Arc Raiders 1.3 rolled in like a drunk electrician with a live wire in his teeth, and the whole arc raiders tier list burst into fresh chaos that smells like burnt plastic and bad decisions. Guns you trusted started acting like sleepy interns, guns you ignored began screaming for attention, and the new kid Ailion kicked the door so hard that half the roster now needs therapy. If you came here looking for stability, you walked into the wrong neighborhood, friend.
Patch 1.3 turned the whole Loadout bench into a circus, but at least now you step into a fight knowing the guns behave in honest ways instead of old broken scripts. You aim once, you shoot twice, and you see the result without praying to some outdated meta god who lived rent-free on top of the arc raiders tier list.
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Patch 1.3 came in like a loud neighbor kicking your door open at 3 AM, because almost the whole playground of guns got shuffled again, and the vibe of the arc raiders tier list changed fast. Ventor lost a big slice of fire rate and turned from turbo blender into normal, calm shooter, while Hullcracker got slapped from three sides at once with cost bumps, ammo trouble and weaker hits, so the king crown fell straight off its head. At the same time the new Ailion jumped into the room with wild energy beams that flip flyers like you are bullying drones for fun, and even if the raw punch after armor strip is tiny, the control power is crazy strong. A few old guns also moved around because their gaps became way more clear after the big balance bump, so now the list feels cleaner and less silly than before.
| Weapon / Stat | Was | Now |
|---|---|---|
| Ventor fire-rate gain | +22 / +44 / +60% | +13 / +26 / +40% |
| Ventor weight | 2 | 5 |
| Hullcracker damage | Huge hit per shot | Lower hit per shot |
| Hullcracker cost | Cheap to run | High cost + harder ammo |
| Hullcracker access | Easy blueprints | Limited + expensive |
| Ailion role | – | High control, strong armor strip |
| Ailion damage after strip | – | Low punch after armor breaks |
| Equalizer PvE spot | Mid A tier | Higher A due to armor strip use |
| Kettle PvP spot | Mid A | Higher A after recoil upgrades |
| PvE S+ tier | Hullcracker god level | Removed from S+ entirely |
| PvP S+ tier | Ventor only | Removed, now S |
PvE right now feels like a big noisy kitchen where half the guns cook fast and the other half burn water, and after patch 1.3 the whole table shifted again. The Ailion jumped in like a wild gremlin that flips flyers for fun, Equalizer climbed because its strip power finally gets respect, Ventor stayed strong even with the soft slap to fire speed, and Hullcracker fell off the throne since the big triple hit on cost, ammo and punch. The rest sits in cleaner places now, so the arc raiders pve weapon ranking looks way more stable and way less “why does ARC Raiders coins gun exist”.
| Tier | Name | Reason |
|---|---|---|
| S | Anvil | Strong at all ranges, fast fire, stable aim, no real setup needed. |
| S | Ailion | Crazy control on flyers, huge armor strip, great team combo tool. |
| S | Jupiter | Long-range energy hits, deep armor pierce, big burst when shots land. |
| A+ | Equalizer | Strong strip power, great joint breaking, shines with team focus fire. |
| A | Pharaoh | Cheap, fast upgrades, short reload, perfect for steady PvE clears. |
| A | Renegade | Good fire rate when upgraded, clean weak-spot hits, quiet with suppressor. |
| A | Ventor | Slower than before but still great mag dump tool for unarmored targets. |
| B+ | Arpeggio | Medium ammo precision, good weak-point breaker, low burst speed. |
| B+ | Tempest | Reliable medium-ammo beam feel, works on weak points at mid range. |
| B | Betina | Heavy ammo but weak impact, recoil jumps, lower value than other heavies. |
| B | Osprey | Accurate but slow between shots, fine for weak-spot snipes. |
| B | Bleta | Fast shots and no recoil, held back by light ammo weakness. |
| C | Torrent | Good battery shredder, but bad for flyers and exposes you too long. |
| C | Vulcano | Same shotgun-ammo issue, dumps fast but low arc value overall. |
| C | Toro | Fun blast tool at close range, weak for arc pen and slow between pumps. |
| D | Kettle | Light ammo limits power, fine for quick wasp kills only. |
| D | Stitcher | Light ammo dump tool, dies on armored targets. |
| D | Bobcat | Light ammo spam with low kill value, struggles on big arc. |
| E | Hairpin | Fun, precise, but hits soft and reloads slow, only good for turbines. |
| E | Rattler | Tiny mag, painful reloads, lowest PvE output in the roster. |
PvP in this patch feels like a noisy street fight where everything swings faster, hits harder and screams louder, and after patch 1.3 the lineup finally stopped worshipping Ventor like it was the only gun that ever mattered. Now a big chunk of the roster stands taller, and the arc raiders pvp weapon ranking looks way more honest. Anvil and Renegade still punch clean from mid range, Torren melts people if you get close enough that you smell their circuits, Vulkanos and Bobcats delete anyone who tries to trade face to face, and Kettle climbed because it beams heads like a tiny robot dentist. Ailion also shows up as the weird kid who double-taps shields from way back and scares players who try to cross open ground. Nothing sits in S+ anymore, and that alone makes fights feel way more fun and way less “Ventor wins again”.
| Tier | Name | Reason |
|---|---|---|
| S | Anvil | Clean aim, fast fire at mid range, steady recoil, strong in all duels. |
| S | Renegade | When upgraded, fires sharp and stable, great for push trades. |
| S | Torren | Brutal close-range melt speed with simple attachments. |
| S | Vulcano | Monster mag dump tool for face-to-face stat checks. |
| S | Bobcat | Fast spray, strong with light upgrades, perfect rush gun. |
| A+ | Ventor | Still strong headshot pressure but weaker after fire-rate change. |
| A+ | Stitcher | Cheap upgrades, fast dump tool, wins short trades if timed well. |
| A | Toro | Clean pump rhythm, great burst if aim is sharp, strong movement play. |
| A | Kettle | Zero recoil beam when upgraded, simple head click machine. |
| A | Ailion | Scary long poke, double-shot shield break, great at medium range. |
| B+ | Tempest | Good mid-range spray with attachments, low close-range power. |
| B+ | Arpeggio | Strong burst when fully built, weak before upgrades. |
| B | Bleta | Very accurate and easy, low damage in long trades. |
| B | Betina | Heavy ammo shots but recoil jumps and weak pace. |
| C | Jupiter | Hard hits at long range, slow follow-up makes kills escape. |
| C | Osprey | Accurate scope shots but long pauses kill pressure. |
| D | Pharaoh | Good for budget starts, falls behind on upgraded enemies. |
| D | Rattler | Tiny mag and clunky reload kill almost all duel chances. |
| E | Hairpin | Meme gun for gods only, low damage and slow cycle. |
Old PvE placements looked like a messy toolbox where a few stars carried the whole room while the rest sat there looking confused. Hullcracker sat on the golden pillow as the loud king of big arc kills, Anvil right under it as the stable all-round hammer, and Jupiter as the long-range armor punch stick. A tier had Pharaoh and Renegade doing clean steady work, with Ventor sitting close because its old fire speed made mag dumps feel spicy without ARC Raiders items.
Equalizer stayed lower since the wind-up slowed you down, and medium-ammo tools like Arpeggio and Tempest sat in that middle space doing fine weak-spot hits but nothing dramatic. Light ammo guns filled B and C because they tickled arc way more than they damaged it, and the bottom group held Hairpin, Rattler and other sad toys that only worked for tiny jobs like turbines or wasps.

Old PvP placements looked like a school class where Ventor was the loud kid who won every fight before anyone even stood up. It sat alone in S+ because the fire speed and double-shot pressure made duels feel unfair. Right under it, the S tier held Anvil, Renegade, Torren, Toro, Vulcano, Bobcat and Stitcher as the main danger group, each strong in close or mid trades with simple upgrades. A tier had Tempest, Arpeggio, Bleta and Betina as the “works fine but not scary” group. Kettle stayed lower until upgrades kicked in, and Jupiter plus Osprey were long-range punish tools that dropped kills early but lost pressure the moment someone reached cover. Pharaoh stayed budget-good but not match-winner, Rattler lived near the bottom with awkward reload pain, and Hairpin stayed the fun meme gun for players who wanted style points instead of survival.
Light ammo guns feel soft in PvE because shots break small bots fine, but big arc units ignore the hits and push forward while you dump full mags with slow payback. These guns work only for quick wasps or tiny targets and lose value when armor shows up or fights last too long.
Medium ammo guns sit in a sweet zone for PvE since shots break weak points with steady pace and give clean control when you take good angles. They shine on bombardier batteries, bastion joints, and flyers you must tag with simple tap fire, so they stay strong as long as armor plates stay thin.
Heavy ammo guns do strong hits on each pull and help you break big pieces fast when recoil stays under control. They feel slow and chunky, but one clean shot on a turbine or leg joint can finish a target path early and turn a long push into a short route.
Energy guns focus on armor strip and turn tough units into soft targets for your squad. Once plates fall off, fights speed up a lot, and the whole run feels smoother. These guns work best when you stand with a teammate who sends hard follow-up shots into fresh weak spots for every ARC Raiders raids.

Old S tier looked like a VIP lounge where the strongest guns sat on soft chairs and watched the rest of the arc raiders tier list suffer outside. Anvil ruled the room with calm confidence because it worked in all fights, Jupiter stood next to it with long-range armor punch that felt silly strong, and Ventor walked in like a superstar since its old fire speed erased people before they even breathed. Torren and Vulcano had the wild close-range energy where mag dumps felt like starting tiny earthquakes, and Bobcat joined that club with loud spray power. Stitcher and Toro filled the same zone because they shredded fast when you kept your angles tight. Hullcracker floated above everyone in a golden bubble as the god tool for killing big arc in PvE, doing huge hits that turned boss fights into weak jokes.
| Tier | Name | Reason |
|---|---|---|
| S+ | Hullcracker | Massive hit power, fastest big-arc kills, ultimate PvE carry tool. |
| S | Anvil | Worked clean at all ranges, stable shots, strong damage per cycle. |
| S | Jupiter | Long-range beam hits, great armor pierce, heavy punish on weak spots. |
| S | Ventor | Old speed made double-shot trades explode on impact. |
| S | Torren | Fast close-range kill time with simple attachment setup. |
| S | Vulcano | Powerful dump tool for close stats fights. |
| S | Bobcat | Light ammo spray with strong burst when upgraded. |
| S | Stitcher | Cheap upgrade path with high output in fast trades. |
| S | Toro | Clean pump rhythm and heavy burst if aim stayed sharp. |
Ailion enters PvE like a flashy troublemaker that flicks flyers around the sky and strips armor so fast it feels illegal, and the whole thing makes team fights look smoother because targets stop moving and stop shooting while you bully them with the double-shot beam. The gun hits soft after the armor breaks, so you treat it like a control tool, not a finisher, and when you pair it with a teammate who slams the exposed weak spot, the robot melts like warm plastic without a proper ARC Raiders leveling.

Equalizer climbed in PvE because people finally saw how strong its strip power becomes once you commit to a fight where someone else finishes the weak point. The gun slows your feet and locks your movement, but when you drop Showstopper on a target and then spin up the beam, you shave armor layers in seconds, and the fight turns easy for your squad. It still hits soft after the armor breaks, but its support value in a coordinated push is way higher than before.
Ventor barely moved in PvE because the arc raiders ventor nerf hit fire speed, not the core job it does in PvE. You still mag dump medium ammo into weak points, and the cycle stays fast enough for clean kills on unarmored bots. The new fire-rate numbers only make the dump slightly slower, and the weight bump changes nothing important for PvE paths, so it stays in its old spot as a simple, strong damage tool.
Hullcracker dropped hard because the arc raiders hullcracker nerf hit power, cost, and comfort at the same time, and now the old boss-killer feels slow, loud, and risky for long fights. You still hit big numbers, but the longer kill time pulls you into danger, burns your ammo stack.
Ailion enters PvP with clean mid-range snap shots that delete shields fast, and the arc raiders new weapon ailion gives players a new way to pressure teams without stepping into shotgun range. You hit once, the shield breaks, you hit twice, the panic starts, and when you sit on the right angle, the double shot feels nasty for opening fights.
Kettle rises because the arc raiders light ammo guns finally get some real spotlight once players see how stupidly clean the recoil becomes after upgrades. You tap heads fast, you trade easy, you farm duels when people stand still for one moment, and the cheap build makes it simple for budget raids and daily runs.
Ventor falls because the arc raiders ventor nerf cuts the old fire speed that pushed it past all rivals, and now you still win trades with clean double hits but you stop deleting players instantly like before. Other guns can fight back, Bobcat and Vulcano push harder, Kettle taps faster, and the tier gap finally closes.
PvP after 1.3 feels like the whole room shifted chairs because the big king Ventor lost some fire speed and stopped bullying the entire lobby, so now fights open up for more guns to shine and the arc raiders weapon rebalance lets close-range dumpers, clean AR beams, and tricky mid-range toys sit closer together in power. Ventor still slams people if you land both shots, Anvil stays stable at all ranges, Renegade fires like a drill once upgraded, and Torren keeps that scary fast kill cycle. Vulcano and Bobcat hold the wild dump corner, Toro dances through fights with that pump rhythm, Stitcher sits strong for cheap builds, and Kettle climbs because its zero-recoil head spam works too well. Ailion lands in A tier since its mid-range double hit scares shields off players, but it needs smart cover play. Nothing sits in S+ now, and the whole list looks more fair for ranked pushes and daily raids.
| Tier | Name | Reason |
|---|---|---|
| S | Ventor | Still top for fast trades with double-shot pressure even after fire-speed drop. |
| S | Anvil | Stable at all ranges with clean recoil lines and strong close pushes. |
| S | Renegade | Upgraded fire speed plus tight recoil makes it melt armor quick. |
| S | Torren | Strong kill time with large mag builds and simple spray lines. |
| S | Vulcano | Heavy dump power for close brawls when you commit to trades. |
| S | Bobcat | Fast spray with cheap upgrades and strong light-ammo burst. |
| S | Toro | Pump rhythm plus movement tricks for tight close fights. |
| S | Stitcher | Reliable mag-dump tool with very low upgrade cost. |
| S | Kettle | Near-zero recoil and fast head taps once fully upgraded. |
| A | Ailion | Strong mid-range double hits and clean pressure with safe angles. |
| A | Arpeggio | Burst fire works fine at range with full attachment setup. |
| A | Tempest | Solid beam for long lines but struggles if pushed hard. |
| A | Bleta | Easy headshots with low recoil and simple fire control. |
| A | Jupiter | Hard long-range hits but slow follow-up limits pressure. |
| A | Osprey | Clean long poke shots but long pause gives escapes. |
| B | Betatina | Heavy shots with awkward recoil and low reward. |
| B | Pharaoh | Strong budget tap weapon that cracks shields fast. |
| C | Rattler | Tiny mag and slow reload cycle hurt all fights. |
Patch 1.3 felt like someone grabbed the whole gun wall, shook it hard, and told us to deal with the new mess, and after walking through all parts of this arc raiders weapon rebalance, the picture looks clear. Hullcracker dropped from legend to loud problem, Ventor stopped acting like lobby police, Ailion walked in with wild control beams, and light ammo toys like Kettle found real space to shine. PvE turned smoother once armor-strip tools rose up, PvP fights turned fairer once the old bully slowed down, and the arc raiders tier list now feels like a place where more guns breathe.
With this update done, you walk into raids with cleaner choices, cleaner roles, and cleaner swaps, so the whole run feels steady from start to finish with no surprise kings sitting on thrones they did not earn.

Patch 1.3 pushed guns into new spots with fresh fire speeds, cost shifts, ammo changes, and the loud entry of Ailion. Hullcracker dropped, Ventor slowed, and control tools gained space inside fights.
Power dropped, ammo pain rose, and the cost spike made long fights unsafe. You still hit big shots, but the slow cycle and high resource burn pushed it far down the arc raiders weapon tier list.
Fire speed went down and the weight went up, so the gun lost quick pressure in PvP. It still works in PvE on soft bots, yet old instant duels changed into simple mid-pace trades.
Ailion strips armor fast and flips flyers with clean beam hits. The damage after the strip stays tiny, so you treat it like a support gun that sets up free weak-spot hits for your squad.
Armor-strip tools moved up, equalizer beams gained respect, Ventor stayed stable on soft targets, and Hullcracker fell after power loss. The arc raiders pve weapon ranking looks clear and steady now.
Ventor stopped acting like a fight starter, Kettle climbed with recoil upgrades, and dump guns like Bobcat or Vulcano gained free room. Mid-range beams also stand stronger inside the arc raiders pvp weapon ranking.
Light ammo breaks only small bots and stops doing real work once armor appears. Long fights drain mags fast and the payback stays low, so these guns help only with tiny targets.
Medium ammo breaks weak points with calm pace. Shots land clean on joints, flyers, and batteries, so you keep stable progress during long runs without big risk or resource burn.
Heavy shots break big parts fast and can finish legs or turbines with one pull. The slow cycle feels chunky, yet one clean hit saves long routes and shortens risky pushes.
Energy guns drop armor plates fast and make robots soft for your team. After plates fall, fights turn smooth and short, and your run gains safe tempo for long missions.
Kettle gets clean recoil after upgrades, so head taps land easy. The gun trades fine, plays strong angles, and gives simple duels without heavy cost or long setup time.
Fire speeds, damage lines, and upgrade paths spread closer together, so no tool sits far above the room. Fights feel fair, and the arc raiders weapon tier list stays balanced across all modes.


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