Arc

{| class="article-table" !'''Ammo'''
| !'''Damage''' |
|---|
| Power |
- 20 damage
- -75.0% building damage (20 → 5)
- Shocked |}
Source: Fandom: Arc (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview









Arc excels as a compact, high-damage-close-range turret and is commonly considered the strongest 1×1 turret for general-purpose defense when properly powered.
Arc damage synergizes with the
Wet status: because
Arc applies
Shocked, hitting a
Wet enemy yields additional damage (noted as an extra ~14 damage with partial armor-piercing characteristics). Placing Arcs near water or on maps with frequent rain increases their effectiveness by inflicting
Wet on passing ground units. Naval units are immune to
Wet, so this synergy does not apply to them.
- Arcs require steady power; use Batteries and sufficient generation to avoid blackouts that stop turret fire and critical systems around them.
- Arcs lack range and cannot target air. Use
Scatter turrets and air-priority targeting to draw or deal with air units while Arcs focus on ground threats. Avoid wasting
Arc fire attempting to snipe distant infrastructure because of its short range and building damage penalty.
- The
Arc fires arcs that visually point away from the target but these projectiles curve toward enemies, producing no actual inaccuracy.
- Arcs are vulnerable to being outranged or bypassed by long-range enemy turrets and units (for example Daggers and Novas) and can be neutralized indirectly by destroying local power generation to render them offline.
Design notes from updates: the 


