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ARC Raiders Canto Amplification: Carbine or Sprint Shooting?

Theo Marsh
Theo Marsh
ARC Raiders Canto Amplification: Carbine or Sprint Shooting?

The Canto is ARC Raiders' Rare, fully automatic SMG: Medium Ammo, 6.5 damage per shot, 56.7 fire rate, an 18-round magazine (24 at Canto IV) and Moderate ARC armor penetration. Frozen Trail made it one of the 15 weapons you can push to Level 5, and its amplification gives you a real fork in the road. You get three nodes, Carbine Conversion, Sprint Shooting and Incendiary Rounds, but Carbine Conversion and Sprint Shooting lock each other out. So the question Canto players are asking on r/ArcRaiders this week is simple: do you turn it into a stable mid-range carbine, or a sprinting flamethrower? This guide compares every node using the values and costs on the ARC Raiders Wiki amplified-weapons page, adds up both material bills and gives you the build to take.

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Quick answer (TL;DR): The Rare Canto needs one Amplification Module Mk. III to reach Level 5, after the Gunsmith and Research Station both hit Level 4. Carbine Conversion (3 Propellant Valve Assembly, no research) gives 50% less ADS recoil and 20% less dispersion but 10% less fire rate and 20% slower equip. Sprint Shooting (4 Fluted Rotor Core, Mobile-Fire Grip Fittings research) lets you fire while sprinting. Those two conflict. Incendiary Rounds (3 Fossilized Lightning, Thermite-Tipped Rounds research) adds +5/s burn damage and +2s burn duration and stacks with either. Our pick for PvP and close fights: Sprint Shooting + Incendiary Rounds. Pick Carbine + Incendiary only if you want a cheaper, steadier mid-range gun and don't mind a slower kill.

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What is Canto amplification?

Weapon Amplification arrived with Frozen Trail 2.0. Amplified weapons can be upgraded to Level 5, which unlocks amplification slots that change how the gun works (Amplified Weapons, ARC Raiders Wiki). The upgrade eats an Amplification Module that matches the weapon's base rarity. The Canto is Rare, so it takes an Amplification Module Mk. III. Every Level 5 weapon also gets +70 Max Durability (Amplification, ARC Raiders Wiki).

Three rules apply to every amplified gun:

  • Nodes are permanent. The wiki is blunt about it: amplification "fundamentally changes the weapon and cannot be reverted." You can't swap Carbine for Sprint later.
  • Some nodes need research first. On the Canto, Sprint Shooting and Incendiary Rounds do. Carbine Conversion doesn't.
  • Some nodes conflict. Carbine Conversion and Sprint Shooting lock each other out, so the most you can run is one of them plus Incendiary Rounds.

ARC Tracker's Amplified Canto tree confirms it: the only two-perk versions are Incendiary + Carbine and Incendiary + Sprint. If you're still deciding which gun deserves a module at all, the amplified weapons hub lists every eligible weapon and node.

What are the Canto amplification nodes?

The Canto is the only SMG in the wiki's amplified-weapons table, and it gets three nodes:

NodeEffectResearchMaterialsConflicts
Carbine Conversion50% reduced ADS recoil, 20% reduced max shot, per-shot and base dispersion, 10% reduced fire rate, 20% increased equip and unequip timeNone3 Propellant Valve AssemblySprint Shooting, Stock Mod
Sprint ShootingFire the weapon while sprintingMobile-Fire Grip Fittings4 Fluted Rotor CoreCarbine Conversion, Stock Mod
Incendiary RoundsSets targets on fire when hit: +5/s burn damage, +2s burn durationThermite-Tipped Rounds3 Fossilized LightningNone

Canto amplification nodes: Carbine Conversion costs 3 Propellant Valve Assembly, Sprint Shooting costs 4 Fluted Rotor Core, Incendiary Rounds costs 3 Fossilized Lightning

What does Carbine Conversion do?

The tooltip: it "repurposes the Canto as a carbine, greatly improving stability and accuracy at the cost of agility." The numbers back that up:

  • 50% reduced ADS recoil
  • 20% reduced max shot, per-shot and base dispersion
  • 10% reduced fire rate
  • 20% increased equip and unequip time

That's a big stability gain for a modest DPS cost. A 10% fire-rate cut takes the Canto from 56.7 to roughly 51 on the fire-rate stat, so if every bullet lands, a kill takes a little longer. Better accuracy can win some of that back in real fights, especially at range. The slower equip and unequip time is a separate cost: it hurts the classic SMG job of swapping to it when someone rounds a corner. Carbine Conversion is the only Canto node with no research step, which makes it the cheapest node to activate.

What does Sprint Shooting do?

One line: "Ergonomic fittings that allow the weapon to be comfortably fired while sprinting." The wiki lists no stat penalty. On an SMG that's the whole point. You keep sprint speed while you close distance or break line of sight, and you don't have to stop running to start shooting. The same research also unlocks Sprint Shooting on the Hairpin, Burletta and Rascal, so if you already finished it for one of those, the Canto node only costs the Fluted Rotor Cores.

What does Incendiary Rounds do?

"Adds an incendiary compound to the projectile, setting targets on fire when hit." The Canto's version lists +5/s burn damage and +2s burn duration (Amplified Weapons, ARC Raiders Wiki), the same values as the Rattler and Hairpin versions. Hits apply a burn that deals damage over time, so it rewards keeping a target under fire.

It has no conflicts, so it fits on either build. In a r/ArcRaiders thread comparing the Amplified Canto to the Bobcat, one reply put it this way: "Being able to sprint around and shoot at close range, is very powerful." Another added that people "aren't as used to being set on fire," which is a real edge when the fight is close.

Carbine Conversion vs Sprint Shooting: which is better?

Sprint Shooting, if you use the Canto the way an SMG is meant to be used. Here's the head-to-head:

Carbine ConversionSprint Shooting
What it changesStability and accuracyMobility while firing
Fire rate10% lowerUnchanged
Equip / unequip20% slowerUnchanged
Research neededNoneMobile-Fire Grip Fittings
Research hand-inNone5,000 Research Points + 20 Skulker Targeter
Node cost3 Propellant Valve Assembly4 Fluted Rotor Core
Best rangeMidClose

Three things decide it:

  • The Canto is already a close-range gun. Its wiki range stat is 51, it carries a 1.75x headshot multiplier and it's built to win fast fights. Carbine Conversion pushes it toward a job other guns already do better. Sprint Shooting doubles down on what it's good at.
  • Carbine costs you kill speed. Every competitive SMG fight comes down to time-to-kill. One reply in that same thread was blunt: "Carbine is a no no if you want ttk." A 10% fire-rate cut lowers the gun's raw damage output, and the slower swap costs time before the first shot.
  • Carbine is cheaper and needs no research, and that's its real case. If you don't have 20 Skulker Targeters or 5,000 spare Research Points, Carbine Conversion is the node you can activate today. It also makes the Canto easier to control on ARC at range, where recoil matters more than sprinting.

Which Canto amplification build is best?

Rank them by how you play:

  • PvP and close fights: Sprint Shooting + Incendiary Rounds. This is the default. You keep full fire rate, you can shoot on the move, and every hit adds burn damage. It's the most expensive build (two research projects), and it's the one the replies in that thread lean toward, though opinions are mixed.
  • PvE, ARC at mid range or a tight budget: Carbine Conversion + Incendiary Rounds. One research project instead of two, no Skulker Targeters, and much less recoil. You trade away kill speed.
  • Short on materials right now: Incendiary Rounds first, then wait. Incendiary has no conflicts, so it never blocks your choice. Take it, keep playing, and add Sprint Shooting once the research is done. Don't take Carbine Conversion only because it's available today. It's permanent and it locks Sprint Shooting out for good.

Our verdict: Sprint Shooting + Incendiary Rounds is our pick for most players. Carbine is a fine budget build for ARC hunting, not a straight upgrade.

How does the Amplified Canto compare to the Bobcat?

That's the comparison players keep making. On the wiki, the Bobcat is an Epic SMG using Light Ammo with 6 damage, 66.7 fire rate, a 20-round magazine, a 2.0x headshot multiplier and Very Weak (0.2x) ARC armor penetration. The Canto has 6.5 damage, 56.7 fire rate, 1.75x headshots and Moderate (0.8x) armor penetration. The Bobcat fires faster. The Canto hits harder per shot, handles ARC far better and, once amplified, adds fire and sprint-shooting the Bobcat can't get. Our Bobcat IV guide covers that gun in full.

How do you unlock Canto amplification?

Amplification-only cost of a Sprint Shooting + Incendiary Canto from Canto IV: one Amplification Module Mk. III, 4 Fluted Rotor Core, 3 Fossilized Lightning, 20 Skulker Targeter, 5 Firefly Burner and 10,000 Research Points

The chain is the same for every amplifiable weapon (Amplified Weapons, ARC Raiders Wiki):

  • Get a Canto and upgrade it to Canto IV (see below).
  • Raise the Gunsmith to Level 4.
  • Raise the Research Station to Level 4. The Outpost build guide covers the order.
  • Upgrade the Canto to Level 5 with one Amplification Module Mk. III.
  • Finish Thermite-Tipped Rounds, then activate Incendiary Rounds.
  • Finish Mobile-Fire Grip Fittings, then activate Sprint Shooting (or activate Carbine Conversion instead, which needs no research).

The research: Mobile-Fire Grip Fittings (Sprint Shooting)

Amplified Research projects have two steps: a challenge, then 5,000 Research Points plus ARC parts (Amplified Research, ARC Raiders Wiki). The project text reads: "Fast movement is useful right up until a weapon needs to come into play. A weapon that keeps up with the pace would be useful."

  • Step 1 (in one round): visit the Electrical Substation, Truck Stop, Old Town, Almatera Station, Researcher Lodgings, Deep-Space Telescope and Commissary Supermarket. These are Pendola Pass locations, so plan one long loop of the map and travel light.
  • Step 2: submit 5,000 Research Points and 20 Skulker Targeter.

Skulker Targeters drop from Skulkers and ARC Couriers (Skulker Targeter, ARC Raiders Wiki). Our Bully, Skulker and Hydra kill guide covers where Skulkers roam and how to drop them.

The research: Thermite-Tipped Rounds (Incendiary Rounds)

  • Step 1: destroy 30 Fireballs with Explosive Mines.
  • Step 2: submit 5,000 Research Points and 5 Firefly Burner.

Firefly Burners come from destroyed Fireflies (Firefly Burner, ARC Raiders Wiki). This research is shared: it also unlocks Incendiary Rounds on the Hairpin, Rattler and Aphelion. If you already did it for an amplified Rattler or Aphelion, the Canto node is just 3 Fossilized Lightning.

If Research Points are your bottleneck, see which research pays off first.

The materials

  • Fossilized Lightning (Incendiary, 3 needed): Epic, found at the center of lightning strikes when the Electromagnetic Storm map condition is active (Fossilized Lightning, ARC Raiders Wiki). It's the slowest material on this list because you have to wait for the storm. Don't recycle it: it only breaks down into 3 Explosive Compound.
  • Fluted Rotor Core (Sprint Shooting, 4 needed): Epic Frozen Trail material. ARC Tracker lists it in the ARC Frigate and the Fallen Emperor.
  • Propellant Valve Assembly (Carbine, 3 needed): Epic, from the ARC Frigate and the Fallen Emperor on Pendola Pass (Propellant Valve Assembly, ARC Raiders Wiki).

Amplification-only totals, starting from a Canto IV with Level 4 workshops (the gun, blueprint and workshop upgrades are extra):

Sprint + Incendiary total: 1 Mk. III module, 4 Fluted Rotor Core, 3 Fossilized Lightning, 20 Skulker Targeter, 5 Firefly Burner and 10,000 Research Points. Carbine + Incendiary total: 1 Mk. III module, 3 Propellant Valve Assembly, 3 Fossilized Lightning, 5 Firefly Burner and 5,000 Research Points.

If you'd rather buy the base parts than farm them, the ARC Raiders materials catalog lists what's available.

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Where do you get an Amplification Module Mk. III?

The wiki lists two sources for every Mark: the Fallen Emperor on Pendola Pass, opened with an Emperor Gateway Conduit, and the cargo inside the ARC Frigate during the ARC Frigate event (Amplification Module Mk. III, ARC Raiders Wiki). Those are the same two places that drop Fluted Rotor Cores and Propellant Valve Assemblies, so one good run can cover the module and the node together. The Amplification Module farm guide compares the two runs, the Emperor beacon farm covers the Fallen Emperor and the Frigate guide covers boarding.

How do you get the Canto?

Two routes (Canto, ARC Raiders Wiki):

  • Quests: Collision Course and Empathetic Prototypes both reward a Canto I.
  • Blueprint: the Canto Blueprint drops from First Wave Caches, which only spawn during the Hurricane map condition, or can be researched at Research Station 2 for 2,000 Research Points, 10 Skulker Targeter and 5 Steel Spring. Our Canto blueprint guide covers the farm.

With the blueprint, Canto I crafts at Gunsmith 3 from 2 Advanced Mechanical Components, 5 Magnet and 3 Medium Gun Parts. Each step to Canto IV costs Mechanical Components plus 2 Medium Gun Parts at Gunsmith 1, and Canto IV brings 45% reduced max shot dispersion, +6 magazine size and 43% reduced reload time. You need Canto IV before the module goes in.

What happens if you lose an amplified Canto?

Research is permanent, so Mobile-Fire Grip Fittings and Thermite-Tipped Rounds stay done. The Mk. III module and the node materials are spent on that one gun. If you're knocked out, an amplified weapon drops with its durability cut to 10%, and Level 5 weapons can only be repaired with Amplified Fragments. ARC Tracker lists 13 Amplified Fragments for a 50% repair on the Amplified Canto, a 20,800 sell value against 7,000 for the stock gun, and 7 Amplified Fragments if you recycle it.

The good news: the Canto takes a Mk. III module, not the Mk. V a Legendary needs. A second Sprint + Incendiary Canto costs one more Mk. III, 4 Fluted Rotor Cores and 3 Fossilized Lightning, with no research to repeat. That makes the Canto one of the better amplified guns to actually take into PvP raids.

Is amplifying the Canto worth it?

Yes, if the Canto is your close-range gun. Incendiary Rounds is the easy first node, and Sprint Shooting turns the Canto into something no other SMG does: a gun you can fire at full fire rate while sprinting. Carbine Conversion is a sensible budget pick for ARC hunting at range, but it slows the gun's fire rate and locks out Sprint Shooting for good. Because the Canto is Rare, a lost gun costs a Mk. III module, not a Mk. V, so the risk is smaller than amplifying a Legendary.

For the bigger picture, see the amplified weapons hub and the Rattler amplification guide, which shares the Incendiary research.

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Can you have Carbine Conversion and Sprint Shooting on the same Canto? No. They conflict, so you pick one. Incendiary Rounds stacks with either, which makes two nodes the maximum on one Canto.

What amplification module does the Canto need? The Amplification Module Mk. III, because the Canto is Rare and the module must match the weapon's base rarity. Modules come from the Fallen Emperor on Pendola Pass and from ARC Frigate cargo.

Does Carbine Conversion lower the Canto's fire rate? Yes, by 10%. It also adds 20% to equip and unequip time, in exchange for 50% less ADS recoil and 20% less dispersion.

Does Carbine Conversion need research? No. It's the only Canto node with no research step. It costs 3 Propellant Valve Assembly once the gun is Level 5.

Can you put a stock on an amplified Canto? The wiki lists Stock Mod as a conflict for both Carbine Conversion and Sprint Shooting, so plan on giving up the stock slot with either one.

How much burn damage does the Canto's Incendiary Rounds add? The wiki lists +5/s burn damage and +2s burn duration for the Canto's Incendiary node.

Where do you get Fossilized Lightning for Incendiary Rounds? At the center of lightning strikes during the Electromagnetic Storm map condition. You need 3 for the Canto's Incendiary node.

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