All Echoes in Wuthering Waves
Here’s a complete list of all 50+ Echoes in Wuthering Waves

Image credit:Rock Paper Shotgun/Kuro Games

Looking for a list of all Echoes in Wuthering Waves? Echoes are a key component of Wuthering Waves , helping Kuro Games’ epic foray into the crowded gacha genre stand out from its competitors. In a nutshell, Echoes are fragments left behind after defeating enemies in the world of Wuthering Waves, and these fragments can be harnessed by Resonators and summoned, bringing a little monster-collecting addictiveness to the fray. Echoes also act as armour, and it’s necessary to equip the right Echoes to your Resonators in order to unlock their ultimate potential.
There are over 50 Echoes to collect in Wuthering Waves, ranging from easily defeatable monsters at the start of the game to elite bosses. In this guide, we’ve assembled a list of all Echoes in Wuthering Waves, and we’ll also explian the specific nuances of these eclectic and cool-looking monster companions, including their Costs, Stats, and Sonata Effects .
- All Echoes in Wuthering Waves
- Phantom Echoes in Wuthering Waves
- Echo Cost in Wuthering Waves
- Echo Stats in Wuthering Waves
- Echo Sonata Effects in Wuthering Waves
All Echoes in Wuthering Waves
Below are all the Echoes available in Wuthering Waves as of the game’s second closed beta. We’ll update this information accordingly as the game changes.
Each Echo is organised by their Cost, their Sonata Effects, and their respective Echo Ability at its lowest rank. Keep in mind that this list does not include Phantom Echoes, which are basically rare variants of Echoes. We’ll outline those, as well as all of the other elements in this table, in greater detail below.
| Echo Name | Cost | Sonata Effects | Echo Ability (Lowest Rank) |
|---|---|---|---|
| Aero Predator | 1 | Sierra Gale, Void Thunder | Summon an Aero Predator that throws a dart forward. The dart bounces between enemies up to three times, dealing 18% Aero damage each hit. Cooldown: 8 seconds. |
| Autopuppet Scout | 3 | Celestial Light, Freezing Frost | Transform into an Autopuppet Scout, dealing 314% Glacio damage to your surroundings, and generate up to 3 Ice Walls to block off enemies. Cooldown: 25 seconds. |
| Bell-Borne Geochelone | 4 | Moonlit Clouds, Rejuvenating Glow | Activate the protection of the Bell-Borne Geochelone, dealing Glacio damage based on 109% of the current Resonator’s Defense to nearby enemies. Obtain a Bell-Borne Shield that lasts for 15 seconds, provides 50% damage Reduction and 10% damage Boost for the current Resonator, and disappears after 3 hits. Cooldown: 25 seconds. |
| Chaserazor | 3 | Moonlit Clouds, Sierra Gale | Transform into a Chaserazor and perform a spinning attack that deals 110% Aero damage, followed by a slash that deals 165% Aero damage. Cooldown: 15 seconds. |
| Chasm Guardian | 3 | Lingering Tunes, Rejuvenating Glow | Transform into a Chasm Guardian and perform a leap strike that deals 182% Havoc damage. The current Resonator loses 10% of their HP after a successful hit. They periodically recover up to 10% if their maximum HP after 5 seconds. Cooldown: 15 seconds. |
| Chirpuff | 1 | Sierra Gale, Sun-Sinking Eclipse | Summon a Chirpuff that inflates and shoots forward a gust of wind 3 times. Each gust deals 24% Aero damage and pushes enemies backwards. Cooldown: 8 seconds. |
| Crownless | 4 | Sun-Sinking Eclipse | Transform into a Crownless and perform up to 4 consecutive attacks. The first 2 attacks deal 67% Havoc damage each, the 3rd attack deals 45% Havoc damage 2 times, and the 4th attack deals 75% Havoc damage 3 times. After transforming, the current Resonator’s Havoc damage and Resonance Skill damage both increase by 12% for 15 seconds. Cooldown: 25 seconds. |
| Cruisewing | 1 | Celestial Light, Moonlit Clouds, Rejuvenating Glow | Summon a Cruisewing that restores HP for all current Resonators by 1% of their maximum HP plus an additional 80 HP. This can be done up to 4 times. Cooldown: 8 seconds. |
| Cyan-Feathered Heron | 3 | Celestial Light, Sierra Gale | Transform into a Cyan-Feathered Heron and charge at enemies, dealing 148% Aero damage. This Echo Ability interrupts enemy special skills upon dealing damage. Cooldown: 15 seconds. |
| Diamondclaw | 1 | Lingering Tunes, Moonlit Clouds | Transform into Diamondclaw and enter a defence state. Counterattack when this defence state is over, dealing 30% + 60 Physical damage. Cooldown: 8 seconds. |
| Dreamless | 4 | Sun-Sinking Eclipse | Transform into a Dreamless and perform up to 6 consecutive attacks that deal Havoc damage. The damage of this Echo Ability is increased during the first second after your Resonator releases their Resonance Liberation. |
| Electro Predator | 1 | Molten Rift, Void Thunder | Summon an Electro Predator to shoot the enemy 5 times. The first 4 shots deal 10.80% Electro damage, and the last deals 28.80% Electro damage. Cooldown: 8 seconds. |
| Excarat | 1 | Freezing Frost, Sun-Sinking Eclipse | Transform into an Excarat and tunnel underground. While tunneling, you can change your direction and are immune to damage. Cooldown: 8 seconds. |
| Feilian Beringal | 4 | Sierra Gale | Transform into a Feilian Beringal to perform a powerful kick. If the kick hits an enemy, you’ll immediately perform a follow-up strike. The kick deals 106% Aero damage, and the follow-up strike deals 246% Aero damage. After the follow-up strike hits, the current Resonator’s Aero damage increases by 12%, and their Heavy Attack damage increases by 12% for 15 seconds. Cooldown: 25 seconds. |
| Fission Junrock | 1 | Moonlit Clouds, Rejuvenating Glow, Void Thunder | Summon a Fission Junrock to create a Resonance effect that restores 2% HP to friendly characters. Cooldown: 15 seconds. |
| Flautist | 3 | Lingering Tunes, Void Thunder | Transform into a Flautist to continuously shoot Electro lasers, dealing 33.30% Electro damage for a total of 10 times. Every time you deal damage, you gain 1 Concerto Energy. Cooldown: 15 seconds. |
| Fusion Dreadmane | 1 | Molten Rift, Rejuvenating Glow | Summon a Fusion Dreadmane to strike the enemy, dealing 20% + 40 Fusion damage. Cooldown: 8 seconds. |
| Fusion Prism | 1 | Freezing Frost, Lingering Tunes, Molten Rift | Summon a Fusion Prism to fire a crystal shard, dealing 20% + 40 Fusion damage. Cooldown: 8 seconds. |
| Fusion Warrior | 1 | Molten Rift, Sierra Gale, Void Thunder | Transform into a Fusion Warrior to launch a block counterattack. If the counterattack successfully hits, the cooldown of this skill will be reduced by 70%, and 180% Fusion damage will be dealt. Cooldown: 15 seconds. |
| Viridblaze Saurian | 3 | Molten Rift, Moonlit Clouds | Summon a Viridblaze Saurian to continuously spit fire, dealing 15.70% Fusion damage 10 times. Cooldown: 25 seconds. |
| Glacio Predator | 1 | Celestial Light, Freezing Frost | Summon a Glacio Predator to throw an ice spear, dealing 28.80% Glacio damage on a hit. The spear will charge, dealing 2.88% Glacio damage up to 10 times, and explode, dealing 14.40% Glacio damage. Cooldown: 8 seconds. |
| Glacio Prism | 1 | Freezing Frost, Moonlit Clouds, Sun-Sinking Eclipse | Summon a Glacio Prism that continuously fires three crystal shards, each dealing 24% Glacio damage. Cooldown: 8 seconds. |
| Gulpuff | 1 | Celestial Light, Freezing Frost | Summon a Gulpuff that blows bubbles 5 times, dealing 14.40% Glacio damage with each hit. Cooldown: 8 seconds. |
| Havoc Dreadmane | 3 | Molten Rift, Sun-Sinking Eclipse | Transform into Havoc Dreadmane to perform tail strikes up to 2 times. Each strike deals 87.90% Havoc damage. An additional strike can be performed on a successful hit, dealing 58.60% Havoc damage. Cooldown: 25 seconds. |
| Havoc Prism | 1 | Celestial Light, Sun-Sinking Eclipse, Void Thunder | Summon a Havoc Prism to fire 5 crystal shards, each dealing 14.40% Havoc damage. Cooldown: 8 seconds. |
| Havoc Warrior | 1 | Celestial Light, Sun-Sinking Eclipse | Transform into a Havoc Warrior to attack up to 3 times, dealing 107.33% Havoc damage on each successful hit. Cooldown: 15 seconds. |
| Hoartoise | 1 | Celestial Light, Freezing Frost | Transform into a Hoartoise and slowly restore HP. Use this Echo skill again to exit the transformation state. Cooldown: 8 seconds. |
| Hoochief | 3 | Rejuvenating Glow, Sierra Gale | Transform into aHoochief and palm strike the enemies, dealing 149% Aero damage on a hit. Cooldown: 15 seconds. |
| Hooscamp | 1 | Lingering Tunes, Sierra Gale | Transform into a Hooscamp Flinger and pounce on enemies, dealing 30% + 60 Aero damage on a hit. Cooldown: 8 seconds. |
| Impermanence Heron | 4 | Moonlit Clouds | Transform into an Impermanence Heron to fly up and land on an enemy, dealing 314% Havoc damage. Once the attack lands on an enemy, the current Resonator regains 10 Resonance Energy. If the current Resonator uses their Outro Skill within the next 15 seconds, the next Resonator will receive a 12% damage boost for 15 seconds. Cooldown: 25 seconds. |
| Inferno Rider | 4 | Molten Rift | Transform into an Inferno Rider to launch up to 3 slashes in a row. The slashes deal 165%, 165%, and 214% Fusion damage respectively. After the final hit, the current Resonator’s Fusion damage and Basic Attack damage both increase by 12% for 15 seconds. Cooldown: 25 seconds. |
| Lampylumen Myriad | 4 | Freezing Frost | Transform into a Lampylumen Myriad to perform up to 3 attacks in a row. The first two strikes deal 112% and 134% Glacio damage respectively, and the final strike deals 201% Glacio damage. Enemies will be frozen on a successful hit. Each hit increases the current Resonator’s Glacio damage by 4% and their Resonance Skill damage by 4% for 15 seconds, stacking up to 3 times. Cooldown: 25 seconds. |
| Mech Abomination | 4 | Lingering Tunes | Summon a Mech Abomination to attack enemies in front of you, dealing 36.40% Electro damage. After this strike hits, you can deal additional attacks to charge the Mech Abomination, which will unleash 200% Electro damage once fully charged. After using this Ability, the current Resonator’s Attack increases by 15 for 25 seconds. Any damage dealt by the Mech Abomination is considered Outro Skill damage. Cooldown: 25 seconds. |
| Mourning Aix | 4 | Celestial Light | Transform into a Mourning Aix and perform 2 claw attacks in a row. Each attack deals 110% and 166% Spectro damage respectively. After the transformation, increase the current Resonator’s Spectro damage and Resonance Liberation damage by 12% for 15 seconds. Cooldown: 25 seconds. |
| Rocksteady Guardian | 3 | Celestial Light, Rejuvenating Glow | Transform into a Rocksteady Guardian and enter a defensive stance. If attacked, you will counterattack and deal Spectro damage based on 5.18% of the current Resonator’s’s maximum HP. If attacked by an enemy’s special skill, you’ll interrupt the skill and unleash 2 follow-up attacks, with each attack dealing Spectro damage based on 3.45% of the current Resonator’s maximum HP. These follow-up attacks simultaneously launch 3 ground-breaking waves, each inflicting Spectro damage based on 2.87% of the current Resonator’s maximum HP. Cooldown: 15 seconds. |
| Roseshroom | 3 | Freezing Frost, Sun-Sinking Eclipse | Summon a Roseshroom to fire a laser, dealing 35.67% Havoc damage up to 3 times. Cooldown: 15 seconds. |
| Sabyr Boar | 1 | Freezing Frost, Moonlit Clouds, Sierra Gale | Summon a Sabyr Boar to headbutt an enemy into the air, dealing 20% + 40 Physical damage. Cooldown: 8 seconds. |
| Snip Snap | 1 | Lingering Tunes, Molten Rift, Rejuvenating Glow | Summon a Snip Snap to throw fireballs at the enemy, dealing 20% + 40 Fusion damage on a hit. Cooldown: 8 seconds. |
| Spearback | 3 | Lingering Tunes, Moonlit Clouds | Summon a Spearback to perform 5 consecutive attacks. The first 4 attacks deal 18.73% Physical damage, and the last deals 32.10% Physical damage. Cooldown: 15 seconds. |
| Spectro Prism | 1 | Celestial Light, Molten Rift, Void Thunder | Summon a Spectro Prism to fire a laser that hits the enemy up to 8 times, dealing 9% Spectro damage each hit. Cooldown: 8 seconds. |
| Stonewall Bracer | 3 | Moonlit Clouds, Rejuvenating Glow | Transform into Stonewall Bracer and charge forward, dealing 70.40% Physical damage on a hit and 105.60% Physical damage on a final smash. Upon transformation, the current Resonator gains a shield of 10% of their max HP. Cooldown: 15 seconds. |
| Tambourinist | 3 | Freezing Frost, Sun-Sinking Eclipse | Summon a Tambourinist that periodically emits Melodies of Annihilation. Friendly characters hit with Melodies of Annihilation deal 9% extra Havoc damage with their attacks, up to 10 times. Cooldown: 15 seconds. |
| Tempest Mephis | 4 | Void Thunder | Transform into a Tempest Mephis to perform tail swing attacks followed by a claw attack. The lightning strike summoned by the tail swing deals 59% Electro damage, while the claw attack deals 158% Electro damage. After the claw attack hits, the current Resonator’s Electro damage and Heavy Attack damage increases by 12% for 15 seconds. Cooldown: 25 seconds. |
| Thundering Mephis | 4 | Void Thunder | Transform into a Thundering Mephis, engaging in a rapid assault of up to 6 strikes. The first 5 strikes deal 50% Electro damage each, while the final strike inflicts 249% Electro damage and creates thunder that causes an additional 41% Electro damage. After the final hit, the current Resonator’s Electro damage and Resonance Liberation damage increases by 12% for 15 seconds. Cooldown: 25 seconds. |
| Tick Tack | 1 | Lingering Tunes, Rejuvenating Glow, Sun-Sinking Eclipse | Summon a Tick Tack that charges and bites the enemy. The charge attack deals 43% Havoc damage and the bite deals 54% Havoc damage. The attack reduces the enemy’s Vibration Strength by up to 5% for 5 seconds. Cooldown: 15 seconds. |
| Traffic Illuminator | 1 | Molten Rift, Sierra Gale, Void Thunder | Summon a Traffic Illuminator, immobilising enemies for up to 1 second. The immobilisation is lifted when the enemy is hit. Cooldown: 15 seconds. |
| Vanguard Junrock | 1 | Lingering Tunes, Rejuvenating Glow, Void Thunder | Summon a Vanguard Junrock that charges forward, dealing 20% + 40 Physical damage to enemies in its path. Cooldown: 8 seconds. |
| Violet-Feathered Heron | 3 | Molten Rift, Void Thunder | Transform into a Violet-Feathered Heron and enter a defensive stance. You will automatically counterattack at the end of the defensive stance, dealing 180% Electro Damage. If attacked during the defensive stance, you will counterattack in advance and recover 5 Concerto Energy. Cooldown: 15 seconds. |
| Whiff Whaff | 1 | Moonlit Clouds, Rejuvenating Glow, Sierra Gale | Summon a Whiff Whaff that triggers an air explosion, dealing 32.10% Aero damage and producing a Low-Pressure Zone. The zone pulls enemies towards its center for 2 seconds, dealing 12.48% Aero damage up to 6 times. Cooldown: 15 seconds. |
| Young Viridblaze Saurian | 1 | Lingering Tunes, Molten Rift, Void Thunder | Transform into a Young Viridblaze Saurian to rest in place and slowly restore HP. Cooldown: 8 seconds. |
| Young Roseshroom | 1 | Sierra Gale, Sun-Sinking Eclipse | Summon a Baby Roseshroom that fires a laser, dealing 24% + 48 Havoc damage. Cooldown: 8 seconds. |
| Zig Zag | 1 | Celestial Light, Lingering Tunes, Moonlit Clouds | Summon a Zig Zag that denotates Spectro energy, dealing 20% + 40 Spectro damage and creating a Stagnation Zone that lasts 1.8 seconds. Cooldown: 8 seconds. |
Phantom Echoes in Wuthering Waves
Currently, there are six Phantom Echoes available in Wuthering Waves:
- Phantom Feilian Beringal
- Phantom Hoartoise
- Phantom Impermanence Heron
- Phantom Mourning Aix
- Phantom Rocksteady Guardian
- Phantom Thundering Mephis
Phantom Echoes are often casually referred to as “Shiny” Echoes to denote their rarity. They have the same stats as their regular counterparts, but very low drop rates. At this moment in Wuthering Waves, Phantom Echoes are basically just collectible cosmetic skins , but they’re worth hunting for if there’s a Phantom version of a particular Echo that you like.
Echo Cost in Wuthering Waves
Echoes in Wuthering Waves are divided up into the following three Cost tiers:
- 1 Cost (Common, representing monsters you can easily find in the overworld)
- 3 Cost (Elite, representing tougher monsters)
- 4 Cost (Overlord/Calamity, representing bosses)

We’ve got quite a few Havoc Dreadmanes at our disposal here. They look cool, and they’re an Elite 3 Cost Echo, too! |Image credit:Rock Paper Shotgun/Kuro Games
As you might expect, 1 Cost Echoes are fairly commonplace and average in their capabilities, while 3 and 4 Cost Echoes are much stronger.
Echoes act as the equivalent of armour in Wuthering Waves, and each Resonator can equip 5 Echoes each. The Cost value of the Echoes on each Resonator must add up to 12 , though in the early game you’ll be limited to 10.
You can only use the Echo Ability of the Echo that you have in your main equipment slot, while the Echoes in the other four slots will confer stat boosts. Because of this, a common strategy for outfitting your Resonator and making the most of these limitations is 4-3-3-1-1 . This means you’ll equip a 4 Cost Overlord /Calamity Echo as your main, then two 3 Cost Elite Echoes, and finally two 1 Cost Common Echoes. This will allow you to make the most of a varied skillset, with a big Overlord/Calamity Echo Ability at your disposal as well as some helpful boosts courtesy of Elite and Common Echoes.

A glimpse of the Echo equipment menu. Notice how there’s an elite 4 Cost Echo in the main equipment slot, and lesser Echoes in the others. |Image credit:Rock Paper Shotgun/Kuro Games
Echo Stats in Wuthering Waves
Each Echo has a Main Stat , a Secondary Main Stat , and 6 Substats . Main Stats and Secondary Main Stats are viewable when you first obtain an Echo and will increase as you level up your Echo. Substats work differently and must be unlocked.
Main Stats in Wuthering Waves
Main Stats are randomised. You can expect to see one of the following percantage boosts as a Main Stat, dependending on the Cost of your Echo:
- 1 Cost (Common): HP%, ATK%, DEF%
- 3 Cost (Elite): HP%, ATK%, DEF%, Energy Regen%, Attribute DMG% (ie: Aero, Electro, etc)
- 4 Cost (Elite): Overlord/Calamity: HP%, ATK%, DEF% Crit Rate%, Crit DMG%, Healing Bonus%
Secondary Main Stats in Wuthering Waves
Secondary Main Stats are not randomised. You’ll always see a boost to one of the following values as a Secondary Main Stat, depending on the Cost of your Echo:
- 1 Cost (Common): Flat HP
- 3 Cost (Elite): Flat ATK
- 4 Cost (Elite): Flat ATK
Substats in Wuthering Waves

Here’s the very radical Infero Rider, a former boss. Take note of its Main Stat, its Secondary Main Stat, and its 5 substats, all of which have been unlocked. |Image credit:Rock Paper Shotgun/Kuro Games
Each Echo in Wuthering Waves can potentially have 5 Substats listed beneath the Main Stat and Secondary Main Stat on the menu screen. Only one Substat is randomly generated whenever you obtain an Echo, giving you a boost to one of the following values:
- Flat HP
- Flat ATK
- Flat DEF
- HP%
- ATK%
- DEF%
- Crit Rate%
- Crit DMG%
- Basic Attack DMG Bonus%
- Heavy Attack DMG Bonus%
- Resonance Skill DMG Bonus%
- Resonance Liberation DMG Bonus
A new Substat will become unlockable every 5 levels that your Echo acquires. You’ll need to acquire materials to facilitate the unlocking process (which is referred to in-game as Echo Tuning ), and the Substats you get are randomised - so there’s quite a lot of incentive to keep farming for Echoes to get the best possible Stat combinations.
Echo Sonata Effects in Wuthering Waves

Chaserazor, another wild-looking Echo that appears to be part spider, part destroyed car. Notice that it has Sierra Gale as its Sonata Effect. |Image credit:Rock Paper Shotgun/Kuro Games
Sonata Effects are set bonuses that Echoes possess, and act as the equivalent of armour sets. Every Echo has at least Sonata Effect. If you equip Echoes that share the same Sonata Effect in pairs of 2 or groups of 5 , you’ll receive one of the following 2 Set or 5 Set passive stat boosts:
| Sonata Effect | 2 Set stat boost | 5 Set stat boost |
|---|---|---|
| Celestial Light | Spectro damage increased by 10%. | When using the Intro Skill, Spectro damage increases by 30% for 15 seconds. |
| Endless Resonance | ATK increased by 10%. | When on the field, ATK increases by 5% every 1.5 seconds. This effect can stack up to four times. Exiting Attack damage increases by 60%. |
| Freezing Frost | Glacio damage increased by 10% | After using Basic Attack or Heavy Attack, Glacio damage is increased by 10%. This effect can be stacked three times, lasting 15 seconds. |
| Havoc Eclipse | Havoc damage increased by 10%. | After using Basic Attack or Heavy Attack, Havoc damage increases by 7.5%. This effect can stack up to four times, lasting 15 seconds. |
| Molten Rift | Fusion damage increased by 10%. | After using Resonance Skill, Fusion damage is increased by 30%, lasting 15 seconds. |
| Moonlit Clouds | Energy Regen increased by 10%. | After using Outro Skill, the ATK of the next Resonator to enter the field increases by 22.5%, lasting 15 seconds. |
| Rejuvenating Glow | Healing Bonus increased by 10%. | When performing the Outro Skill, the ATK of the entire team’s Resonators increases by 15%, lasting 30 seconds. |
| Sierra Gale | Aero damage increased by 10%. | When using the Intro Skill, Aero damage increases by 30% for 15 seconds. |
| Void Thunder | Electro damage increased by 10%. | After using Heavy Attack or Resonance Skill, Electro damage is increased by 15%. This effect can be stacked twice, each lasting 15 seconds. |
That finishes our rundown of all Echoes in Wuthering Waves, along with the foundational info on their Costs, Stats, and Sonata Effects. If you’re on the hunt for information on all of the game’s characters, head on over to our list of all Resonators . Pick the ones that strike a chord within you, and get ready to elevate their skillset with the best Echoes!

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All 75 Arc Raiders Blueprints and where to get them
These areas have the highest chance of giving you Blueprints

Image credit:Rock Paper Shotgun/Embark Studios

Looking for more Arc Raiders Blueprints? It’s a special day when you find a Blueprint, as they’re among the most valuable items in Arc Raiders. If you find a Blueprint that you haven’t already found, then you must make sure you hold onto it at all costs, because Blueprints are the key to one of the most important and powerful systems of meta-progression in the game.
This guide aims to be the very best guide on Blueprints you can find, starting with a primer on what exactly they are and how they work in Arc Raiders, before delving into exactly where to get Blueprints and the very best farming spots for you to take in your search.
We’ll also go over how to get Blueprints from other unlikely activities, such as destroying Surveyors and completing specific quests. And you’ll also find the full list of all 75 Blueprints in Arc Raiders on this page (including the newest Blueprints added with the Cold Snap update , such as the Deadline Blueprint and Firework Box Blueprint), giving you all the information you need to expand your own crafting repertoire.
In this guide:
- What are Blueprints in Arc Raiders?
- Full Blueprint list: All crafting recipes
- Where to find Blueprints in Arc Raiders Blueprints obtained from quests Blueprints obtained from Trials Best Blueprint farming locations

What are Blueprints in Arc Raiders?
Blueprints in Arc Raiders are special items which, if you manage to extract with them, you can expend to permanently unlock a new crafting recipe in your Workshop. If you manage to extract from a raid with an Anvil Blueprint, for example, you can unlock the ability to craft your very own Anvil Pistol, as many times as you like (as long as you have the crafting materials).
To use a Blueprint, simply open your Inventory while in the lobby, then right-click on the Blueprint and click “Learn And Consume” . This will permanently unlock the recipe for that item in your Workshop. As of the Stella Montis update, there are allegedly 75 different Blueprints to unlock - although only 68 are confirmed to be in the game so far. You can see all the Blueprints you’ve found and unlocked by going to the Workshop menu, and hitting “R” to bring up the Blueprint screen.
It’s possible to find duplicates of past Blueprints you’ve already unlocked. If you find these, then you can either sell them, or - if you like to play with friends - you can take it into a match and gift it to your friend so they can unlock that recipe for themselves. Another option is to keep hold of them until the time comes to donate them to the Expedition.
Full Blueprint list: All crafting recipes
Below is the full list of all the Blueprints that are currently available to find in Arc Raiders, and the crafting recipe required for each item:
| Blueprint | Type | Recipe | Crafted At |
|---|---|---|---|
| Bettina | Weapon | 3x Advanced Mechanical Components 3x Heavy Gun Parts 3x Canister | Gunsmith 3 |
| Blue Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Aphelion | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Matriarch Reactor | Gunsmith 3 |
| Combat Mk. 3 (Flanking) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Combat Mk. 3 (Aggressive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Complex Gun Parts | Material | 2x Light Gun Parts 2x Medium Gun Parts 2x Heavy Gun Parts | Refiner 3 |
| Fireworks Box | Quick Use | 1x Explosive Compound 3x Pop Trigger | Explosives Station 2 |
| Gas Mine | Mine | 4x Chemicals 2x Rubber Parts | Explosives Station 1 |
| Green Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Pulse Mine | Mine | 1x Crude Explosives 1x Wires | Explosives Station 1 |
| Seeker Grenade | Grenade | 1x Crude Explosives 2x ARC Alloy | Explosives Station 1 |
| Looting Mk. 3 (Survivor) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Angled Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Angled Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Hullcracker | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Launcher Ammo | Ammo | 5x Metal Parts 1x Crude Explosives | Workbench 1 |
| Anvil | Weapon | 5x Mechanical Components 5x Simple Gun Parts | Gunsmith 2 |
| Anvil Splitter | Mod | 2x Mod Components 3x Processor | Gunsmith 3 |
| ??? | ??? | ??? | ??? |
| Barricade Kit | Quick Use | 1x Mechanical Components | Utility Station 2 |
| Blaze Grenade | Grenade | 1x Explosive Compound 2x Oil | Explosives Station 3 |
| Bobcat | Weapon | 3x Advanced Mechanical Components 3x Light Gun Parts | Gunsmith 3 |
| Osprey | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 7x Wires | Gunsmith 3 |
| Burletta | Weapon | 3x Mechanical Components 3x Simple Gun Parts | Gunsmith 1 |
| Compensator II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Compensator III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Defibrillator | Quick Use | 9x Plastic Parts 1x Moss | Medical Lab 2 |
| ??? | ??? | ??? | ??? |
| Equalizer | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Extended Barrel | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Extended Light Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Light Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Medium Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Medium Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Extended Shotgun Mag II | Mod | 2x Mechanical Components 3x Steel Spring | Gunsmith 2 |
| Extended Shotgun Mag III | Mod | 2x Mod Components 5x Steel Spring | Gunsmith 3 |
| Remote Raider Flare | Quick Use | 2x Chemicals 4x Rubber Parts | Utility Station 1 |
| Heavy Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Venator | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 5x Magnet | Gunsmith 3 |
| Il Toro | Weapon | 5x Mechanical Components 6x Simple Gun Parts | Gunsmith 1 |
| Jolt Mine | Mine | 1x Electrical Components 1x Battery | Explosives Station 2 |
| Explosive Mine | Mine | 1x Explosive Compound 1x Sensors | Explosives Station 3 |
| Jupiter | Weapon | 3x Magnetic Accelerator 3x Complex Gun Parts 1x Queen Reactor | Gunsmith 3 |
| Light Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Lightweight Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Lure Grenade | Grenade | 1x Speaker Component 1x Electrical Components | Utility Station 2 |
| Medium Gun Parts | Material | 4x Simple Gun Parts | Refiner 2 |
| Torrente | Weapon | 2x Advanced Mechanical Components 3x Medium Gun Parts 6x Steel Spring | Gunsmith 3 |
| Muzzle Brake II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Muzzle Brake III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Padded Stock | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Shotgun Choke II | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Shotgun Choke III | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Shotgun Silencer | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Showstopper | Grenade | 1x Advanced Electrical Components 1x Voltage Converter | Explosives Station 3 |
| Silencer I | Mod | 2x Mechanical Components 4x Wires | Gunsmith 2 |
| Silencer II | Mod | 2x Mod Components 8x Wires | Gunsmith 3 |
| Snap Hook | Quick Use | 2x Power Rod 3x Rope 1x Exodus Modules | Utility Station 3 |
| Stable Stock II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Stable Stock III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Tagging Grenade | Grenade | 1x Electrical Components 1x Sensors | Utility Station 3 |
| Tempest | Weapon | 3x Advanced Mechanical Components 3x Medium Gun Parts 3x Canister | Gunsmith 3 |
| Trigger Nade | Grenade | 2x Crude Explosives 1x Processor | Explosives Station 2 |
| Vertical Grip II | Mod | 2x Mechanical Components 3x Duct Tape | Gunsmith 2 |
| Vertical Grip III | Mod | 2x Mod Components 5x Duct Tape | Gunsmith 3 |
| Vita Shot | Quick Use | 2x Antiseptic 1x Syringe | Medical Lab 3 |
| Vita Spray | Quick Use | 3x Antiseptic 1x Canister | Medical Lab 3 |
| Vulcano | Weapon | 1x Magnetic Accelerator 3x Heavy Gun Parts 1x Exodus Modules | Gunsmith 3 |
| Wolfpack | Grenade | 2x Explosive Compound 2x Sensors | Explosives Station 3 |
| Red Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
| Smoke Grenade | Grenade | 14x Chemicals 1x Canister | Utility Station 2 |
| Deadline | Mine | 3x Explosive Compound 2x ARC Circuitry | Explosives Station 3 |
| Trailblazer | Grenade | 1x Explosive Compound 1x Synthesized Fuel | Explosives Station 3 |
| Tactical Mk. 3 (Defensive) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Tactical Mk. 3 (Healing) | Augment | 2x Advanced Electrical Components 3x Processor | Gear Bench 3 |
| Yellow Light Stick | Quick Use | 3x Chemicals | Utility Station 1 |
Note: The missing Blueprints in this list likely have not actually been added to the game at the time of writing, because none of the playerbase has managed to find any of them. As they are added to the game, I will update this page with the most relevant information so you know exactly how to get all 75 Arc Raiders Blueprints.
Where to find Blueprints in Arc Raiders
Below is a list of all containers, modifiers, and events which maximise your chances of finding Blueprints:
- Certain quests reward you with specific Blueprints .
- Completing Trials has a high chance of offering Blueprints as rewards.
- Surveyors have a decent chance of dropping Blueprints on death.
- High loot value areas tend to have a greater chance of spawning Blueprints.
- Night Raids and Storms may increase rare Blueprint spawn chances in containers.
- Containers with higher numbers of items may have a higher tendency to spawn Blueprints. As a result, Blue Gate (which has many “large” containers containing multiple items) may give you a higher chance of spawning Blueprints.
- Raider containers (Raider Caches, Weapon Boxes, Medical Bags, Grenade Tubes) have increased Blueprint drop rates. As a result, the Uncovered Caches event gives you a high chance of finding Blueprints.
- Security Lockers have a higher than average chance of containing Blueprints.
- Certain Blueprints only seem to spawn under specific circumstances: Tempest Blueprint only spawns during Night Raid events. Vulcano Blueprint only spawns during Hidden Bunker events. Jupiter and Equaliser Blueprints only spawn during Harvester events.

Raider Caches, Weapon Boxes, and other raider-oriented container types have a good chance of offering Blueprints. |Image credit:Rock Paper Shotgun/Embark Studios
Blueprints have a very low chance of spawning in any container in Arc Raiders, around 1-2% on average. However, there is a higher chance of finding Blueprints in particular container types. Specifically, you can find more Blueprints in Raider containers and security lockers.
Beyond this, if you’re looking for Blueprints you should focus on regions of the map which are marked as having particularly high-value loot. Areas such as the Control Tower in Dam Battlegrounds, the Arrival and Departure Buildings in Spaceport, and Pilgrim’s Peak in Blue Gate all have a better-than-average chance of spawning Blueprints somewhere amongst all their containers. Night Raids and Electromagnetic Storm events also increase the drop chances of certain Blueprints .
In addition to these containers, you can often loot Blueprints from destroyed Surveyors - the largest of the rolling ball ARC. Surveyors are more commonly found on the later maps - Spaceport and Blue Gate - and if one spawns in your match, you’ll likely see it by the blue laser beam that it casts into the sky while “surveying”.
Surveyors are quite well-armoured and will very speedily run away from you once it notices you, but if you can take one down then make sure you loot all its parts for a chance of obtaining certain unusual Blueprints.
Blueprints obtained from quests
One way in which you can get Blueprints is by completing certain quests for the vendors in Speranza. Some quests will reward you with a specific item Blueprint upon completion, so as long as you work through all the quests in Arc Raiders, you are guaranteed those Blueprints.
Here is the full list of all Blueprints you can get from quest rewards:
- Trigger Nade Blueprint: Rewarded after completing “Sparks Fly”.
- Lure Grenade Blueprint: Rewarded after completing “Greasing Her Palms”.
- Burletta Blueprint: Rewarded after completing “Industrial Espionage”.
- Hullcracker Blueprint (and Launcher Ammo Blueprint): Rewarded after completing “The Major’s Footlocker”.
Alas, that’s only 4 Blueprints out of a total of 75 to unlock, so for the vast majority you will need to find them yourself during a raid. If you’re intent on farming Blueprints, then it’s best to equip yourself with cheap gear in case you lose it, but don’t use a free loadout because then you won’t get a safe pocket to stash any new Blueprint you find. No pain in Arc Raiders is sharper than failing to extract with a new Blueprint you’ve been after for a dozen hours already.

One of the best ways to get Blueprints is by hitting three stars on all five Trials every week. |Image credit:Rock Paper Shotgun/Embark Studios
Blueprints obtained from Trials
One of the very best ways to get Blueprints is as rewards for completing Trials in Arc Raiders. Trials are unlocked from Level 15 onwards, and allow you to earn rewards by focusing on certain tasks over the course of several raids. For example, one Trial might task you with dealing damage to Hornets, while another might challenge you to loot Supply Drops.
Trials refresh on a weekly basis, with a new week bringing five new Trials. Each Trial can offer up to three rewards after passing certain score milestones, and it’s possible to receive very high level loot from these reward crates - including Blueprints. So if you want to unlock as many Blueprints as possible, you should make a point of completing as many Trials as possible each week.
Best Blueprint farming locations
The very best way to get Blueprints is to frequent specific areas of the maps which combine high-tier loot pools with the right types of containers to search. Here are my recommendations for where to find Blueprints on every map, so you can always keep the search going for new crafting recipes to unlock.

Image credit:Rock Paper Shotgun/Embark Studios
Dam Battlegrounds
The best places to farm Blueprints on Dam Battlegrounds are the Control Tower, Power Generation Complex, Ruby Residence, and Pale Apartments . The first two regions, despite only being marked on the map as mid-tier loot, contain a phenomenal number of containers to loot. The Control Tower can also contain a couple of high-tier Security Lockers - though of course, you’ll need to have unlocked the Security Breach skill at the end of the Survival tree.
There’s also a lot of reporting amongst the playerbase that the Residential areas in the top-left of the map - Pale Apartments and Ruby Residence - give you a comparatively strong chance of finding Blueprints. Considering their size, there’s a high density of containers to loot in both locations, and they also have the benefit of being fairly out of the way. So you’re more likely to have all the containers to yourself.
Buried City
The best Blueprint farming locations on Buried City are the Santa Maria Houses, Grandioso Apartments, Town Hall, and the various buildings of the New District . Grandioso Apartments has a lower number of containers than the rest, but a high chance of spawning weapon cases - which have good Blueprint drop rates. The others are high-tier loot areas, with plenty of lootable containers - including Security Lockers.
Spaceport
The best places to find Blueprints on Spaceport are the Arrival and Departure Buildings, as well as Control Tower A6 and the Launch Towers . All these areas are labelled as high-value loot regions, and many of them are also very handily connected to one another by the Spaceport wall, which you can use to quickly run from one area to the next. At the tops of most of these buildings you’ll find at least one Security Locker, so this is an excellent farming route for players looking to find Blueprints.
The downside to looting Blueprints on Spaceport is that all these areas are hotly contested, particularly in Duos and Squads. You’ll need to be very focused and fast in order to complete the full farming route.

Image credit:Rock Paper Shotgun/Embark Studios
Blue Gate
Blue Gate tends to have a good chance of dropping Blueprints, potentially because it generally has a high number of containers which can hold lots of items; so there’s a higher chance of a Blueprint spawning in each container. In my experience, the best Blueprint farming spots on Blue Gate are Pilgrim’s Peak, Raider’s Refuge, the Ancient Fort, and the Underground Complex beneath the Warehouse .
All of these areas contain a wealth of containers to loot. Raider’s Refuge has less to loot, but the majority of the containers in and around the Refuge are raider containers, which have a high chance of containing Blueprints - particularly during major events.
Stella Montis
On the whole, Stella Montis seems to have a very low drop rate for Blueprints (though a high chance of dropping other high-tier loot). If you do want to try farming Blueprints on this map, the best places to find Blueprints in Stella Montis are Medical Research, Assembly Workshop, and the Business Center . These areas have the highest density of containers to loot on the map.
In addition to this, the Western Tunnel has a few different Security Lockers to loot, so while there’s very little to loot elsewhere in this area of the map, it’s worth hitting those Security Lockers if you spawn there at the start of a match.
That wraps up this primer on how to get all the Blueprints in Arc Raiders as quickly as possible. With the Expedition system constantly resetting a large number of players’ Blueprints, it’s more important than ever to have the most up-to-date information on where to find all these Blueprints.
While you’re here, be sure to check out our Arc Raiders best guns tier list , as well as our primers on the best skills to unlock and all the different Field Depot locations on every map.

ARC Raiders
PS5 , Xbox Series X/S , PC
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