Argon Assault Rifle is a Neon Weapon used in Fortnite Save the World, which makes use of Energy Cells and deals Energy Damage. Neon shoots extremely correct energized rounds at a moderate rate for higher sustained damage. Deals energy damage, that is fairly productive against all varieties of elemental enemies. Though Argon shoots slower, it hits tougher and has greater crits. Now U4GM share with you the Complete Argon Assault Rifle guide, come to see if your Heros is suitable for this weapon!
Argon Assault Rifle is divided into Argon Assault Rifle (legendary) and Argon Assault Rifle (epic).
Argon Assault Rifle (legendary) | Argon Assault Rifle (epic) | ||
---|---|---|---|
Name | Value | Name | Value |
Damage | 36 | Damage | 33 |
Crit Chance | 10% | Crit Chance | 10% |
Crit Damage | +75% | Crit Damage | +75% |
Fire Rate | 6 | Fire Rate | 6 |
DPS | 655/3 | DPS | 609.8 |
Magazine Size | 30 | Magazine Size | 30 |
Range | 4096 | Range | 4096 |
Durability | 375 | Durability | 280 |
Durability per Use | 0.08 | Durability per Use | 0.08 |
Reload Time | 2.5 | Reload Time | 2.5 |
Ammo Type | Ammo: Energy Cell | Ammo Type | Ammo: Energy Cell |
Ammo Cost | 1 | Ammo Cost | 1 |
Impact | 105 | Impact | 96 |
Argon Assault Rifle (legendary)
Argon Assault Rifle (epic)
Name | Class | Description |
---|---|---|
Advanced Tactics | Soldier | Ranged weapon damage increased by 10%. Health increased by 10%. |
Ammo Recovery I | Soldier | Damaging an enemy with an assault weapon has a 16% chance to generate 1 ammo for the equipped weapon. |
Ammo Recovery | Soldier | Damaging an enemy with an assault weapon has a 16% chance to generate 1 ammo for the equipped weapon. |
Assault Crit Damage | Soldier | Increase assault weapon critical hit damage by 36%/54%/70%. |
Assault Damage | Soldier | Increases assault weapon damage by 24%. |
Debilitating Shots | Soldier | Dealing ranged damage applies one stack of Vulnerability, increasing damage taken from all sources by 5% on the target for 15 seconds. Stacks up to 3 times. |
Enduring Machine | Constructor | Your weapon takes 60% less durability damage while on BASE. |
Explosive Rounds | Soldier | Killing 10 enemies with a ranged weapon deals X damage in a 1 tile radius. |
Eye on the Prize | Outlander | Every 15 headshot kills grants 1 Charge Fragment. |
Fragment Generation | Outlander | Every 60 kills grant 1 Charge Fragment. |
Grenade Generation | Soldier | Every 30 kills with a ranged weapon grants 1 Frag Grenade. Count resets after 15 seconds without a kill. |
I Love to Reload! | Soldier | Reloading the equipped weapon increases run speed by 30% for 3 seconds. |
Improved Headshots | Soldier | Increases headshot damage multipler of ranged weapons by 13%/20%/27%. |
In a Pinch | Soldier | Increases weapon reload speed by 35% if the magazine is empty. |
Make It Rain | Soldier | Headshotting enemies increases ranged weapon rate of fire by 25% for 5 seconds. |
Precision Handling | Outlander | Hitting a headshot increases the speed of your next reload by 7%. Max 35%. Resets after reloading. |
Quick Clip | Soldier | Increases reload speed by 30%. |
Start Up | Soldier | Firing with a ranged weapon increases rate of fire by 1.2% per shot for up to 20 shots. Resets on reload or weapon switch. |
Steady Aim | Soldier | Reduces recoil by 29%. |
Survivalist | Soldier | Killing an enemy with an ability or weapon recovers 5 base health per second over 3 seconds. Kills reset the healing duration. Will not activate on full health. |
There Are Many Like It... | Soldier | Your weapon takes 45% less durability damage while affected by War Cry. |
War Cry | Soldier | Give a War Cry, affecting friendly characters within 4 tiles for 10 seconds. Grants 45% more damage and 30% attack speed for ranged weapons and 45% more damage and 20% attack speed for melee weapons. |
Waste Not Want Not | Soldier | Increases ammo capacity of all weapons by 40%. |
Argon Assault Rifle was obtainable from Into the Storm Llamas inside the Vindertech Store through the Into the Storm Occasion.
Pros:
full-auto
Innately deal energy damage, and use energy ammo
Has far better crits
Cons:
No longer roll an element on top rated of their energy
Shoots slower
Hits harder
1) Argon Assault Rifle vs Deathray vs Siegebreaker:
Like the Siegebreaker, the Deathray and Argon Assault Rifle are two energy Assault Rifles that, are full-auto. Unlike the Siegebreaker, they innately deal energy harm and use energy ammo (as opposed to light bullets). Apparently, they will no longer roll an element on prime of their energy.
Argon shoots slower hits tougher and has far better crits. The Deathray has the "medium" rate of fire, "medium" damage, and it's got a bigger capacity. The Siegebreaker shoots much more bullets, dealing additional overall harm.
The Siegebreaker has roughly-upwards recoil, the Deathray has sporadic "popcorn" recoil, as well as the Argon appears to possess "popcorn" recoil which is truly lowered in the course of full-auto (or possibly the slower rate of fire tends to make it appear to become lowered) but worse than either when employed to "tap-fire" in semi-auto or bursts. The recoil patterns/behaviors are diverse, but the guns are ultimately similarly correct at the variety.
So, looking at these three guns so far, they all seem to be pretty equal. The situation is, Deathray and Argon Assault Rifle apparently can no longer roll components, whereas Siegebreaker can. So, facing elemental husks (which are the stronger husks that require by far the most bullets, and cannot as quickly be killed with traps and skills), dealing particular elemental harm is going to become far more effective. This implies, finest case scenario, Siegebreaker is going to possess the correct element, and Deathray/Argon won't.
Couple that with the crafting cost of energy cells in comparison with light bullets (most high priced ammo vs least expensive ammo), puts Siegebreaker far ahead.
2) Argon Assault Rifle vs Helium Shotgun:
Ignoring RNG with rolls (and modifiers like headhot, essential hit): The shotgun is the clear winner (out of AR, Shotgun and Pistol)
The shotgun does 2.8 occasions far more damage than the AR and two.3 times far more damage than the Pistol if you examine how much damage they every do when consuming 2 energy cells
Shotgun = 2 energy cells per attack
AR = 1 energy cell per attack
Pistol = 1 energy cell per attack.
Even though you attacked twice together with the AR (two shots) so you consumed the same quantity of ammo, you've still done drastically less harm than you would have for 2 ammo around the shotgun. This is not even taking into consideration that the shotgun rounds penetrate, meaning which you can primarily hit as a lot of husks as you line up inside a row.
Pure energy form weapons (like the event ones) are under no circumstances going to be your 'go-to' for boss killing. At ideal, they are 'fodder killing' weapons, because of the lack of damage and the 'expense' of operating energy cell ammo. Fodder husks are typically often identified in swarms and have low wellness, all of this sets up an concept situation for shotgun usage (the penetration is just icing around the cake).