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Arc

CategoryTurrets
arc
Category
Turrets
Planet
Serpulo
Footprint
1x1
Health
260
Power consumption
3.3
Weapons

{| 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 is a small 1×1 electric turret that fires continuous arcs of electricity at ground targets. It uses power as its ammo source (consuming 198 power units per second) and deals 20 damage per shot to units, with a -75% damage penalty to buildings (effective building damage 5). Its projectiles inflict the Shocked status on struck enemies; Shocked effects have a partial armor-piercing component (only 30% of Shocked damage pierces armor as of recent updates). The Arc cannot hit air units.

Arc’s rate of fire and power profile have changed through updates: its standard fire rate sits around previous values that yield roughly 34 DPS with 20 damage per shot and the maintained fire rate. It was adjusted to consume 198 power/sec and has booster consumption set to 6 units/sec. Boosters modify its fire rate: Shallow Water boosts give 120% fire rate and Pooled Cryofluid boosts give 145% fire rate. Build cost and construction: copper cost was increased to 50 and build time is 1 second in current references. The turret uses only power as ammo and does not require Silicon to construct.

  • 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 Arc had multiple balance adjustments to fire rate, damage, power use, booster effects, and building-damage penalty across recent versions; Shocked piercing was reduced so only 30% of Shocked damage pierces armor. The Arc no longer hits air and had its 2× ammo multiplier removed in later versions.

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