ARC Raiders Close-Range Loadout Build Guide (Flashpoint 1.22.0)

Vulcano + Stitcher, indoors and at elevators, the one-shot shotgun build

By BrokenBuilds Wiki9 min readUpdated

What This Build Is For

Two trigger pulls on an unshielded Raider. That is the math on a entity:vulcano at point blank, and that math is the whole reason this loadout exists. Semi-auto shotgun, 49.5 damage per shell, 26.3 fire rate, 26 meter effective range (source: arcraiders.wiki Weapons table, confirmed on GamesRadar and SCUF tier lists). Outside 26 meters the build is dead weight. Inside it, you win most duels before the other Raider finishes their reload animation.

The build is map-dependent. Buried City is where it lives: sand-buried streets, narrow lanes, broken plazas where the longest sightline in most districts runs under 20 meters. Stella Montis interiors play almost as well. Acerra Spaceport is split; launch-facility interiors and elevator rooms reward this hard, open ramps punish it. Blue Gate and Dam Battlegrounds are where the loadout falls apart.

If you run extraction shooters for the ambush fight, if you hear an elevator console activate 40 meters away and already plan the flanking path, this is your build.


Core Loadout

Augment: Combat Mk. 3 (Aggressive)

Shield: Heavy

Primary: entity:vulcano (Rare, Shotgun Ammo, semi-auto)

Secondary: entity:stitcher (Common, Light Ammo, full-auto SMG)

Quick-use slots (4 total on Combat Mk. 3 Aggressive):

  • Heavy heal (entity:adrenaline-shot or equivalent)
  • entity:shield-recharger
  • entity:shield-recharger (yes, two)
  • Frag grenade

The doubled entity:shield-recharger is what most guides miss. A Heavy shield drains fast enough in close-range fights that a single recharger runs out two fights into a run. Two rechargers plus the Aggressive augment's +2 HP / 5s regen means you can take a full shield break, duck behind cover, top off, and push again inside 15 seconds. Per the arcraiders.wiki Augments table, the Aggressive passive pauses for 30 seconds after any damage taken, so the regen does not help mid-fight; it helps between fights, which is exactly when a shotgun pusher needs it.


Why Each Slot

entity:vulcano as Primary

The Vulcano is S-tier on every Flashpoint-era tier list sampled (GamesRadar, SCUF, iBUYPOWER, PC Gamer). Highest burst damage in the game. Semi-auto means you get follow-up shots in the window the entity:il-toro spends racking a pump. Two shells center mass drops a Heavy-shield Raider; one drops anyone on Light. Most indoor fights in Buried City and Stella Montis happen inside 15 meters, so the 26 meter ceiling rarely matters.

Shotgun Ammo is the weak point. Poor profile against Bastions or Rocketeers. Swap to the entity:stitcher and kite any ARC fight the build cannot avoid. The Vulcano is a PvP weapon first, PvE cleanup second.

Combat Mk. 3 (Aggressive)

Heavy shield access is the reason. No other Combat augment allows Heavy without a Mk. 2 downgrade, and the Heavy shield's 52.5% mitigation (arcraiders.wiki Shields table) is what makes the 20-second push-and-recover cycle work. The 18-slot backpack and 65 weight limit fit Vulcano, entity:stitcher, Heavy shield, full quick-use kit, and room for two or three stashed stims.

Combat Mk. 3 Flanking is tempting at 20 slots, but it locks you to Light shields only. A Light shield on a Vulcano pusher is suicide. Flanking fits the entity:anvil hand cannon build. Aggressive is the shotgun's augment.

entity:heavy-shield

40 charge, 52.5% mitigation, 15% movement penalty. That movement penalty would kill any other shotgun build, but this one assumes you are closing inside 15 meters regardless, and the skill tree cancels the penalty entirely. The 80 charge pool means you can eat a full fight's incoming damage and still have shield left to push the next angle.

Stitcher as Secondary

Common rarity, Light Ammo, full-auto at 45.3 fire rate (per arcraiders.wiki and gamerant.com's budget-loadout guide). Tier B. Correct for this build for three reasons. Light Ammo is everywhere, so the secondary is always fed. At 6.5 damage and 45.3 fire rate it contests anything the Vulcano cannot reach; if a Raider holds 30 meters and refuses to push, the Stitcher pressures them into your range or into a retreat. And weight: the Stitcher is the lightest SMG in the game, which leaves weight budget for the Heavy shield and the second recharger.

Swap option is the entity:canto, Flashpoint's Medium Ammo SMG at 56.7 fire rate. Hits harder, reaches farther. If you have one and a stable ammo economy, the entity:canto is a sidegrade. For most players the Stitcher's cheap craft wins out.

Frag Grenade

Indoor fights end two ways. The target dies, or the target runs into a side room to heal. The frag answers both. Cooked frags into elevator rooms clear held angles before you peek; a frag into a closet flushes the healer into Vulcano range.


Skill Tree Allocation

Level cap is 75 with 76 points across 40 skills (arcraiders.wiki Skills). Three milestones matter.

Level 20 (~21 points):

  • Conditioning, Used to the Weight (5pt). First spend, not optional. Heavy shield without this skill is unplayable because the 15% movement penalty makes you a target. With it active you move at Light-shield speed in Heavy.
  • Conditioning, Fight or Flight (5pt). Stamina recovery when hit. Shotgun fights are stamina fights because you sprint cover-to-cover between shell exchanges.
  • Mobility, entity:marathon-runner (5pt) and entity:youthful-lungs (5pt). Reduced stamina cost and higher stamina pool. Longer push windows.
  • 1 point banked, or into entity:loaded-arms for earlier reload speed.

Level 40 (~41 points):

  • Conditioning, entity:loaded-arms (5pt). Faster reload. On a semi-auto shotgun with a hard reload animation, this skill wins fights.
  • Conditioning, entity:survivors-stamina (1pt, needs 15 Conditioning). Faster stamina recovery while critically hurt.
  • Mobility, Carry the Momentum (1pt, needs 15 Mobility). Free sprint after dodge roll. Use it to disengage when a shell exchange goes wrong.
  • Remaining 4 points go into Mobility for entity:effortless-roll, or Survival for entity:broad-shoulders if you extract heavy.

Level 75 (76 points total):

  • Conditioning, entity:back-on-your-feet (1pt, needs 36 Conditioning). Slow regen while critically hurt. Not strong, but cheap and occasionally saves a run.
  • Survival: 15 points for entity:broad-shoulders and entity:looters-instincts. Faster loot reveal and +5 carry slots help any build at extraction.

Skip the Survival capstones (entity:security-breach, entity:minesweeper). A PvP brawler does not pay for them. Points go into Conditioning and Mobility mid-tier skills instead.


How This Build Handles Each Threat

PvP solo. Best case. Vulcano pushes, Stitcher pokes, Heavy shield eats the first burst, frag flushes campers. Inside 15 meters you win the time-to-kill window; their rifle needs more shots to finish you than your shotgun needs to finish them.

PvP squad. Strong if you push together. Soloing into a three-stack gets you killed by the angles you cannot cover. With a squad anchor running entity:bettina or entity:torrente at 25 meters behind you, the shotgun handles the push and the rifle covers retreat. Do not third-party squads alone on this build.

PvE trash. Vulcano clears Shredders fast, which matters more after Flashpoint (1.22.0) made them map-wide. Stitcher handles Fireflies that cluster at distance.

PvE Bastions and Rocketeers. Poor. Shotgun Ammo is weak against ARC armor and Light Ammo is worse. If a run goes into a entity:bastion zone, swap the Stitcher for an entity:anvil hand cannon (Heavy Ammo, tier S, two-tap kills per arcraiders.wiki), eat the weight hit. Or leave the zone.

Mixed PvPvE at elevators. This is where the build earns its crown. Elevator consoles make noise. Raiders converge. ARCs converge. You hold the elevator room with a frag cooked, Shield Recharger on the wheel, Vulcano chambered. Anyone who walks in dies. If a squad forces the door, frag first, Vulcano second, push or reset depending on shield state. The Aggressive regen resumes between fights, so if you win the first push you are full HP before the second arrives.


Where the Build Fails

Dam Battlegrounds. Open sightlines, toxic terrain that forces wide paths, most fights happening at 30 to 60 meters around the Alcantara Power Plant. Vulcano is dead weight past 26 meters and the Stitcher cannot carry the load at 40 meters. If the raid drops you here, skip PvP and loot, which means you should have brought a looter build instead. Dam Battlegrounds is the map this loadout hates most.

Blue Gate outdoor sections. Same sightline problem. Runs work if you stick to indoor objectives; any fight that starts at range is lost.

Any sniper holding a known angle. entity:jupiter and entity:osprey one-shot shielded Raiders at distance (arcraiders.wiki Weapons). The counter is smoke, but this build has no slot for smoke. The real answer is do not push known sniper lanes. Go around.

Long raids. Shotgun Ammo economy is tighter than Light or Medium. A 25-minute raid with three PvP fights and a entity:bastion detour can leave you dry. Stash extra shells in the backpack if the raid looks long.


Variant: entity:il-toro Pump Swap

The entity:il-toro is the pump-action shotgun: same ammo type, 67.5 damage per shot, 14 fire rate, 20 meter range (arcraiders.wiki). Swap it for the Vulcano when you want the one-shot ceiling over sustained follow-up.

Vulcano wins against shielded targets and squads, because multiple shells break shields faster on semi-auto. Il Toro wins solo duels against unshielded or low-shield targets; one clean shot to center mass ends the fight. A Raider on Light shield with 20 HP dies to a single Il Toro shell, which is half the time window of two Vulcano shells.

Il Toro runs 5 meters shorter effective range, which tightens the map pool further. Run Il Toro in Buried City interiors only. Stella Montis's longer hallways pressure the 20 meter ceiling. Acerra Spaceport elevator rooms work, anywhere else turns into a Stitcher engagement.

The Heavy Ammo rarity trade-off the community discusses is this: Il Toro pulls more value per shell from higher-rarity Shotgun Ammo variants (slug rounds, high-density buckshot) because its per-shot ceiling is higher. At common ammo tier, Vulcano produces more DPS per round because fire rate matters more than per-shot damage against shielded targets. If your workshop crafts rare ammo, the Il Toro upgrade is real. If you are running common shells, stick with Vulcano.

Use Il Toro in Buried City for solo encounters. Use Vulcano for everything else.


The One-Shot Shotgun Build in One Sentence

Combat Mk. 3 Aggressive augment, Heavy shield, Vulcano primary, Stitcher secondary, two Shield Rechargers and a frag in the quick-use, Conditioning and Mobility skill tree focus, win indoors, lose outdoors, do not take this to Dam Battlegrounds.