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Stagger targets with blasts from this Corpus engineered plasma shotgun. Surviving enemies are consumed with radiation.

The Arca Plasmor is a IconCorpusOn.png Corpus-built plasma shotgun that fires highly damaging pulses of DmgRadiationSmall64.png Radiation with a guaranteed DmgImpactSmall64.png Impact proc. The projectiles it fires have high status chance, large thickness, and innate 3 meters punch through against bodies, making it highly effective in mowing down large groups of enemies, but suffers from a low critical multiplier and no bonus damage on headshots.


  • This weapon deals high amounts of DmgRadiationSmall64.png Radiation damage.
  • Shots have a guaranteed DmgImpactSmall64.png Impact proc to enemies up to 14 meters.
  • Killed enemies will have their corpses vaporized, good for Stealth gameplay if silenced with Mod TT 20px.png Silent Battery due to no bodies being left behind.
    • Enemies defeated with this weapon disintegrate quickly, making it ill-suited to use alongside NekrosIcon272.png Nekros' Desecrate130xDark.png Desecrate.
  • Two innate Madurai Pol.svg polarities.
  • Low zoom, making covering wide shots while aiming easier.


  • Projectiles have a thickness of 3 meters.
  • Innate 3 meter punch through against bodies.
  • Very ammo efficient.
  • Normal Attack
    • Very high damage
    • Above average status chance


  • Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by Projectile Speed).
  • Projectile has travel time.
  • Limited range of 30 meters (can be increased with Projectile Speed mods).
  • No bonus damage on headshots.
  • Innate punch through does not apply to surfaces if hitting with the central portion of the projectile, requiring punch through mods.
  • Normal Attack
    • Below average magazine
    • Low effective fire rate
    • Very low max ammo
    • Low reload speed
    • Low disposition
    • Low crit multiplier



The Arca Plasmor's blueprint can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 190 Blueprint2.svg Blueprints Price:Credits64.png15,000
Energy Lab ResearchClanAffinity64.png3,000
Time: 72 hrs
Prereq: Lanka
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100


  • Being that it is a pulse shotgun, accuracy mods seem to have no effect on spread.
    • Mod TT 20px.png Vicious Spread however throws off accuracy by making shots veer wildly off from the aiming reticle at times, use at your own discretion.
      • This can be counteracted somewhat with Mod TT 20px.png Hell's Chamber, which will cause the weapon to fire 2-3 waves of energy.
      • Vicious Spread can also be counteracted by using Mirages' HallOfMirrors130xDark.png Hall Of Mirrors ability, do note that projectiles fired by the clones bounce off solid surfaces instead of dissipating.
      • A possible bug, Mod TT 20px.png Tainted Shell does not counteract Vicious Spread's accuracy decrease in any reasonable measure. Meaning that if you install both, the accuracy will still be significantly lower.
  • The Plasmor's pulse has a range of 30m. This scales with Projectile Speed mods, including the Mod TT 20px.png Jet Stream augment.
  • Shots will only proc DmgImpactSmall64.png Impact if the target is within 14m.
  • The Plasmor has a reduced zoom by about 60% when aiming.
  • While the weapon uses shotgun mods and it is classed as a shotgun, it does not use standard shotgun status mechanics, due to not having any pellets. This means the status is much more reliable per shot.
  • While the critical chance of the weapon is good, the critical damage is only slightly better than normal.


  • Due to its high inherent punch-through, the Plasmor is of great use in Arbitrations, easily passing through shielded enemies to get to shield drones.
  • Because the range and damage falloff are determined by the weapon's Projectile Speed, adding in Mod TT 20px.png Fatal Acceleration will increase the range and falloff limits by 40%, to 14m minimum falloff and 28m maximum falloff as well as increasing the range to 42m.
  • Due to its innate DmgRadiationSmall64.png Radiation damage, the weapon can use elementals and dual elementals that use DmgHeatSmall64.png Heat or DmgElectricitySmall64.png Electricity damage, such as DmgCorrosiveSmall64.png Corrosive VS Grineer or DmgMagneticSmall64.png Magnetic VS Corpus.
  • Consistent DmgImpactSmall64.png Impact procs from the weapon at medium range or less may negate the need for DmgBlastSmall64.png Blast damage for crowd control, allowing the player to use DmgColdSmall64.png Cold damage instead which slows enemies and extends the Impact stun duration.
    • This also allows the weapon to have the advantages (and disadvantages) Cold damage brings.
  • Short corridors favor this weapon highly, as a few pulses are normally enough to make short work of enemy clusters as long as no Arctic Eximus or Nullifier Crewmen are present, and the added Impact and Radiation procs will keep enemies at bay.
  • The description of surviving enemies being "consumed by radiation" simply means that their bodies will disintegrate on death. While this is undesirable for a Nekros's Desecrate130xDark.png Desecrate, it is good for stealth if silenced since there will be no corpses to alert enemies.
  • It is exceedingly easy to perform headshots with this weapon. Although it has 1x headshot multiplier (meaning it does no extra damage), this can be increased using PrimaryDeadhead64x.png Primary Deadhead.


  • The magazine for the weapon is a metal cylinder, which rotates clockwise after firing each shot and pumping the mechanism. No shells are ejected with each pump, perhaps implying the cylinder is filled with batteries or charge cells, which are depleted from a single pump and must be rotated to bring a new cell into position.
  • Writings on the side of the weapon seem to translate as "G.S.1.1", and possibly "DANGER EXTREME HEAT".


Patch History[]

Update 30.9 (2021-11-11)

  • Fixed shooting yourself with the Arca Plasmor when first firing it after you’ve been Revived.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Arca Plasmor: 0.6->0.55

Hotfix 25.7.5 (2019-09-09)

  • Fixed Arca Plasmor not being able to damage the Ropalolyst Synovia.

Update 25.7 (2019-08-29)

  • Reduced the light intensity of the Arca Plasmor.

Hotfix 25.0.3 (2019-05-24)

  • Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.

Update 24.6 (2019-04-04)

  • Improved the left hand position for Arca Plasmor.

Update 24.0 (2018-11-08)
The previous Mainline update of Chimera 23.10.0 included a sneaky bug that removed falloff damage from the Arca Plasmor. The Arsenal continued to state the always present falloff (10.0 - 20.0) but it wasn’t truly applying. We have fixed this bug, which resulted in adding falloff damage back to the Arca Plasmor, and thus returned it to its original falloff state prior to Update 23.10.0. This also fixes the Conclave Arsenal displaying the incorrect falloff damage for the Arca Plasmor.

Hotfix 23.10.3 (2018-10-15)

  • Fixed the Arca Plasmor's projectiles bouncing off walls instead of exploding on impact.

Update 23.10 (2018-10-12)

  • Updated weapon FX for the Arca Plasmor, Castanas, and Sancti Castanas.
  • Fixed certain wave projectiles (e.g. Arca Plasmor) bouncing off hit proxy shields (e.g. Volt’s Electric Shield, Gara’s Mass Vitrify).
  • (Undocumented) Projectile now bounces off walls.

Update 22.14 (2018-03-01)

  • Tweaked force feedback sound of the Arca Plasmor.

Update 22.12 (2018-02-09)

  • Mag size increased from 6 to 10.

Hotfix 22.10.3 (2018-01-29)

  • Fixed the Arca Plasmor dealing 0 damage on headshots.

Update 22.10 (2018-01-25)

  • Headshots no longer deal bonus damage.
    • The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.
    • Headshots should still deal damage (without the multiplier).

Update 21.7 (2017-09-09)

  • Introduced.

Last updated: Update 24.0 (2018-11-08)

See also[]