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

The Arca Plasmor is a Corpus-built plasma shotgun that fires highly damaging pulses of Radiation b Radiation with a guaranteed Impact b Impact proc. The Arca Plasmor is a part of the Arca weapons series, which includes the Arca Scisco pistol and Arca Titron hammer.

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 190 Blueprint2 Blueprints Price:Credits6415,000
Energy Lab Research ClanAffinity64 3,000
Time: 72 hrs
Prereq: Lanka
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This weapon is available through Energy Lab Research in the Clan Dojo.


This weapon deals high amounts of Radiation b Radiation damage.



  • Innate Radiation b Radiation damage – less effective against Shielded, Infested, and Fossilized.
  • Linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by Projectile Speed).
  • The projectile has travel time.
  • Limited range of 30 meters (can be increased with Projectile Speed mods).
  • Low critical multiplier.
  • No bonus damage on headshots.
  • Very low reload speed.
  • Lowest fire rate of all shotguns.
  • Innate Punch Through does not apply to surfaces if hitting with the central portion of the projectile, requiring Punch through mods.


  • Being that it is a pulse shotgun, accuracy mods seem to have no effect on spread.
    • 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 Hell's Chamber, which will cause the weapon to fire 2-3 waves of energy.
      • Vicious Spread can also be counteracted by using Mirages' Hall of Mirrors ability, do note that projectiles fired by the clones bounce off solid surfaces instead of dissipating.
      • A possible bug, 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 Jet Stream augment.
  • Shots will only proc Impact b Impact if the target is within 15m.
  • 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.


  • Because the range and damage falloff are determined by the weapon's projectile speed, adding in 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 Radiation b Radiation damage, the weapon can use elementals and dual elementals that use Heat b Heat or Electricity b Electricity damage, such as Corrosive b Corrosive VS Grineer or Magnetic b Magnetic VS Corpus.
  • Consistent Impact b Impact procs from the weapon at medium range or less may negate the need for Blast b Blast damage for crowd control, allowing the player to use Cold b 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 Eximi or Nullifier Crewmen are present, and the added Impact and Radiation procs will keep enemies at bay.


  • 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".
  • The description of surviving enemies being "consumed by radiation" simply means that their bodies will disintegrate on death, making this weapon viable for stealth (if silenced).


  • Arca Plasmor in Codex.

Patch HistoryEdit

Update 24.0

The previous Mainline update of Chimera 23.10.0 included a sneaky bug that removed falloff damage from the Arca Plasmor and the Shwaak Prism. 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 Shwaak Prism, 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

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

Update 23.10

  • 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

  • Tweaked force feedback sound of the Arca Plasmor.

Update 22.12

  • Mag size increased from 6 to 10.

Hotfix 22.10.3

  • Fixed the Arca Plasmor dealing 0 damage on headshots.

Update 22.10

  • 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

  • Introduced.

Last updated: Update 24.0

See AlsoEdit

WeaponsDamageCompare AllCosmetics

WeaponsDamageCompare AllCosmetics