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ARN-220
Weapon Quote
“A tactical assault rifle with coupled mags for quick swaps in the heat of combat.”
Profile
BuildL Light
TypeAssault Rifle
Unlock 500
Damage
Body17
Head25.5 (1.5×)
Environmental3.5
Damage Falloff
Min Range37.5m
Max Range42.5m
Multiplier0.72
Technical
RPM720
Magazine30×2
Empty ReloadFull reload - 2.80s
Magazine swap - 0.75s
Tactical Reload2.45s

The ARN-220 is an automatic Assault Rifle available to the Light class. It is best suited for dealing sustained damage at medium to long ranges.

Usage

The ARN-220 can be selected as the Weapon for any Light build loadout.

The trigger can be held to continuously fire bullets that damage opponents and deal additional damage on headshots. Aiming down sights increases the weapon's accuracy, but moving decreases it, especially when airborne.

The weapon has two magazines used in sequence. When the first magazine is empty, the user automatically performs a shorter reload animation (Swap Mag) to switch to the second. The weapon automatically reloads when both magazines are empty, or the user can perform a tactical reload before this point. Both actions fully restore ammunition in both magazines. The user has unlimited spare ammunition.

Controls PC PS XBox Key
Equip ARN-220
1
 
Y
Weapon
Fire shot (Tap)
Continuous fire (Hold)
 
R2
RT
Primary fire
Aim down sights (Hold)
 
L2
LT
Secondary fire
Tactical reload
R
X
Reload

Stats

Damage Profile

  • Values are approximate and determined by community testing which means they are not completely accurate. (6.6.0)
Body Part
Light (150 HP)
Medium (250 HP)
Heavy (350 HP)
Bullets to kill Time to kill (s) Bullets to kill Time to kill (s) Bullets to kill Time to kill (s)
Head 6 0.41 10 0.74 14 1.08
Body 9 0.66 15 1.16 21 1.66

Sights

Main page: Sights
FREE
IRON SIGHTS
VR 300
ADDER REFLEX
VR 300
COMPACT REFLECTOR
VR 300
HOLOGRAPHIC
VR 300
LOOKING GLASS

Properties

Weapon

Ranged — Strikes targets by aiming and firing at them from a distance.

Automatic Fire — Continues to fire automatically until the trigger is released.

Aim Down Sights — Has iron sights and optical sights that significantly increase accuracy when used.

Full Reload — Replaces the entire magazine in one animation on reload.

Unstable Accuracy — Suffers a significant decrease in accuracy while moving and while airborne.


Bullet

Hitscan — Travels in a straight line, meaning there is no bullet drop. The direction will deviate from the crosshairs depending on accuracy.

Critical Hit — Critically hits on headshots, applying a damage multiplier.

High Range Falloff — Deals reduced damage when hitting targets at long distances (falloff starts beyond 30m).

Minor Structure Damage — Damages structures. Takes a very long time to break a concrete wall.

Guide

Strengths

  • The ARN-220's dual magazine system allows the user to quickly return to full combat effectiveness by quickly swapping to the second magazine instead of fully reloading. This also gives the ARN-220 60 effective bullets, the highest magazine count of any Light-class weapon.
  • The ARN-220 possesses competitive damage falloff values, especially when compared to other Assault Rifles like the AKM, making it more effective at longer ranges. This enables the user to play further away from danger while still consistently dealing high damage to enemies.

Weaknesses

  • The ARN-220 has weaker close-range capabilities when compared to other popular Light class weapons like the M11 or XP-54, having a worse hipfire accuracy.
    • It also lacks high burst damage, like what can be found with the SH1900, outside of repeated headshots. It instead excels at sustained damage dealt at a slightly longer range.

Tactics

  • The user should always fire the weapon while aiming down sights unless the target is in extremely close proximity. Doing so will heavily increase accuracy.
  • The user should play around cover and prioritize their engagements based on their magazine status.
    • With both magazines available, the user has more potential to be aggressive. Switching between magazines once the first is expended takes very little time, and as such can be done with only a very brief lapse in combat or with only a moment behind cover.
    • If the user has almost emptied their first magazine, they can dump the rest to swap to the second magazine, giving the user access to more bullets faster than if they reloaded the whole magazine.
    • However, reloading the whole magazine is still relatively quick, so players may do that even if they have access to the second magazine.

Recoil

The ARN-220 possesses consistent vertical recoil with mild horizontal variance. To control it:

  • Continuously pull downwards and slightly to the right when beginning sustained fire.
  • Once reaching approximately bullet fifteen, the recoil pattern straightens out for a brief moment. Pull directly downwards.
  • The pattern then briefly pivots in the opposite direction once reaching approximately bullet twenty. Pull downwards and slightly to the left.
  • Once reaching approximately bullet twenty-five, the pattern straightens once again until the magazine is empty.

Item Mastery

Item mastery XP can be earned by damaging and eliminating opponents with the ARN-220.

Each time a certain XP threshold is reached, the item levels up. This does not improve the item, but rewards a unique item customization.

XP Breakdown
Source XP Reward
Damage dealt by the ARN-220 0.2 × Damage Dealt
Critical damage dealt by the ARN-220 0.2 × Critical Damage Dealt
Opponent eliminated by the ARN-220 50
Assist on an opponent damaged by the ARN-220 20
Level 1
DEFAULT
ARN-220
Level 2
9,000 XP
DYE JOB (Yellow)
Level 3
9,000 XP
DYE JOB (Blue)
Level 4
36,000 XP
DYE JOB (Red)
Level 5
54,000 XP
DYE JOB (White)
Level 6
162,000 XP
TRIANGLE TWINKLE
Level 7
144,000 XP
STRIPED GRAZER
Level 8
136,000 XP
PAINTED PREDATOR
Level 9
200,000 XP
PREDASHEEN
Level 10
360,000 XP
ALTITUDE SICKNESS
Level 11
200,000 XP
CLOUDPIERCER
Level 12
200,000 XP
PEACH HORIZON
Level 13
200,000 XP
TWILIGHT RIPTIDE


Cosmetics

Notice
These sections only display cosmetics in the new cosmetics database. Contributions are welcome!

Skins

Animations

Name Rarity Source Description
RACK READY
RARE
Multibucks 125
For contestants who know the first step in the most important.
SHOULDER DRAW
RARE
Multibucks 125
You've done this before. No fuss. No wasted moments. Just pure, streamlined action.

Name Rarity Source Description
ON THE FLIP SIDE
EPIC
Multibucks 250
Because flipping a mag is the new mic drop.

Name Rarity Source Description
DOUBLE UP
EPIC
Multibucks 250
Two mags, one slick motion. Twice the firepower, half the downtime.

Name Rarity Source Description
FLIPPIN' MAG CHECK
EPIC
Multibucks 250
Function meets flair, mid flip.

Trivia

  • The ARN-220 is modeled after the closely-named Brownells BRN-180, albeit with some modifications in the form of the dual linked magazines, suppressor, and third party bolt release lever.
  • As displayed on the magazine, this weapon fires .300 AAC Blackout, and the "220" in the name may refer to the grain most commonly used in this bullet for subsonic loads.

History

Patch
Changes
7.3.0
  • Increased the weapon equip time from 0.2s to 0.3s
6.9.0
  • Updated the recoil pattern to be the same for both magazines, making the weapon feel more consistent to aim
6.6.0
  • Decreased the length of the quick reload animation from 0.95s to 0.75s
6.1.0
  • Increased damage from 15 to 17
6.0.0
  • Introduced ARN-220 to the Light archetype