
Arc Raiders Arc Weaknesses Guide 1.11.0
Stop blaming your aim—the Stitcher got nerfed. Check out our complete Arc Raiders 1.17 weapon tier list to find the new PvP and PvE meta!
Arc Raiders weapon balance has finally received some attention in patch 1.17, and if you've been playing the game for more than ten minutes, you'll recognize the names being changed: the Stitcher, the weapon every new player spams because it's cheap and surprisingly lethal; the Kettle, the tap-fire precision tool that punishes lazy aim; and the Ventor, which was quietly doing way too much work in PvP. All nerfed. Surprise.
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On the bright side – yes, there is one: the Jupiter and the Ailion both got buffs. The Jupiter in particular has been criminally underrated for PvE, and maybe now that it's slightly easier to use, people will stop sleeping on it. Probably not, but we can dream.
This Arc Raiders weapon tier list covers both PvE and PvP rankings post-patch, breaks down every notable change, and tells you exactly which guns are worth running and which ones belong in the same tier as your decision-making skills.
You've been running a level one Stitcher with zero attachments in PvE. This guide is an intervention.
Here's the full patch 1.17 weapon change summary. Read it so you can stop blaming the game when you lose a gunfight with a weapon that's been nerfed for a week.
|
Weapon |
Type |
Change |
Details |
|
Stitcher Nerf |
SMG / Light Ammo |
Headshot multiplier ↓ · Base damage 7 → 6.5 · Dispersion +50% |
Bloom kicks in much faster, hurts unupgraded versions the most |
|
Kettle Nerf |
Pistol / Light Ammo |
Base damage 10 → 8.5 |
Noticeable reduction; fire rate and headshot multiplier untouched |
|
Ventor Nerf |
Shotgun / Medium Ammo |
Headshot multiplier ↓ · Base damage 9 → 8 per shot |
Two-shot burst still competitive; less dominant in PvP headshot trades |
|
Jupiter Buff |
Sniper / Energy |
ADS magnification 1.9 → 2.2 · Equip/unequip speed ↑ |
Easier to hit distant targets; faster to pull out in a pinch |
|
Ailion Buff |
Burst Rifle / Heavy Ammo |
Reload speed ↑ · Time between bursts ↓ (~2s) · Vertical recoil ↓ · ADS settle speed ↑ |
Noticeably more consistent; still not a close-range weapon |
The PvE Arc Raiders weapon rankings are about sustained damage, armor penetration, and how well you can punish arc weak points from a safe distance. Spoiler: shotguns are not the answer. They never were. They're C tier now. We've made it official.
|
Tier |
Weapon |
Notes |
|
S+ |
Renegade |
Fully upgraded: fast-firing, pin-accurate, massive DPS. The definitive Arc-killing machine. Manipulate AI, hit weak points, win. Also rare-tier and buyable once per day: criminally underpriced for what it does. |
|
S |
Whole Cracker |
Expensive to run, but when you fire into a weak point, things just stop existing. Two shots to a core on most targets. Fantastic: if you can afford the lifestyle. |
|
S |
Anvil |
Reliable in every context. Big stopping power, accurate, fast fire rate when upgraded. Can't beat the Whole Cracker, but it'll never embarrass you either. |
|
S |
Equalizer |
The primo armor-stripping weapon at safe distances. Best-in-slot for queens and matriarchs. Don't try to use this in PvP unless you enjoy dying while it spins up. |
|
A |
Pharaoh |
Comically good for its budget and accessibility. No attachments needed. Just shoot things. It just works. |
|
A |
Jupiter Buffed |
Now slightly behind the Pharaoh: not because it's worse, but because Pharaoh is free-to-access easy mode. Jupiter shreds armor, kills flying arc in 1–2 hits, most energy-efficient in class (5 shots/clip). More zoom, faster draw. Stop sleeping on this gun. |
|
A |
Torrent |
Insane DPS potential. Great for burning down big targets fast. |
|
A |
Tempest |
The reliable assault rifle. Consistent, effective, never lets you down. The sensible shoes of Arc Raiders weapons. |
|
A |
Patina |
Heavy ammo strips armor off targets more effectively than Tempest. Slightly better between the two for PvE armor management. |
|
A |
Ailion Buffed |
Clearer strengths and weaknesses. Better burst, faster settle, more reliable mid-range. Bottom of A still: doesn't do raw DPS like Torrent: but improved enough to respect it. Great against rocketeers and leapers. Less great when you need sustained fire. |
|
B |
Rattler |
Medium ammo, fire in bursts, reload in cover. Surprisingly reliable and costs practically nothing to upgrade. |
|
B |
Arpeggio |
High DPS ceiling, but you need to fully upgrade and attach it before it feels good. Some people swear by it. Those people have patience you probably don't. |
|
B |
Bleta |
Like the Kettle but you can mag-dump faster while staying accurate. Reliable, boring, effective. |
|
B |
Osprey |
Accurate at range, great stopping power with extended barrel. Long time between shots limits it, but good for hitting weak points from safety. |
|
B |
Stitcher Nerfed |
Dropped to bottom of B. Fully upgraded it still gets the job done, but the faster bloom on unattached versions makes it noticeably worse for a gray weapon. Still more useful than a shotgun, which is a low bar. |
|
B |
Kettle Nerfed |
Damage reduction is felt in PvE. Accurate light ammo with lower damage output means it struggles against heavily armored new arc like Comet and Firefly. Still usable, just not impressive. |
|
B |
Bobcat |
Competitive with Stitcher and Kettle. Better than it looks if you invest in it. |
|
B |
Ventor Nerfed |
Moved to top of B from A. Minor nerf in PvE context, but medium ammo losing damage makes it less of a clear upgrade over the alternatives. Flying arc and armored flyers are still manageable though. |
|
C |
Vulcan |
Shotgun. Close range only. Awkward in most arc encounters. Now officially C tier. Sorry. |
|
C |
Toro |
Shotgun. Same story. Can work into weak points, but your range limitation will get you killed so many times you'll question your choices in life. |
|
D |
Hairpin |
Too slow. Not enough damage. Undeniably cool. Completely impractical. D tier and proud of it: this is a personal-challenge weapon, not a meta pick. |
Putting shotguns in C tier isn't a demotion: it's them finally being where they always belonged and everyone just refused to admit it.

Let's break down what actually changed for each weapon in the Arc Raiders patch 1.17 update, starting with the ones that got nerfed into a slightly worse version of their former selves.
Base DMG: 7 → 6.5Headshot Multiplier ↓Dispersion +50% faster
The damage reduction is barely noticeable in PvE: the bloom speed is the real problem. Your lower-level, unattached Stitchers are going to feel significantly worse. A fully upgraded, fully attached Stitcher? Still works fine against bastions, still punishes weak points, still chews through ammo like it's an all-you-can-eat buffet.
The issue is the Comet and Firefly: new arc types that demand accurate, center-line shots. The Stitcher's faster bloom makes these fights messier. If you're running a gray Stitcher with nothing on it, you're going to feel this patch. If you're fully invested, it's more of a nuance than a catastrophe.
PvE Verdict: Bottom of B. A shotgun is worse. That's the bar. Stitcher clears it.
Base DMG: 10 → 8.5
One change. Base damage down from 10 to 8.5. That's it. Fire rate untouched. Headshot multiplier untouched. In PvE, the sustained damage from the Stitcher: despite its accuracy issues: edges out the Kettle now, simply because you're laying more damage per second even through spread. The Kettle's accuracy advantage becomes less valuable when you're dealing reduced light ammo damage against heavily armored arc.
Against the new Comet and Firefly arc types, both the Stitcher and Kettle struggle. They were never built for heavy armor, and this nerf makes that even more apparent. Which, honestly, is probably the point.
PvE Verdict: Still B tier, but now closer to the bottom of it alongside the Stitcher.
Headshot Multiplier ↓Base DMG: 9 → 8 per shot
Headshots don't matter much against arc, so the headshot multiplier nerf is basically irrelevant in PvE. The base damage reduction from 9 to 8 is minor: you're still firing two shots simultaneously, still accurate, still effective at hitting weak points. Against flying arc like hornets, armored flyers, and fireflies, the Ventor's stopping power and dual-shot output still has real value.
The stopping power actually has mixed results: useful for keeping flying enemies stunned and reacting, but occasionally annoying when you just want them dead. Medium ammo remains viable against most arc types. The Ventor was never the best arc-killing weapon, and the nerf nudges it to where it probably should have been all along.
PvE Verdict: Top of B, down from A. A fair adjustment.
ADS Magnification: 1.9 → 2.2Equip/Unequip Speed ↑
People genuinely don't know how good the Jupiter is in PvE. It is a cannon that fires through armor, penetrates directly into cores, and can kill a bastion by shooting straight through the plating from above. Fireflies die in one or two hits when you hit center mass and proc the penetrating effect. Same with wasps and hornets. You can two-shot comets and surveyors from far away.
It's also the most energy-efficient weapon in its class: five shots per clip, each one packing a serious punch. The ADS magnification buff makes long-range targeting even easier, and the faster equip speed makes it more practical in dynamic fights. It still isn't a DPS machine for queens and matriarchs: bring an Equalizer for that: but for everything else, the Jupiter is better than most players give it credit for.
The Ailion's biggest issue has always been consistency: needing to crouch to ensure both shots of a burst landed on target. The improved ADS settle speed changes that significantly. You can now fire accurately while standing, which makes the weapon more reliable in actual combat rather than just stationary sniping situations.
The faster burst interval and reload are nice additions too. You get into the triple-burst cycle quicker, and reloading in cover feels less like a punishment. Flying arc dies in two to three bursts. Ground arc often falls in one. Rocketeers get absolutely launched when you break their armor. The stopping power is still excellent.
The weakness is raw DPS: against cores and weak points you're hitting directly, the Ailion lags behind the Torrent or Tempest. Know when to use it. Bottom of A tier is accurate and fair.

PvP in Arc Raiders is where the Arc Raiders weapon tier list gets more unforgiving. Time-to-kill, headshot potential, accuracy at range, and accessibility all matter. The Ventor was doing too much. The Stitcher was doing too much. The Kettle was doing too much. Noticing a pattern?
|
Tier |
Weapon |
Notes |
|
S |
Anvil |
Two-shots people at medium to long range. Accurate, reliable, consistent. The boring choice that keeps winning. |
|
S |
Bobcat |
Better than Stitcher now when invested in. Won't get the casual use of the Stitcher but rewards the investment. |
|
S |
Ventor Nerfed |
Moved to top of S from mid. Still hits two simultaneous shots, still accurate, still hits hard on headshots. Feels slightly nerfed but "slightly worse incredible gun" is still an incredible gun. Watch it. |
|
S |
Kettle Nerfed |
Damage down but headshot multiplier untouched. You still tap-fire to the face and people die. It's a gray gun that performs like a rare. Still upper S tier. |
|
S |
Stitcher Nerfed |
Bottom of S now. Headshot multiplier went from 2.5 to 1.75, which is the real PvP hit. Unupgraded it feels rough. Upgraded with attachments it's still a reliable one-mag killer: just requires more aim now. Remains cost-efficient relative to performance. |
|
A |
Tempest |
The premier PvP assault rifle. Reliable at most ranges, solid damage, easy to use. Wish we ran it more than we do. |
|
A |
Renegade |
Weak at close range, excellent everywhere else. Accurate, fast, high DPS. Fully upgraded it handles any PvP scenario well. |
|
B |
Rattler |
Medium ammo, reliable, consistent. Not flashy. Gets the job done. |
|
B |
Bleta |
Reliable alongside the Rattler. Good pick if the Rattler isn't available. |
|
B |
Osprey |
Classic sniper option. Works for methodical players at range. |
|
B |
Pharaoh |
Fire and swap combo is strong. Fully upgraded at medium range does solid work. Extremely efficient for cost. |
|
B |
Jupiter Buffed |
Stays in B for PvP. You hit someone, they panic and heal. You can't chase them. Good in team fight angles and medium distance flanks: not for pushing directly. The zoom buff helps at range but doesn't fix the core PvP limitation. |
|
B |
Ailion Buffed |
Better: faster time between shots, more accurate, quicker ADS settle. Still takes three bursts on average to kill, reload is still painfully slow, and the follow-up when they run for cover isn't there. Better but not enough to rise in PvP ranking. |
|
B |
Patina |
Good when used as an SMG post-buffs. Chews ammo fast. Situationally solid. |
|
B |
Arpeggio |
People who invested in it swear by it. The rest of us remain skeptical but respectful. |
|
C |
Toro |
Overperforms for its access level. Roll between shots. Can catch people off guard. Still C. |
|
C |
Vulcan |
Competitive with Toro. A toss-up. Neither is impressive, one is slightly less embarrassing than the other depending on the fight. |
|
C |
Torrent |
Insane time-to-kill if you catch someone off guard. Slide shot into someone is genuinely terrifying. Level one with magazine size is weirdly efficient. C tier only because setup-dependent. |
|
D |
Equalizer |
Windup time will get you killed in any PvP scenario. It's a PvE gun wearing a PvP costume. |
|
D |
Hairpin |
A meme. A fun, stupid, chaotic meme. Bless everyone who uses it. It remains D tier. This is not changing. |
The Hairpin is D tier and has always been D tier and will remain D tier until the heat death of the universe. This is not a debate.
Patch 1.17 is good for the Arc Raiders weapon meta. The nerfs to the Stitcher, Kettle, and Ventor weren't overcooked: they're adjusted, not gutted. All three remain competitive in their respective modes, just with enough friction to make alternatives feel relevant. The Bobcat having more of a role in PvP is a welcome side effect of the Stitcher nerf.
The Jupiter and Ailion buffs are meaningful. The Jupiter in particular deserves more attention than it gets, and A tier PvE is a fair reflection of what it actually does when you know how to use it. The Ailion's improvements are quality-of-life focused rather than transformational, but they push the weapon from "technically viable" to "genuinely comfortable."


Stop blaming your aim—the Stitcher got nerfed. Check out our complete Arc Raiders 1.17 weapon tier list to find the new PvP and PvE meta!

Stop blaming your aim—the Stitcher got nerfed. Check out our complete Arc Raiders 1.17 weapon tier list to find the new PvP and PvE meta!

Stop blaming your aim—the Stitcher got nerfed. Check out our complete Arc Raiders 1.17 weapon tier list to find the new PvP and PvE meta!

Stop blaming your aim—the Stitcher got nerfed. Check out our complete Arc Raiders 1.17 weapon tier list to find the new PvP and PvE meta!

Stop blaming your aim—the Stitcher got nerfed. Check out our complete Arc Raiders 1.17 weapon tier list to find the new PvP and PvE meta!

Stop blaming your aim—the Stitcher got nerfed. Check out our complete Arc Raiders 1.17 weapon tier list to find the new PvP and PvE meta!

In PvP, a fully upgraded and attached Stitcher is still bottom of S tier: meaning yes, it's still very good, just not the effortless face-melter it used to be. The headshot multiplier dropped from 2.5 to 1.75, which is the most meaningful PvP change. In PvE, the increased bloom speed hurts unupgraded versions far more than upgraded ones. Fully kitted out, you'll barely notice the damage reduction. Running it gray with nothing attached? You'll feel it immediately.
The Renegade at S+ is the best Arc Raiders PvE weapon when fully upgraded. It delivers fast, accurate, high-DPS fire ideal for targeting arc weak points. The Whole Cracker and Anvil round out S tier. If you want something more accessible, the Pharaoh in A tier is comically cost-efficient and requires no attachments to perform well. The Jupiter is also massively underrated: it kills flying arc in one to two hits and penetrates armor directly into cores.
Yes, genuinely. The ADS magnification increase from 1.9 to 2.2 makes hitting distant targets noticeably easier, and the faster equip time makes the gun more practical in dynamic fights. Combined with its already strong armor penetration, five-shot energy efficiency, and ability to one-shot flying arc, the Jupiter has been moved to A tier: just behind the Pharaoh. It was always good. Now it's easier to confirm that it's good.
In PvP, yes: the Kettle's main value was always headshots, and the headshot multiplier wasn't changed. It's still upper S tier in PvP and remains a gray weapon that performs above its tier. In PvE, the damage reduction makes it less effective against the new heavy-armor arc types like Comet and Firefly. B tier for PvE, still useful but no longer impressive. The Stitcher now edges it out for sustained PvE DPS despite the Kettle's accuracy advantage.
The Ailion stays in A tier for PvE and B tier for PvP, but the quality-of-life improvements are real. Faster ADS settle speed means you can fire accurately while standing instead of needing to crouch every time. Faster reload and burst interval tighten up the combat loop noticeably. In PvP it's still not a top pick: slow reload, follow-up shots are difficult when enemies go to cover: but it's a more comfortable gun to use overall.
They're C tier for a reason. Both the Vulcan and Toro can kill things: yes, you can shoot a bastion core at point-blank range and it will die: but the range limitations, the awkward stopping power that can backfire, and the sheer number of scenarios where you'll be wishing you had literally anything else put them firmly in C. They're not useless. They're just not your best choice in the vast majority of encounters.
The new arc demand accurate, center-mass shots. The Jupiter now excels here: its penetration effect can proc on Comets and Surveyors from long range, and Fireflies die in one to two hits. The Anvil and Renegade remain strong for any target. Avoid the Stitcher and Kettle specifically for these encounters: their light ammo and nerf to damage/accuracy make the new heavy-armored arc significantly more difficult to deal with efficiently.
Genuinely yes. It moved to the top of S tier rather than being eliminated from it. The dual-shot burst, fire rate, and accuracy at medium range remain. You'll feel the headshot multiplier reduction (2.5 to 2.0) in extended fights, and the base damage drop from 9 to 8 is noticeable. But "slightly worse top-tier PvP weapon" is still a top-tier PvP weapon. The Anvil can still out-range it, but for most standard PvP scenarios the Ventor remains a strong choice.


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