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
The
Arc is a small, single-tile electric turret that fires arcs of electricity at ground targets. It consumes power as its ammo and deals direct electrical damage while inflicting the
Shocked status on hit. The
Arc cannot hit air units and deals significantly reduced damage to buildings (its building damage is -75%, so a normal hit of 20 damage becomes 5 against structures). Its projectiles apply
Shocked affinity which grants partial armor-piercing effect: 30% of the
Shocked damage pierces armor while the remaining 70% is affected by unit armor.
Arcs are highly cost-effective close-range defense for ground engagements. They have a fast fire rate and cover a wide area with chained arcs, making them one of the most potent 1×1 turrets for defending choke points and compact bases. Because they use power directly as ammo and have high draw while firing, sustained
Arc fire requires robust power support and Batteries to prevent blackouts that disable the turret and other critical blocks like Menders.
The
Shocked effect synergizes with the
Wet status: when an enemy is
Wet its interaction with
Shocked causes additional damage (an additive partially armor-piercing component). Place Arcs near shallow water pools or combine them with Wave/Tsunami effects to keep enemies
Wet while in range to maximize DPS. Naval units are immune to being
Wet, so this synergy does not apply to them; against naval targets, Arcs still deal damage but are less optimal than alternatives with longer range or direct anti-ship capability.
Practical notes and tactics:
- Arcs are best used in dense, short-range chokepoints where enemies pass near water or where you can concentrate power supply. They excel at melting groups of ground units for their footprint and cost.
- Supplement Arcs with
Scatter and other air-targeting turrets to protect the map from flyers;
Scatter can pull air aggro so Arcs remain focused on ground threats. - Avoid situating Arcs as long-range snipers or against distant infrastructure; their range and building damage penalty make them poor at snipe-targeting enemy buildings.
- Because Arcs cannot hit air units at all, they are vulnerable to being outranged or bypassed by flying units such as Daggers and Novas; pair them with anti-air defenses or protect your power network so the
Arc cannot be easily disabled by targeting generators. - Arcs fire arcs that visually point away from the target but their projectiles curve toward enemies and have effective accuracy; treat their apparent firing direction as cosmetic.
- The
Arc does not require
Silicon for construction, despite using power for ammo.
Balance history highlights: the
Arc has undergone multiple adjustments to fire rate, damage, power usage, build cost, and building-damage penalties across updates. It currently fires slightly slower than in some past versions but with a high power draw; its
Shocked piercing portion was changed to 30% piercing with the remainder affected by armor. Use updated in-game stats to confirm exact numerical values in the current build.