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ARC Raiders Weapons TTK Chart, Tier List, Calculation & Fastest Gun (1.22)

四月 07, 2026 ARC Raiders Guide

TTK is an important weapon parameter to consider in ARC Raiders PvP matches. But what exactly is TTK, why does it matter, and how can you use it to win more fights? This ARC Raiders Time to Skill 2026 guide covers the weapon TTK chart/sheet, tier lists, calculation methods, the fastest gun, and the TTK stats of Canto and Dolabra. All data from Patch 1.22.0 & Flashpoint update.


ARC Raiders Weapons TTK Guide 2026 (1.22)

TTK stands for “Time to Kill.” In simple terms, TTK is the amount of time it takes for you to eliminate an opponent (a fellow Raider or enemy) using a specific weapon. It’s one of the most important metrics in ARC Raiders PvP, as it directly affects how effective you are in fights—faster TTK means you can take down enemies before they take you down. ARC Raiders TTK isn’t just a random number, though. It depends on several key factors: the weapon’s damage per shot, fire rate, the number of shots needed to kill (STK), the enemy’s shield type, and where you hit the enemy (body, head, or leg). Unlike some games, ARC Raiders TTK is consistent once you know these factors—every weapon has fixed base damage that doesn’t change when you upgrade it (only fire rate and magazine size improve with higher tiers). Why does TTK matter? Because it helps you understand which weapons are best for different situations. An ARC Raiders weapon with a fast TTK is great for close-quarters fights, while a weapon with a slower TTK might be better for long-range battles where accuracy matters more than speed. Knowing TTK also lets you plan your loadout and playstyle—you’ll know how many shots you need to land and how quickly you need to fire to win a fight.



ARC Raiders Weapon TTK (Time to Kill) Chart & Sheet (1.22 Updated)

Below is a complete ARC Raiders TTK chart for all weapons (as of Patch 1.22.0). All values are based on Tier I weapons vs. Light Shield (body shots)—the most common baseline in PvP. Remember: fire rate and magazine size improve at higher tiers (II, III, IV), but base damage stays the same (so TTK will be slightly faster at higher tiers, but the order of weapons usually stays the same). New weapons from the Flashpoint update (Canto and Dolabra) are included, but some stats are still not sure.

#

Weapon Name

Weapon Class

Base Damage (Body)

Headshot Damage

DPS (Damage Per Second)

TTK (Seconds)

STK (Shots to Kill)

Magazine Size

Ammo Type

1

Vulcano

Shotgun

49.5

49.5

99

1s

3

6

Shotgun

2

Torrente

LMG

8

16

108

1.04s

15

60

Medium

3

Bobcat

SMG

6

12

101

1.13s

20

20

Light

4

Tempest

Assault Rifle

10

15

94

1.17s

12

25

Medium

5

Rattler

Assault Rifle

9

18

75

1.44s

13

12

Medium

6

Burletta

Pistol

10

25

75

1.47s

12

12

Light

7

Stitcher

SMG

6.5

11.4

74

1.58s

19

20

Light

8

Il Toro

Shotgun

63

63

39

1.62s

2

5

Shotgun

9

Bettina

Assault Rifle

14

28

67

1.67s

9

22

Heavy

10

Equalizer

Special

8

16

65

1.71s

15

50

Energy

11

Kettle

Assault Rifle

8.5

21.3

64

1.73s

14

20

Light

12

Aphelion

Battle Rifle

25

50

28

1.78s

3

10

Energy

13

Venator

Pistol

8

16

30

1.87s

8

10

Medium

14

Canto (NEW)

SMG

6.5

61

1.9s

19

18

Medium

15

Arpeggio

Assault Rifle

9.5

19

14

2.65s

5

24

Medium

16

Anvil

Hand Cannon

40

100

27

3s

3

6

Heavy

17

Osprey

Sniper Rifle

45

90

23

3.94s

3

8

Medium

18

Renegade

Battle Rifle

35

78.8

26

4s

4

8

Medium

19

Hairpin

Pistol

20

50

18

5.52s

6

8

Light

20

Jupiter

Sniper Rifle

60

120

21

5.67s

3

5

Energy

21

Ferro

Battle Rifle

40

100

5.7s

3

1

Heavy

Dolabra (NEW)

Shotgun

50

50

5.66s

100

Energy


ARC Raiders Weapons TTK Tier List (Patch 1.22.0)

The TTK Tier List ranks all ARC Raiders weapons from S to D by time-to-kill speed (faster TTK = higher tier). All rankings are based on Tier I weapons vs. Light Shield (body shots). Weapons with identical TTK are ordered by DPS (higher DPS first).

S Tier: Fastest TTK (≤1.2s), Most Effective in PvP

Weapons in S Tier have the fastest TTK in the game, allowing you to eliminate enemies almost instantly. They dominate close to medium-range fights and are the top choices for competitive PvP.

  • Vulcano (Shotgun): TTK = 1s, STK = 3, DPS = 99. The fastest TTK in ARC Raiders—only 3 shots to kill, perfect for CQC and surprise attacks.

  • Torrente (LMG): TTK = 1.04s, STK = 15, DPS = 108. Second-fastest TTK with the highest DPS in the game; large magazine (60) minimizes reloads.

  • Bobcat (SMG): TTK = 1.13s, STK = 20, DPS = 101. Fastest SMG by TTK, with a high fire rate (16.76 rounds per second), ideal for close-range spraying.

  • Tempest (Assault Rifle): TTK = 1.17s, STK = 12, DPS = 94. Fastest assault rifle by TTK, balanced for medium-range fights with a consistent fire rate.


A Tier: Fast TTK (1.2s–1.8s), Very Viable

Weapons in A Tier have fast TTK, slightly slower than S Tier, but still highly effective in PvP. They excel in their respective weapon classes and require minimal accuracy to perform well.

  • Rattler (Assault Rifle): TTK = 1.44s, STK = 13, DPS = 75. Fastest free loadout weapon, reliable for close to medium-range fights.

  • Burletta (Pistol): TTK = 1.47s, STK = 12, DPS = 75. Fastest pistol by TTK, with high headshot damage (25) for even quicker kills.

  • Stitcher (SMG): TTK = 1.58s, STK = 19, DPS = 74. Budget SMG with solid TTK, perfect for players without premium weapon access.

  • Il Toro (Shotgun): TTK = 1.62s, STK = 2, DPS = 39. Only weapon with 2-body-shot kills against Light Shields; slow fire rate, but high damage per shot.

  • Bettina (Assault Rifle): TTK = 1.67s, STK = 9, DPS = 67. High damage per shot (14) with manageable TTK, ideal for medium-range precision.

  • Kettle (Assault Rifle): TTK = 1.73s, STK = 14, DPS = 64. Best headshot multiplier (2.5x) in the game, allowing for faster TTK with accurate aim.

  • Aphelion (Battle Rifle): TTK = 1.78s, STK = 3, DPS = 28. Fast TTK for a battle rifle, though low DPS limits its effectiveness in prolonged fights.


B Tier: Decent TTK (1.8s–4s), Good for Specific Situations

Weapons in B Tier have decent TTK, suitable for niche scenarios or players who prioritize utility over raw speed. They are outperformed by S/A Tier weapons but remain usable in PvP.

  • Venator (Pistol): TTK = 1.87s, STK = 8, DPS = 30. Reliable secondary weapon with solid TTK for a pistol, though slower than the Burletta.

  • Anvil (Hand Cannon): TTK = 3s, STK = 3, DPS = 27. High headshot damage (100) for one-shot kills, but slow TTK for body shots.

  • Anvil Splitter (Hand Cannon): TTK = 3s, STK = TBD, DPS = TBD. Similar to the Anvil, with identical TTK and utility for long-range precision.

  • Osprey (Sniper Rifle): TTK = 3.94s, STK = 3, DPS = 23. Fastest sniper rifle by TTK, reliable for long-range fights with accurate aim.

  • Renegade (Battle Rifle): TTK = 4s, STK = 4, DPS = 26. Decent TTK for a battle rifle, best used in medium-range fights with headshots.


C Tier: Slow TTK (4s–5.5s), Only Good in Niche Cases

Weapons in C Tier have slow TTK, only useful in very specific situations (e.g., budget loadouts, ARC machine hunting). They are not recommended for most PvP fights but have unique utility.

  • Canto (SMG, NEW): TTK = 4.90s (Light Shield), STK = 19, DPS = 36.9. First medium-ammo SMG with moderate ARC penetration; slow TTK but unique utility for budget loadouts.

  • Hairpin (Pistol): TTK = 5.52s, STK = 6, DPS = 18. Slow TTK, but high headshot damage (50) if you can land consistent headshots.


D Tier: Slowest TTK (≥5.5s), Not Recommended

Weapons in D Tier have the slowest TTK in the game, outclassed by almost every other weapon. They are only useful for testing or niche PvE scenarios, not competitive PvP.

  • Jupiter (Sniper Rifle): TTK = 5.67s, STK = 3, DPS = 21. Slowest sniper rifle by TTK, outperformed by the Osprey in all PvP scenarios.

  • Ferro (Battle Rifle): TTK = 5.7s, STK = 3, DPS = TBD. Free loadout weapon with slow TTK; only useful for one-shot headshots.

  • Dolabra (Shotgun, NEW): TTK = 5.66s (Light Shield), STK = 3, DPS = TBD. Energy shotgun with variable firing modes; slow TTK limits PvP effectiveness.

  • Arpeggio (Assault Rifle): TTK = 8.41s, STK = 5, DPS = 14. Extremely slow TTK, even with headshots; not viable in PvP.

  • Equalizer (Special): TTK = 39.62s, STK = 15, DPS = 65. Slowest TTK in the game; avoid using it in PvP entirely.


ARC Raiders Fastest TTK Guns (Patch 1.22.0)

If you want to take down enemies as quickly as possible, these are the 5 fastest TTK weapons in ARC Raiders.

  1. Vulcano (Shotgun). The fastest TTK in the game. It only takes 3 shots to kill an enemy with a Light Shield, and its fire rate is fast enough to do it in just 1 second. Perfect for close-quarters combat (CQC) and surprise attacks.

  2. Torrente (LMG). The second-fastest TTK, and it has the highest DPS in the game. It requires 15 shots to kill, but its fire rate (13.46 rounds per second) is so high that it still kills in just over 1 second. The large magazine means you don’t have to reload often, which is great for fights against multiple enemies.

  3. Bobcat (SMG). The third-fastest TTK. It has the highest fire rate in the game (16.76 rounds per second), so even though it requires 20 shots to kill, it’s still very fast. Great for close-range fights where you can spray and land most shots.

  4. Tempest (Assault Rifle). The fourth-fastest TTK. It’s a balanced assault rifle that works well in medium-range fights. It requires 12 shots to kill, but its fire rate is consistent, making it easy to land shots and get fast TTK.

  5. Rattler (Assault Rifle). The fifth-fastest TTK. It’s a free loadout weapon, so it’s easy to get. Even though it has a small magazine (12), its TTK is still fast enough to be effective in close to medium-range fights.


All these time-to-skill values are for body shots against Light Shields. If you land headshots, your TTK will be even faster! For example, the Kettle has a 2.5x headshot multiplier, so landing a headshot can cut its TTK in half.


How to Calculate ARC Raiders Time to Kill?

Calculating TTK in ARC Raiders isn’t complicated once you know the formula. You can also use an online TTK calculator to get the result fast.

TTK Calculation Formula:

TTK = (Shots to Kill - 1)/Fire Rate

  • Shots to Kill (STK): The number of shots you need to land on an enemy to eliminate them. This depends on the weapon’s damage, the enemy’s shield type, and the hit zone (body, head, leg).

  • Fire Rate: How many shots the weapon fires per second. A higher fire rate means more shots per second, which usually leads to a faster TTK (as long as the damage per shot is high enough).

  • The “- 1” is important because the first shot is instant—you don’t have to wait for the fire rate interval for the first shot. Only subsequent shots are separated by the weapon’s fire interval (the time between each shot).


Another key thing to remember is shield mitigation. Enemies in ARC Raiders have three types of shields, each with a different mitigation percentage (this reduces the damage their health takes until the shield breaks):

  • Light Shield: 40% mitigation (health takes 60% of the weapon’s damage until the shield breaks)

  • Medium Shield: 42.5% mitigation (health takes 57.5% of the weapon’s damage until the shield breaks)

  • Heavy Shield: 52.5% mitigation (health takes 47.5% of the weapon’s damage until the shield breaks)


Each shot you fire deals full damage to the enemy’s shield. Once the shield is broken, all subsequent shots deal full damage to the enemy’s health. This means TTK can be longer if the enemy has a stronger shield—you have to break the shield first before you can damage their health.


Example: Let’s use the Vulcano shotgun (the fastest TTK weapon in the game). It has a fire rate of 3 shots per second and requires 3 shots to kill (STK = 3) against a Light Shield. Using the formula: TTK = (3 - 1) / 3 = 2 / 3 ≈ 0.67? Wait, no—wait, the Vulcano’s actual TTK is 1 second. Why? Because the formula uses the weapon’s true fire rate (not just shots per second). The Vulcano fires 3 shots in 1 second, so its fire interval is 0.5 seconds between shots. So (3 - 1) * 0.5 = 1 second. That’s why using the calculator is easier—it uses the exact fire rate and STK for each weapon and shield type.


ARC Raiders Canto and Dolabra TTK (Flashpoint Update)

The Flashpoint update (Patch 1.22.0) added two new weapons to ARC Raiders: the Canto SMG and the Dolabra energy shotgun. Thanks to in-game testing and cross-referencing with community sources, we now have verified stats for both weapons, including their TTK across all shield types, fire rate details, and unique in-game roles. 

ARC Raiders Canto TTK

The Canto is the first medium-ammo SMG in ARC Raiders, filling a unique niche by combining SMG fire rates with moderate ARC penetration—something no other SMG in the game offers. Unlike other SMGs that use light ammo (with very weak ARC penetration), the Canto’s medium ammo allows it to handle both enemy Raiders and ARC machines without needing a secondary weapon, potentially reshaping budget loadouts entirely. The Canto is a deliberate weapon—every shot matters. It requires 1 reload for most engagements (due to its 18-mag size) and performs consistently across body and head shots, making it forgiving for players who struggle with headshot accuracy.

Canto TTK & STK Chart (Tier I, All Shield Types)

Shield Type

Body Shots (STK)

Head Shots (STK)

TTK (Body/Head)

Reload Cycles

Mag Dump Damage

Light Shield (40 HP / 40% mitigation)

19

19

4.90s

1

70

Medium Shield (70 HP / 42.5% mitigation)

20

20

5.01s

1

67

Heavy Shield (80 HP / 52.5% mitigation)

23

23

5.33s

1

56

   

Canto PVP Role & Comparison to Other Weapons

How does Canto compare to other weapons in ARC Raiders?

  • Canto vs. Stitcher: Both are SMGs, but the Stitcher uses light ammo (very weak ARC pen) while the Canto uses medium ammo (moderate ARC pen). If the Canto’s damage-per-shot (6.5) matches the Stitcher’s, it obsoletes the popular “Stitcher + Ferro” budget loadout by handling all targets in one weapon. The Stitcher still has a slight edge in fire rate, but the Canto’s ARC utility makes it more versatile.

  • Canto vs. Bobcat: The Bobcat is a premium light-ammo SMG, while the Canto is a rare medium-ammo SMG. The Bobcat may have a better headshot multiplier (2.0x) if its TTK improves with headshots, but the Canto offers better ARC utility at a lower cost. For budget loadouts, the Canto is more practical.

  • Canto vs. Rattler: Both use medium ammo, but the Rattler is an assault rifle (mid-range focus) while the Canto is an SMG (CQC focus). They share an ammo pool, so running both is not recommended (due to high ammo consumption), but they complement each other for players who switch between mid and close range.


ARC Raiders Dolabra TTK

ARC Raiders Dolabra is the first energy shotgun and the first weapon with variable firing modes (wide electrical burst for crowd control/PvE and focused funnel for single-target/ARC armor cracking). As a Legendary rarity weapon, it has no tiers or upgrades, can’t be crafted, and is only found in raids (blueprints drop from Close Scrutiny). Its energy ammo puts it in a unique ammo pool, so it doesn’t conflict with any other weapon. 

Dolabra TTK & STK Chart (Tier I, All Shield Types)

Shield Type

Body Shots (STK)

Head Shots (STK)

TTK (Body/Head)

Reload Cycles

Mag Dump Damage

Light Shield (40 HP / 40% mitigation)

3

3

5.66s

0

30

Medium Shield (70 HP / 42.5% mitigation)

3

3

5.66s

0

29

Heavy Shield (80 HP / 52.5% mitigation)

4

4

8.49s

0

24


Dolabra PVP Role & Comparison to Other Weapons

  • Dolabra vs. Vulcano: Both are close-range shotguns, but the Vulcano uses shotgun ammo (weak ARC pen) with fast semi-auto fire (1s TTK). The Dolabra uses energy ammo with variable focus—its focused mode may match the Vulcano’s utility against ARC machines, but its slower TTK (5.66s vs. 1s) makes it less effective in pure PVP. The Vulcano remains the king of PVP shotguns, but the Dolabra offers better ARC utility.

  • Dolabra vs. Il Toro: The Il Toro is an uncommon budget shotgun (shotgun ammo, 1.62s TTK), while the Dolabra is a Legendary energy shotgun. They use different ammo pools, so they can be run together, but the Dolabra’s rarity and single-mag size make it less practical for consistent PVP. The Il Toro is still better for budget CQC, but the Dolabra’s ARC capabilities are unmatched.

  • Dolabra vs. Equalizer: Both use energy ammo—the Equalizer is a long-range beam rifle, while the Dolabra is a close-range shotgun. They complement each other perfectly for an all-energy loadout focused on ARC hunting, but sharing an ammo pool means players need to manage ammo carefully.