arc raiders keys for sale– Where, how, and why they matter
Leaper Pulse Units occupy a curious place in ARC Raiders’ loot economy. It is an epic component from ARC Raiders that has a high value. It is also used to upgrade late bases and it's one the most punishing items in the game. This is not a purely aesthetic decision.
Leaper Pulse Unit properties and core stats arc raiders shop
The Pulse is an amalgamation of a crafting item, quest material and one-shot pulse. If it is thrown properly, a singularity effect will be created that will pull players towards its center. This damage can also penetrate shields.
How to purchase a Leaper Pulse Unit
Leaper Pulse Units fall from Leapers – large spider-like ARC Machines patrolling the Rust Belt. Bison was the old name of Leapers. These mini-bosses are characterized by their high health, thick ARC armour, and small move sets that aim to wipe you out if you step wrong.
Leaper spawns can be found in two places on Dam Battlegrounds. These are the best spots to get Pulse and Into the Fray units for the Into the Fray challenge.
After a Leaper dies, it will drop a Pulse Unit. However, if you are playing Into the Fray and want to get the Pulse Unit you must loot the damaged "eye". The Leaper Pulse Unit can be found within the eye assembly.
After you've got one in your bag, slide it into your Safe Pocket when there is any pause in the game. Safe Pockets will protect important items on death. That's important when one item represents a big chunk of the match value.
Recommendations for hunting leapers
Leapers' vulnerability is limited to a handful of very specific weapons. The most consistent pattern is the use of heavy ammo to cause fire damage.
All variants of higher tiers that retain these fundamentals (heavy ARC and repeatable fire damages) will accelerate things. Plan your position and break armor before you worry about the exact weapon.
The Leaper Attack Pattern and Why Positioning Matters
Two characteristics define leapers: range denial and area denial.
Long-range jumping slam : The machine jumps far beyond normal engagement distances and lands in your last known place. It can kill you with a single shot or place you in a revived condition if the connection is clean.
EMP: A pulse of electricity that is delivered at a short range to punish players who attempt to "hug the legs" in the air for too long.
This is because they also add leg swipes or body checks. For solo players, this makes fighting them outside a bad choice. The best way to avoid a Leaper is to aggro it and then fight from a place where it cannot escape.
There are 2 very useful setups on Dam Battlegrounds.
If spawns are near the Hydroponic Dome Complex.
This small building is in the electrical substation, south of Water Treatment elevator.
In both scenarios, you must first draw the attention of Leaper using a shot in the eye. Next, remain within the doorway. The machine's jumps will be a series of melees, and it will bounce off the wall in place of landing a clean hit. This allows you to pick apart its parts.
Two practical solo techniques for eliminating a Leaper
Method 1 : Blaze the cheese and then focus your eyes on it
This approach relies heavily on fire damage as well as a safety funnel.
Find a leaper in a spawn zone of the Dam Battlegrounds.
If you can, move to a doorway that is narrow or into a building where it cannot get in.
Use a heavy weapons shot (Ferro/Anvil), to lock aggro.
Blaze Grenades are best used to target the eye. This will ensure that the burns reach the area of weakness.
As Leaper Burns, shoot at the Eye with Heavy Ammo.
Once the Blaze has been extinguished, repeat.
Under sustained and heavy fire the Leaper finally collapses. You should be on the alert for any retreat behavior from the machine during the fight. Follow the machine cautiously and keep an eye on it, while being aware of sudden jumpslams.
Run straight to that destroyed eye module. There is the Leaper Pulse Unit, which other players will often push when they hear the explosion.
Method 2 - Leg-breaking on the Substation Building
The "leg cheesy" method, while more methodical and methodical in nature, is best suited for single players with a steady triggering finger who are using a single heavy revolver or gun.
The electrical substation is just below Water Treatment, and you can load up in Dam Battlegrounds.
Enter the small building to the left of the elevator.
You can use Heavy Ammo to target the Leaper, which usually patrols around the elevator. This will draw aggro.
Once the focus is on you, place yourself inside a window or a doorway so its swipes and leaps will not make full contact.
Then, start stripping the armor off your upper legs. You will then see:
Inner armor plates
Insulation or inner layers of protection
A thicker structural component
Finally, we have a thin pipe-like black element
Keep firing Heavy Ammo and keep the leg glued on until you see that inner piece breaking.
Repeat the procedure on all the legs until structural damage is enough for the machine to explode.
Leapers continue to be dangerous with or without legs. They still jump and surge. The risk is kept under control by staying just inside of the building. Sidestepping each telegraphed dive and staying close to the wall will help you finish your Heavy Ammo.
Tip: This method pairs well with an Anvil revolver and one Heavy Ammo. There is no need for a full squad to fire, but only a few minutes and a secure doorway.
Leaper Pulse Units can be used to create a throwable
When you first pull out a Pulse, the temptation will be to save it as a trophy. You are ignoring its most crucial role: it's a throwable singularity with a huge effective radius, and severe shield damages.
Use only one:
Insert the Leaper Pulse Units into your loadout's quick-use or tossable slots.
Select it as a grenade from the quick-menu in a battle.
Throw it to your target. It moves like a heavy bomb and will fall when underthrown.
After a brief fuse, the pulse is activated. It causes players to be pushed towards the centre and deals significant damage.
The singularity affect is more punishing if enemies are caught out in the open. If there's no immediate cover, blue and green shields will be destroyed in a single blast.
It is not without a price. The fuse does take time to ignite. Indoors this delay makes it easier for an alert squad, to duck behind corners and retreat through doorways. Outside, where escape routes are flatter and more predictable, the combination between pull and blast is harder to outrun.
You can throw a Pulse Unit in a variety of situations.
Dropping it to a squad moving across open terrain in the direction of an extraction point.
The team will be distracted when they are fighting ARC Drones.
Breaking the dug-in positions at medium range while other throwables cool down.
Note: After detonation it is possible to pick up the remaining pieces, but they are now a broken Pulse Module with little value. Treat each throw as an individual play.
Crafting and base upgrades.
Not only is it not hoarding, but keeping Pulse Units at your workshop can be a great way to improve the efficiency of your workshop. The need for multiple Units is common in late stage projects and upgrades. Scrapping or selling every unit you find can slow progress.
Upgrades to Project and Workshops
These projects will feed directly into your craft ecosystem. Utility Station 3 increases the number of utility items you have access to, while Outfitting's track allows for more building and carrying between raids. Throwing away your first few units of Pulse can delay upgrading by many raids.
Recycling vs. salvaging an Leaper Pulse Unit
Recycling is a great option for players who aren't ready to commit to high-tiered projects.
Recycling is the better option if your goal is to craft recipes for mid-to-late-games. ARC Alloys or Advanced Mechanical Components lie higher in the material hierarchy and are difficult to find in large amounts. Salvaging into Basic Mechanical Components will only make sense if you have a bottleneck with low-level components and don't require higher-grade parts.
The value of 5,000 coins is another lever. Early on in the game, that reward can be enough to cover several raids of normal loot. Later, material rewards often outweigh coin returns, particularly if you regularly upgrade stations and create purple-tier gear.
Leaper Pulse Units can be a great tool for forcing interesting decisions. The Leaper pulse unit is a great way to escape jail in battle, it can also be a valuable component for upgrading your workshop and you can get a bunch of rare materials from recycling the card. This tension is purposeful: when you pull one out from a ruined Leaper eye, it forces you to choose the kind of raider that you want to play. Careful builder or opportunistic traders, or those who are willing to burn small fortunes to bring another squad to a singularity?