The Amplified Bettina is the top-tier version of ARC Raiders’ heavy assault rifle, added with the Frozen Trail update. Amplifying a maxed Bettina raises its durability ceiling and opens a permanent upgrade tree that splits into two very different guns: a high-capacity full-auto rifle, or a slower semi-automatic rifle built to tear through ARC armor.
Quick answer: The Amplified Bettina forces one of two locked choices. Take Bigger Mag for a 37-round full-auto, or take Semi-Auto and then X-Rounds for an 18-round semi-auto that deals +25% damage to ARC armor. You cannot have both.
Amplified Bettina base stats and loadout
The Amplified Bettina stays in the Assault Rifle class and keeps feeding on Heavy Ammo. Amplifying it lifts maximum durability from the tier IV value of 130 up to 200, which is the practical reason to amplify in the first place: the gun can soak far more wear before it needs repairing. It weighs 11 in the inventory.
Before you touch a single upgrade, the amplified base rifle carries these figures:
| Damage | 16 |
| Fire Rate | 22 |
| Range | 51.6 |
| Stability | 68.8 |
| Stealth | 14 |
| Magazine | 22 |
| Fire mode | Fully-automatic |
| Ammo |
Unlocking the gun’s tree happens at the Gunsmith, and the Bettina specifically needs an Amplification Module Mk. IV to match its Epic rarity. Amplifying also fully repairs the weapon in the process.
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The tree hands you a single fork. Bigger Mag is marked as an exclusive amplification that blocks the other chain entirely, so picking it closes off Semi-Auto and X-Rounds for good on that weapon. Everything that follows is permanent, so the decision is really about what role you want the rifle to fill.

Bigger Mag (full-auto)
Bigger Mag adds +15 rounds to the magazine, pushing it from 22 to 37 while the rifle stays fully automatic. Nothing else about the gun’s handling changes. This is the branch for sustained fire: spraying clustered aerial machines or dumping a long burst into a large, armored boss without reloading mid-fight.

Semi-Auto into X-Rounds (DMR)
Semi-Auto converts the rifle to single-shot fire. It grants +3 base damage and cuts shot dispersion by 20%, but drops fire rate by 20%. From there you can research X-Rounds, which adds an explosive compound to each projectile.
X-Rounds is a trade-off package. It stacks another +3 base damage (bringing the base figure to 24) and a flat +25% damage against ARC armor plating, but it adds 20% horizontal and 20% vertical recoil, cuts bullet velocity by 30%, and removes 4 rounds from the magazine. With Semi-Auto and X-Rounds together the capacity sits at 18 rounds.
| Upgrade | Effect | Magazine |
|---|---|---|
| Bigger Mag | +15 magazine, stays full-auto | 37 |
| Semi-Auto | +3 damage, -20% dispersion, -20% fire rate | 22 |
| X-Rounds | +3 damage, +25% vs ARC armor, +recoil, -30% velocity, -4 mag | 18 |
Pairing Semi-Auto with the Kinetic Converter stock mod lifts fire rate by 15%, which helps claw back some of the pace Semi-Auto removes. That mod also adds 20% vertical and 20% horizontal recoil, so it compounds the recoil X-Rounds already introduces.

How each build performs against ARC machines
The explosive rounds show their value when you aim at components rather than bodies. Firefly thrusters pop in roughly four to six semi-auto shots, and Rocketeer thrusters break in about ten to twelve targeted hits, with the blast spilling onto the core. A Shredder goes down in 17 semi-auto X-Rounds shots, where a standard Bettina needs closer to 23, and a high-threat Leaper falls in roughly 45 to 50 shots.

The Bigger Mag full-auto build plays differently. Its strength is holding a flying machine in a sustained stream of fire, or spraying across a swarm of aerial units without having to reload between targets. Against the biggest armored bosses it keeps rounds on target for longer, which matters when the damage window is short.

In short: , the X-Rounds path behaves like an ammo-efficient designated marksman rifle for dismantling thrusters and armor plating, while Bigger Mag favors raw uptime against clustered or boss-sized targets.

ARC machine part health to aim for
Because both builds reward precise shots on weak points, it helps to know how much health the parts you target actually have. These are the figures for the machines the Bettina is typically pointed at, so you can judge when a thruster or core is close to breaking.
| Machine | Body | Core / weak point | Thruster |
|---|---|---|---|
| 110 | — | 30 | |
| 200 | 167 (core) | 30 | |
| 1500 | — | 104 | |
| 1100 | 2000 (launcher) | 345 | |
| 1100 | 2000 (core) | — | |
| — | 2000 (eye) | — | |
| 2050 | 5000 (core) | — | |
| 23100 | 30000 (core) | — |
The Matriarch and Bastion numbers explain why full-auto uptime matters against them: their cores sit far beyond anything a single 18-round magazine clears. Lighter aerial machines like the Wasp and Firefly, by contrast, lose their thrusters to just a handful of explosive hits.
Durability and repair cost
Both builds wear down steadily rather than quickly. Firing roughly 250 to 300 X-Rounds dropped durability from 200 down to around 160 to 170, and running over 200 rounds through the full-auto Bigger Mag version cost 32 points, leaving it at 168/200.
Repairs no longer use ordinary materials. Amplified weapons are maintained with Amplified Fragments, and restoring the Bettina to half durability takes 17 of them. Salvaging the gun entirely returns 6 Amplified Fragments. One warning worth keeping in mind: amplified weapons remain lootable if you die Topside, and a looted one drops to around 10% durability, so whoever picks it up inherits a hefty repair bill.
The other amplified assault rifles
The Bettina is not the only assault rifle that can be amplified. The Rattler and the Kettle share the class and each carry their own branching trees, which is worth knowing if you are deciding where to spend a scarce Amplification Module.
| Weapon | Upgrade paths | Weight |
|---|---|---|
| Bigger Mag, Semi-Auto, X-Rounds | 11 | |
| Drum Mag, Incendiary Rounds, More Reload | 6 | |
| Anti-Shield, Full-Auto, X-Rounds | 7 |
The Rattler and Kettle take a cheaper Mk. I module, since both are common weapons, while the Bettina’s Mk. IV requirement puts it further up the investment ladder. That makes the choice between its two paths the main thing to get right, because once Bigger Mag or the Semi-Auto chain is locked in, there is no switching back on that rifle.






