Leaper Pulse Unit is a unique loot item in ARC Raiders. It's an epic-tier ARC part, which is also a crucial material for late-base upgrades. This makes it one of the more punishing throwables. The decision to "keep" the item, recycle it or "yeet it" at another squad, is a serious one, and not just a taste detail of buy arc raiders blueprints.


 


 Leaper Pulse Unit core statistics and properties


 


 In practice, the Pulse unit is a hybrid material that combines a quest item, a crafting tool, and an one-shot grenade. If thrown correctly it will explode with a wide-area singularity that pulls the player into its center, and cause a lot of damage to be dealt through shields.


 


 How to order a Leaper Pulse Unit arc raiders shop


 Leaper Pulse Units can be found on Leapers – the spider-like ARC machines which patrol the Rustbelt. Bison were the previous name for Leapers. They are treated like mini-bosses that roam around.


 


 The two Leaper spawns you can count on for the Into the Fray mission and to farm Pulse units are:


 


 You can get a Pulse Unit from any Leaper kill, but if working on Into the Fray then you will need to specifically loot the "eye assembly" after the machine is killed. This eye contains the Leaper Pulse Unit. Be sure to grab it before any other teams come rushing towards the noise.


 


 When there is a break in action, put it into the Safe Pocket. Safe Pockets can protect your key items when you die, which is important if a single component makes up a large portion of the value of your match.


 


 Hunting Leapers with the recommended loadout


 Leapers have a limited set of tools that can cause them to be vulnerable. Heavy ammo, and fire damage are the most common patterns.


 


 This will only accelerate the process if you use a variant with these basic features: heavy ARC penetrating plus repeatable damage. The exact weapon roll doesn't matter as much as having a plan of where to stand and how to break armor.


 


 Why positioning is crucial for leaper attacks


 Leapers can be defined by their range and area denial.


 


 Long-range jump smash: The machine leaps well outside the normal engagement distance, and lands at your last known locati0n. If the machine connects with you cleanly, then it can leave you in an revive state or one-shot.


 EMP Surge: An electrical pulse at close range that punishes the players who keep their legs out in the open.


 It also uses leg swipes and body checks. But these two attacks are the reason why fighting them out in the open is a bad move for solo players. To be safe, it is best to aggravate a Leaper before fighting it through a window or a doorway it cannot pass through.


 


 Two setups are especially useful in Dam Battlegrounds.


 


 If the spawning is in the vicinity of the Hydroponic Dome Complex then the Dome itself.


 From its entrance, you can usually see the Water Treatment elevator and the Leaper patrolling.


 In both cases you should aim for the Leaper with an eye shot, and then remain just inside the entrance. The machine will stomp its melee and jumps into the wall rather than landing clean hits. You can then pick it apart.


 


 Two practical solo methods of destroying a Leaper


 Method 1: Use a blazer and focus the "cheese".


 This approach relies on fire damage, and a safe funnel.


 


 You can find a Leaper near one of Dam Battlegrounds’ spawn zones.


 You can also move into a narrow doorway, or an area where the machine is unable to enter.


 Use heavy-weapon shots (Ferro/Anvil) to lock and tag aggro.


 Then, throw a Blaze Grenade in the eye to apply the burn directly on the weak point.


 While the Leaper is burning, you can continue shooting at the eyes with heavy ammunition from your cover.


 Repeat the process when you see that your Blaze is no longer working.


 Under heavy fire and prolonged burn, the Leaper's eye assembly will detonate and collapse. Be on the lookout for retreat behavior in the middle of a battle. If you see the machine pulling back, follow cautiously. Maintain line of sight to the eye, and be alert for sudden leap slams.


 


 When the body has fallen, immediately run to the destroyed eye-module and loot first. This is where the Leaper Pulse Unit resides, and many players will push the sound of explosion.


 


 Method 2: Leg-breaking in the substation


 The "leg" cheese method is more methodical, but it's good for solo players that have a steady finger on the trigger and use a heavy pistol or revolver.


 


 Drive south, to the electrical substation just below Water Treatment elevator.


 Enter the building with the elevator facing you.


 To draw aggro, find the Leaper which is usually found patrolling the elevator area. Tag it with Heavy Ammo.


 When it has focused on you and is aimed at you, move into a doorway/window where the swipes or jumps of its swarm cannot fully contact.


 You should start by stripping off the upper leg armor, around the thigh. You will see that:


 The outer armor plate


 Insulation or inner protective layer


 A thicker structural section


 A thin black element, similar to a pipe, is also present.


 Fire Heavy Ammo up until the thin inner piece snaps, and then remove your leg.


 Repeat this procedure on the remaining legs.


 Leapers are still dangerous even with one or two legs missing. They will still try to jump and surge. While you are working your way through the Heavy Ammo, staying inside and sidestepping the telegraphed leaps will keep the risks under control.


 


 This technique pairs well with a single stow of Heavy Ammo as well as a weapon, such the Anvil revolver. This method does not require a squad-sized amount of firepower. Just time and an easily defendable doorway will do.


 Leaper Pulse Unit can be used as a throwable


 It's tempting to store a Pulse Device as a prize for life once you get it home. The device's most important function is to be thrown and cause serious shield damage.


 


 You can use either:


 


 Place the Leaper Pulse Unit in a quick-use, or throwable, slot of your loadout.


 It can be selected from the quick menu in a game just like a bomb.


 Toss it in your target area. It travels as a heavy grenade, and will fall to the ground if underthrown.


 After a short time, it will trigger a violent pulse which will drag nearby players towards the center. This can cause significant damage to those within its 10 m radius.


 The singularity effects is particularly punishing when enemies have no cover. Without immediate hard cover, shields with a blue or green color can be shredded into pieces in a single detonation.


 


 However, there are trade-offs. The fuse isn't instant. The delay indoors allows an alert team to hide behind doors or corners. Outside, the combination of pull and explosion radius makes it much more difficult to escape.


 


 Some of the most common high-value situations in which a pulse unit is used include:


 


 Dropping the bomb on a squad as it crosses open terrain toward an extraction point.


 It is difficult to land it when the attention of a group fighting ARC drones is divided.


 Breaking an encamped position at medium-range when other throwables on cooldown.


 You can pick up any remaining Pulse Unit after the detonation. However, it will have a negligible value. Consider each throw to be a unique play.


 


 Recycling, upgrading the base, and crafting


 The act of hoarding Pulse Units is not a good idea. Multiple late-stage upgrade and project requirements require multiple Pulse Units. These checks can slow down progress if you discard or sell them all.


 


 Use of project and workshop upgrades


 


 The projects you create will directly feed into your crafting ecosystem. Utility Station 3 allows you to access more utility items while Outfitting, when pushed along the track, increases your ability to carry and build. By burning your first few pulse units as throwables, you can delay this upgrade by multiple raids worth of farming.


 


 Recycling vs. salvaging Leaper Pulse Units


 Players who don't want to commit their Units for high-level projects can recycle to get a steady supply of advanced components.


 


 Recycling is the most profitable option for crafting recipes that are in mid to late game. ARC Alloys, Advanced Mechanical Components and ARC Alloys are at the top of the material chain. They can be hard to obtain in large quantities. Salvaging for basic Mechanical components is only worthwhile if the bottleneck in your production process is low-level recipes.


 


 A 5,000 coin sell value is a lever. Early in your progression, a 5,000-coin payout can be equivalent to several normal raids worth of loot. This is especially true if you're going light. In later levels, the material return often surpasses the coin value, particularly when upgrading stations and building purple tier gear.


 


 The Leaper Pulse Unit is a powerful tool that forces you to make interesting decisions. It can save you from jail during combat, be a key component in meaningful upgrades for your workshop, or even provide a compact package of rare materials by recycling it. The tension is deliberate: Every time you remove one from the Leaper's damaged eye, you choose what kind of raider to be. Are you a cautious builder? An opportunistic merchant? Or are you the type to spend a fortune in order to tear another squad apart into a singularity.