
Been away for a few months and loading back in before Frozen Trail (October 8)? The weapon meta has barely moved while you were gone — which means the loadout that beats ARC machines is easy to rebuild fast. The core question every returning Raider asks is the same: what actually chews through ARC plating without burning your whole stash?
This guide covers the best weapons to fight ARCs in 2026, the exact ammo and armor-penetration that matters against machines, which guns handle each enemy type, and three ready-to-run loadouts for solo, squad, and boss runs — all verified against the current (pre-Frozen-Trail) meta.
Quick answer (TLDR): The Anvil is the single safest anti-ARC pick right now — an Uncommon Heavy-ammo hand cannon with Strong ARC armor penetration, 40 damage a shot (100 on a 2.5× headshot), and it's a common wild drop. Pair it with a Ferro battle rifle (cheap to craft, no blueprint needed), bring Heavy Ammo, and aim for weak points (thrusters, leg joints, the glowing core). For long-distance ARC the Jupiter energy sniper carries a Very Strong armor rating and can pierce straight to the core. Read on for per-enemy weapons and three full loadouts.

ARC Raiders - Blueprints
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Why does your weapon choice matter against ARCs?
ARC machines are not bullet sponges you out-DPS with any gun — they are armored, and most weapons have an ARC armor-penetration rating that decides whether your shots land for full damage or ping off plating. A Light-ammo SMG like the Bobcat is rated Very Weak against ARC armor: great for shredding another Raider in close quarters, close to useless against a Bastion's legs. Returning players who grab whatever's in their stash and head topside usually die to this exact mismatch.
The fix is simple once you know it: bring a weapon with Strong armor pen for the body of the fight, hit the weak points instead of center-mass, and carry the right ammo so you're not out mid-raid. Embark leans into this too — a recent Trials challenge literally asked players to "damage specific ARC with certain weapons" ("snitches get stitches"), rewarding players who match the tool to the target.
What makes a weapon good against ARC machines?
Three things decide an anti-ARC weapon, in order:
- ARC armor penetration — rated from Very Weak up through Strong and Very Strong (the Equalizer, Jupiter and Hullcracker sit at Very Strong). This is the number one filter. Heavy-ammo and energy weapons generally pen best.
- Ammo type — the game splits ammo into Light Ammo, Medium Ammo, Heavy Ammo, Shotgun Ammo, Launcher Ammo and Energy Clips — and they're not interchangeable (Launcher Ammo and Energy Clips are separate types). Heavy Ammo and Energy Clips do the heavy lifting against machines; Light Ammo is a PvP tool.
- Weak-point damage — every ARC unit has a soft spot. Stripping a flyer's thrusters or cracking a walker's leg joint beats spraying its armored body every time.
| Factor | What to look for | Example |
|---|---|---|
| Armor penetration | Strong or Very Strong rating | Anvil (Strong), Jupiter / Equalizer (Very Strong) |
| Ammo | Heavy Ammo / Energy Clips | Anvil = Heavy Ammo, Jupiter = Energy Clips |
| Weak points | Thrusters, leg joints, core | Equalizer strips Rocketeer thrusters fast |
| Range profile | Match the engagement | Jupiter long range, Anvil mid, shotguns CQC |
What are the best anti-ARC weapons in 2026? (tier breakdown)
GamesRadar's general-value tier list ranks Ferro, Kettle, Anvil, and Dolabra at the top (last updated May 7, 2026; re-checked October 4). Note that's a general ranking, not an anti-ARC one — Rock Paper Shotgun, for example, puts Ferro at A-tier and Kettle (a Very Weak armor-pen gun) much lower for machine fights, so treat Kettle as a PvP pick, not an anti-ARC answer. For fighting ARC specifically, the Anvil is the standout, and Rock Paper Shotgun sums it up as "hits as hard as a Ferro, but lighter and faster."
Anvil — the safest overall pick
The Anvil is an Uncommon single-action Hand Cannon that fires Heavy Ammo with a Strong ARC armor-pen rating. Base stats: 40 damage, 16.3 fire rate, a 2.5× headshot multiplier (40 × 2.5 = a nominal 100 on a clean headshot; actual ARC damage depends on the weak point you hit), and a 6-round magazine. It is light, hits like a truck, and works against both Raiders and ARC — which is why it tops multiple 2026 tier lists for overall raid value. Best of all for a returning player: the Anvil uses a learn-and-consume blueprint, and players widely report it as a common world drop (Raider Caches are the usual blueprint source) — so you rarely have to go out of your way for it. If you want a guaranteed route, Tian Wen sells a crafted Anvil for 15,000 coins (3 per day).
Ferro — the easy-craft S-tier rifle
The Ferro is a high-power single-shot battle rifle with Strong ARC armor penetration that melts enemy Raiders if you land your shots. The big win for a returning player: it needs no blueprint — you craft Ferro I straight at the Workbench or Gunsmith 1 from 5 Metal Parts + 2 Rubber Parts. IGN's tier list opens its S-tier with it specifically because it's "so easy to craft and upgrade," significantly outperforming the other starting weapons. It's the fastest route back to a reliable, high-damage primary.
Jupiter — the long-range ARC specialist
The Jupiter is a Legendary energy sniper (Energy Clips) with a Very Strong ARC armor rating; its projectiles penetrate ARC plating and can hit internal weak points. The community consensus is that it holds up at long range with little falloff, making it a favourite for cracking machines before they close — if you prefer peeling ARC off a rooftop or across a map, this is the gun. (Community players report its cousin, the Aphelion, dropping off hard at distance and preferring it for PvP — a common returning-player trap. Exact falloff numbers aren't officially published, so treat these as player reports.)
Dolabra — the legendary energy shotgun
The Dolabra is ARC's first Legendary Energy Shotgun: 50 damage hipfire / 40 ADS, an 8-round Energy Clip, and a dual fire mode — a wide spread for close-quarters and a focused, armor-penetrating beam of heat when you ADS. It's a late-game craft (Gunsmith 3, specialist mats), but for returning players grinding toward an endgame anti-ARC gun, it's the CQC king.
Equalizer — the armor-stripper
The Equalizer is an energy weapon (Energy Clips) with a Very Strong armor rating that's fast at stripping ARC armor — it tears a Rocketeer's thrusters off in a hurry — but has limited range and is heavy to lug alongside a primary and ammo. Run it as your dedicated tool for peeling flyers and exposing weak points before switching to your primary.
Boss killers — Bettina & Hullcracker
For the big walkers, two specialists earn their stash slot: the Bettina (buffed for ARC armor damage — roughly a 33% bump in update 1.26.0 — strong against Matriarch and Queen legs) and the Hullcracker (a Very-Strong-pen ARC Turbine specialist). Bring one when you're hunting a boss, not on every raid.
Which weapon beats which ARC? (per-enemy cheat sheet)
Matching the gun to the machine is where returning players make up lost ground fastest. Every unit has a weak point — hit it.
| ARC enemy | Weak point | Best approach |
|---|---|---|
| Tick | Any hit | Small and stealthy — destroy with any weapon the second you see it |
| Snitch | Thrusters | Kill it FAST — it now summons Rocketeers, Fireflies and Hornets if left alive |
| Wasp | Unarmored thrusters | Most common flyer; strip thrusters with Medium Ammo or an armor-stripper |
| Hornet | Rear thrusters (unarmored) | Armored front, soft rear — flank it; watch for shock stuns |
| Rocketeer | Thrusters | Equalizer strips thrusters fast; destabilize then finish |
| Leaper | Eye & leg joints | Keep distance — it rocket-slams for a knockback shockwave; kamikaze AoE if stuck |
| Bastion | Leg joints | Heavily armored walker — Strong-pen Heavy Ammo into the joints |
| Queen (boss) | Red core + legs | Bettina into the legs; the core is a weak point and scavenge spot — drops the Queen Reactor crafting item for legendary/energy weapons |
| Matriarch (boss) | Red core + leg weak points | Colossal (~23,000 HP, est.); it summons a full ARC suite — squad job, armor-pen + patience |
Note: the Snitch escalation is new as of Live Update 1.42.0 — if you've been away, this is the single biggest tactical change. A loose Snitch turns a quiet run into a swarm.

ARC Raiders - Materials
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Which loadout should I run against ARCs? (three ready-to-run kits)
1. Returning-player budget loadout (solo, low-risk)
- Primary: Ferro (no blueprint, cheap to re-craft, Strong ARC pen)
- Secondary: Anvil (Strong pen, Heavy Ammo, common world drop)
- Ammo: ~120 Heavy Ammo (both guns share it)
- Shield: a basic Light Shield — cheap to replace if you die
- Augment: Combat Mk. 3 (Aggressive) heals 2 HP every 5 seconds between exchanges (taking damage pauses it for 30s), so it tops you off as you reposition; if you'd rather protect one item on death, run Looting Mk. 3 (Safekeeper) for a true universal safe pocket — note the free starter Free Loadout Augment has no safe pocket
- Heal/utility: 2× Adrenaline Shot + a couple of grenades
- Why: both guns are cheap to rebuild and cover mid-range ARC + any Raider you run into.
2. Squad anti-ARC loadout
- Primary: Anvil or Ferro (Heavy Ammo, ~120 rounds)
- Secondary: Equalizer (strip thrusters / expose weak points for your squad)
- Ammo: Heavy Ammo for your primary plus Energy Clips for the Equalizer — don't forget the second ammo type
- Shield: Medium Shield; Augment: Tactical Mk. 3 (Defensive) lets you actively use Shield Rechargers while running, so you can top the shield up on the move between cover (it isn't passive — you still trigger the recharger)
- Heal/utility: a Defibrillator to pick up downed teammates + smokes for repositioning
- Role: be the armor-stripper — peel flyers and Bastion legs so your squad burns the weak point.
3. Boss & endgame loadout
- Primary: Bettina (vs Queen/Matriarch legs) or Dolabra (CQC, Energy Clips)
- Long-range: Jupiter (Very Strong pen — pierce straight to the core from range, Energy Clips)
- Ammo: Heavy Ammo for the Bettina and a stack of Energy Clips for the Jupiter/Dolabra
- Shield: Medium Shield; Augment: Looting Mk. 3 (Survivor) regenerates you while downed and stationary — ideal for surviving a long boss fight (it supports Light/Medium shields, so pair it with a Medium Shield, not Heavy)
- Heal/utility: 3+ heals, a Shield Recharger, and a Barricade Kit for cover
- Role: crack the core, farm Queen Reactors, extract.
How do I rebuild my kit fast? (materials, blueprints & the shortcut)
The honest reality for a returning Raider: the Ferro is the easy part (no blueprint, just 5 Metal Parts + 2 Rubber Parts) — the real time-sink is re-stocking materials and the blueprints you lost. The Anvil's blueprint is a learn-and-consume drop players most reliably pull from Raider Containers; crafting your kit needs Mechanical Components, Simple Gun Parts and tier-specific mats; and the endgame guns (Dolabra, Jupiter) want specialist drops — the Shredder Gyro is scavenged specifically from Shredders (no craft or recycle route), while the Magnetic Accelerator has craft, recycle and quest sources on top of enemy drops. If you'd rather skip straight to raiding instead of farming scrap for a week:
Rebuild your kit the fast way — from $0.02:
- ARC Raiders Materials — every rarity, instant delivery, trusted. Re-stock Mechanical Components, gun parts and crafting mats without the farm.
- ARC Raiders Blueprints — 80+ blueprints, unlock rare weapons, fast & secure delivery.
- All ARC Raiders services — leveling, carries and more.
Frequently Asked Questions
What is the best weapon in ARC Raiders right now? For fighting ARC, the Anvil is the safest all-round pick — an Uncommon Heavy-Ammo hand cannon with Strong ARC armor penetration, 40 damage a shot and a 2.5× headshot multiplier. It performs against both ARC machines and enemy Raiders and is a common world drop, making it ideal for returning players rebuilding a stash.
What are the top-tier weapons in ARC Raiders in 2026? GamesRadar's general-value list puts Ferro, Kettle, Anvil and Dolabra on top, but that's an all-round ranking — for anti-ARC specifically, lean on Ferro and Anvil (Strong pen) and the Very-Strong-pen Jupiter and Equalizer. Kettle has Very Weak ARC penetration, so keep it for PvP, not machine fights.
How do I kill ARC machines faster? Match your weapon to the target and hit weak points instead of center-mass. Use Strong- or Very-Strong-pen Heavy-Ammo and energy weapons, strip flyers' thrusters (Equalizer is excellent at this), and hit leg joints on walkers and the glowing red core on bosses.
Is the Bobcat good against ARCs? No. The Bobcat is a Light-Ammo SMG rated Very Weak against ARC armor — it's a PvP and light-mob tool, not an anti-machine gun. Don't bring it as your main ARC weapon.
What's changed for ARC combat since I was away? The biggest shift: as of Live Update 1.42.0 the Snitch can now summon Rocketeers, Fireflies and Hornets, so killing it fast is critical. The weapon meta itself has been stable — the Ferro and Anvil are still the accessible backbone. Frozen Trail (October 8) adds new weapons (Stiletto, Bantam) and Amplified Weapons, but those aren't live yet.
Should I wait for Frozen Trail to rebuild my loadout? No — rebuild now. The current S-tier guns carry straight into Frozen Trail, and you'll want a working anti-ARC kit to tackle the new map (Pendola Pass) and enemies (Bully, Skulker, Hydra) on day one.
_Weapon stats, ammo types, armor-pen ratings, the enemy roster and crafting items checked October 4, 2026 against arcraiders.com (Live Update 1.42.0/1.45.0, Frozen Trail content preview) and arcraiders.wiki (Weapons, Ammo, Anvil, Ferro, Jupiter, Dolabra, Equalizer, Queen, Matriarch). Tier-list framing cross-checked vs IGN, GamesRadar (general-value list last updated May 7, 2026) and Rock Paper Shotgun; falloff and drop-frequency notes are community-reported where the game doesn't publish numbers. — timesaver.gg Team, October 4, 2026._



