ARC Raiders Weapon Tier List: Don't Bring a Hairpin to a Robot Fight

Surviving X-Isle in ARC Raiders isn't just about sneaking around; eventually, you will have to shoot something, probably lots of somethings. Bringing the right tool for the job can be the difference between extracting rich and getting turned into scrap metal by a pissed-off ARC dog. If you're just starting out, check our ARC Raiders beginner's guide for the basics.

A tense, dark screenshot from ARC Raiders showing a foreground character observing an operator in a full orange armored suit standing ready with a rifle on a misty, elevated platform.

The surface is crawling with killer robots and, worse, other desperate Raiders looking to liberate you from your loot. Your weapon choice is critical. ARC Raiders throws 19 different firearms your way, ranging from Common junk to Legendary tech, spread across five rarity tiers. But rarity ain't everything. Some uncommon guns punch way above their weight, while some fancy high-tier stuff might just get you killed faster.

Before we dive in, let's be clear: this list is based on my experience balancing damage output (lethality against ARCs and players), ease of use (how much skill it takes not to shoot your own foot), versatility (useful in more than one specific situation), accessibility (how easily you can get your hands on it), and ammo efficiency (because ammo is precious). Your mileage may vary, but this should give you a solid idea of what to aim for and what to leave rusting in the dirt.

A dark, atmospheric screenshot from ARC Raiders showing two heavily armored Raiders using a flashlight to investigate a downed figure on a makeshift walkway under a large, bright full moon.

S-Tier: The Gods of the Wasteland

These are the cream of the crop. If you find one, hold onto it like your life depends on it (because it probably does).

Weapon (Type) Why It Slaps Best Used For The Catch
Anvil (Hand Cannon)Hits like a freight train. Huge damage per shot makes it deadly against ARCs and players alike, especially with headshots. Surprisingly ammo-efficient if you can aim.Close to mid-range fights where precision pays off. Conserving heavy ammo. Making someone regret peeking.Slow rate of fire. You miss, you might die waiting for the next shot. Needs good aim.
Rattler (Assault Rifle)Old reliable. Solid all-around performer with good damage and fire rate. Even though it's common, it gets the job done consistently. That weird 2-bullet reload isn't that bad.Mid-range engagements. Laying down suppressing fire. Dealing with groups.Chews through medium ammo if you're not careful.
Kettle (Semi-Auto Assault Rifle)Accurate, ammo-efficient, and dependable. Great for tapping heads and conserving precious light ammo. Solid damage output for its class.Mid to long-range plinking. When you need precision over volume.Slow reload. Can feel weak up close against faster weapons. Low bullet velocity means leading targets.

A-Tier: Damn Good Choices

Reliable workhorses. You won't be disappointed finding these, and they can carry you through most fights.

Weapon (Type) Why It's Solid Best Used For The Catch
Vulcano (Semi-Auto Shotgun)Absolutely melts things point-blank. Faster follow-up shots than the pump-action make it terrifying indoors.Clearing buildings, tunnels, extraction points. Ambushing unwary Raiders.Useless beyond spitting distance. Ammo can be scarce.
Bobcat (SMG)Bullet hose. Incredible fire rate makes it great for rushing and overwhelming enemies up close. Good mobility.Aggressive pushes. Flanking. Shredding unarmored targets.Accuracy is questionable beyond handshake range. Low damage per bullet struggles against armor. Burns through light ammo fast.

B-Tier: Situational Specialists

Not bad, but not universally great. They shine in specific roles but have noticeable drawbacks.

Weapon (Type) Why It's Okay Best Used For The Catch
Ferro (Break-Action Rifle)Packs a serious punch for a common weapon. If you can land that one shot, it hurts.Early game sniping attempts. Backup weapon for taking out priority targets.Reloading after every single shot is painful. Terrible in chaotic fights.
Torrente (LMG)Huge magazine capacity is great for sustained fire. Decent damage when you actually hit something. Accurate when crouched.Defending positions. Suppressing enemies from a fixed spot. Team play.Heavy and slows you down. Terrible accuracy unless crouched. Not great for solo players needing mobility.
Arpeggio (Burst Rifle)Accurate bursts can be effective at mid-range. Good for controlled engagements if you can manage the recoil.Picking off targets at medium distances. Tactical firefights.Can feel awkward in close quarters or against fast movers. Burst delay can get you killed.

C-Tier: Use If You Must

These guns exist. They shoot bullets. Don't expect miracles. Upgrade or replace ASAP.

Weapon (Type) Why It's Meh Best Used For The Catch
Burletta (Pistol)It's a basic pistol. Fast fire rate if you have a quick trigger finger. Lightweight.Your very first raid when you have nothing else. Emergency backup.Pathetic damage. Terrible against armor. Completely overshadowed by the Anvil once you get it.
Hairpin (Bolt-Action Pistol)Comes with a built-in silencer, which is... neat?. Okay for stealth kills on unaware targets.Taking potshots from a distance when you absolutely need silence. And have nothing better.Painfully slow bolt-action reload. Clunky handling. Low damage doesn't justify the slow speed. Truly awful in a real fight.

D-Tier: Just... No.

Weapons that actively feel like they're trying to get you killed. Avoid unless you enjoy suffering.

Weapon (Type) Why It Sucks Best Used For The Catch
Equalizer (Energy Beam Gun)Looks cool, performs terribly. Damage feels inconsistent, drains special ammo like crazy. Just doesn't feel efficient.Looking flashy while accomplishing very little. Maybe if you find tons of energy ammo?Massive ammo consumption. Underwhelming damage output compared to conventional guns. Hard to justify bringing it.
Il Torro (Pump-Action Shotgun)High damage per shell if you're close enough. That's about it.Desperation plays at point-blank range. And praying you don't need a follow-up shot.Glacial pump-action speed. Limited range. Generally unreliable in fast fights. Just use the Vulcano if you find one.

Note: Weapons like the Stitcher, Renegade, Osprey, Venator, Tempest, Hullcracker, and Jupiter weren't ranked due to limited hands-on time or insufficient data during the playtest, but expect updates as we get more trigger time.

A first-person perspective screenshot from ARC Raiders showing a player character in a forest, crouching down while another Raider walks ahead through sunlight and fog.

Rarity Isn't Everything

Remember, just because a weapon is Legendary (like the Equalizer or Jupiter) or Epic (like the Vulcano or Bobcat) doesn't automatically make it S-Tier. My rankings consider overall effectiveness and usability. That Uncommon Anvil often outperforms higher-rarity guns if used right. Upgrades and attachments can also drastically change how a weapon feels – potentially boosted further by unlocks in the ARC Raiders skill tree – so don't write off a lower-tier gun completely if you find some good mods for it.

Crafting the good stuff requires rare resources like Advanced Mechanical Components, Power Rods, Processors, and specific gun parts (Heavy, Medium, Shotgun) that you'll need to scavenge on X-Isle. Legendary weapons often demand unique, hard-to-find materials.

The Final Shot

Ultimately, the "best" weapon is the one you feel most comfortable wrecking face with. This tier list is a starting point, not gospel. Experiment, find what clicks with your playstyle, and learn the strengths and weaknesses of each gun. In the end, your skill, tactics, and maybe a bit of luck are what will get you back to Speranza alive. Need more pointers? Check out our ARC Raiders advanced tips. Now get out there and grab some loot, Raider.

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