades take Metal, Rubber and Plastic Parts, Simple to Heavy Gun Parts, and Mechanical or Advanced Mechanical Components. Crafting the best weapons also takes rarer parts like Magnetic Accelerators, Exodus Modules, Complex Gun Parts and Queen Reactors. Choose a tier to compare weapons at the same stage, and open a weapon to see what it costs to craft, buy and upgrade.

Comparing weapons

Pin up to three weapons to see DPS, time to kill, damage per shot, fire rate, magazine and reload side by side, with the best of each marked. Copy link shares the tier, shield and pinned weapons, so a teammate opens the same comparison.