ARC Raiders Attachments Guide: Weapon Mods, Range and Real Tradeoffs
An ARC Raiders attachment guide covering grips, muzzle mods, stocks, extended magazines, ADS penalties, recoil, dispersion and range.
In-game weapon render by Embark Studios via ARC Raiders Wiki
Build for the problem you can name. Use a Muzzle Brake or grip for recoil, a Compensator for dispersion, an Extended Barrel for velocity and falloff distance, a Stable Stock for recovery, and an extended magazine when the reload is losing fights. Tier III is not a free upgrade: several top mods add ADS, handling, durability or recoil penalties.
Mod percentages were checked against the ARC Raiders Wiki on 2026-08-15. Recommendations are editorial starting points and explicitly retain the listed penalties; they are not independent frame-by-frame benchmark claims.
I chose the topic, scope and source list, and I am responsible for publishing corrections. Automation and AI can help with research sorting, first-draft structure and repetitive formatting. Facts, prices and claims must still trace back to the sources shown on the page. This is not labelled as a hands-on product review.
Correct the axis that actually moves your reticle.
Use when burst dispersion is the problem rather than raw climb.
Velocity and falloff improve, but Tier III adds vertical recoil.
Choose the stat problem before the attachment
Weapon mods can be added and removed, while weapon upgrades permanently improve the gun. The ARC Raiders Wiki lists muzzle, underbarrel, stock, magazine and tech-mod slots, but compatibility differs by weapon.
Do one unmodified grouping first. If the muzzle climbs, solve vertical recoil. If it wanders sideways, solve horizontal recoil. If the reticle blooms during a burst, solve dispersion. If the next aimed shot takes too long to settle, solve recovery.
| Problem | First mod family | What it changes | Watch for |
|---|---|---|---|
| Vertical or horizontal climb | Muzzle Brake or matching grip | Direct recoil reduction | Tier III grip ADS penalty; durability burn on Muzzle Brake III. |
| Shots spread during a burst | Compensator | Per-shot and maximum dispersion | Compensator III increases durability burn. |
| Projectile feels slow or damage drops too early | Extended Barrel | Bullet velocity and distance until damage falloff | Extended Barrel III adds vertical recoil. |
| Reticle takes too long to settle | Stable Stock | Recoil and dispersion recovery | Stable Stock III slows equip and unequip. |
| Reload interrupts multi-target fights | Extended Magazine | More rounds by ammo class | More capacity does not repair poor burst discipline. |
Extended Barrel is range with a recoil invoice

Extended Barrel I, II and III list 10%, 20% and 30% increased bullet velocity, plus 5%, 10% and 15% more distance before damage falloff. Tier III also lists 15% increased vertical recoil.
That makes Tier II a sensible comparison point, not a consolation prize. Test whether the extra Tier III reach matters on the map routes you actually use, then decide whether its recoil cost earns a slot.
Grips: control one axis without forgetting ADS

Vertical Grip targets vertical recoil; Angled Grip targets horizontal recoil. Tier I, II and III list 20%, 30% and 40% reduction in their chosen axis. Both Tier III versions also list 30% reduced ADS speed.
Horizontal Grip lists 30% reduction to both recoil axes and the same 30% reduced ADS speed. It is broad control, not a free best-in-slot choice. A reactive PvP build may value a quicker first sight picture more than another layer of stability.
Stocks change the rhythm between shots
Stable Stock improves recoil and dispersion recovery. Tier III lists 50% reductions to both recovery durations, but increases equip and unequip time by 20%. Padded Stock reduces both recoil axes by 15% and per-shot dispersion by 20%, while also slowing ADS and weapon handling.
Lightweight Stock is the opposite experiment: it lists 200% increased ADS speed and faster equip/unequip, but adds 50% vertical recoil and a 50% recoil-recovery penalty. Use it for a weapon that must present quickly, not for automatic fire you already struggle to control.
Three build templates, not three commandments
| Package | Starting mods | Use it when | Test before risking |
|---|---|---|---|
| Fast contact | Low-penalty muzzle or grip, magazine, neutral/light stock | You enter compounds and react to short warning windows. | ADS time after sprinting and first useful shot. |
| Controlled automatic | Muzzle Brake or Compensator, axis-matched grip, Stable Stock, magazine | Mid-range bursts are your repeatable fight. | Five bursts at the same target without correcting between attempts. |
| Range extension | Extended Barrel, recoil support, Stable Stock or magazine | Velocity and falloff matter on open routes. | Whether Tier III recoil costs more hits than its range gains. |
Gaming guide scope
This guide is written for players everywhere. Norway-specific retailer, warranty and price comparison advice belongs in the hardware buying guides, not in game tutorials.
FAQ
What does Extended Barrel do in ARC Raiders?
Its three tiers list increasing bullet velocity and more distance before damage falloff. Tier III also increases vertical recoil, so compare it with Tier II in the Practice Range.
Is Compensator or Muzzle Brake better?
Compensator targets per-shot and maximum dispersion. Muzzle Brake targets horizontal and vertical recoil. Choose based on the grouping problem you can see.
Do Tier III grips have an ADS penalty?
The current wiki values list 30% reduced ADS speed for Angled Grip III, Vertical Grip III and Horizontal Grip. Test the complete build because another stock can further change handling.
Sources and methodology
I use official game documentation and patch notes first, then clearly identified community tools when they add something useful. This is source-backed guidance, not a claim that I personally tested every weapon, map or patch.