Armored Core 6 is cool in that there’s a bunch of melee options to work with. Whether you’re going all in on melee or just want a punchy back-up weapon, there’s something here for you.
Some extra notes before we begin:
- Most Melee weapon attacks start with a short dash towards the target. Exceptions will be mentioned when encountered.
- Assault Boost or Quick Boost can be used to help close the distance, or with melee attacks that have no dash.
Energy Weapons/Attacks
Designation: Pulse Blade
Acquisition: Starter Weapon
Damage: ~960/~1600- Average/High
Impact: 710/1200- Average/High
Direct Hit bonus: 230 Very High
Consecutive Hits: 2
Weight: 1800- Below Average
EN Load: ~210- Below AverageIt has good-to-fair stats in every category, and a flexible move-set. If you’re not sure what to bring, you really can’t go wrong with using the Pulse Blade.[Assault Armor]
Designation: Core Expansion- AC-Centered Explosion
Acquisition: OS Tuning
Damage: 1500-High
Impact: 2000-High
Direct Hit bonus: 230-High
Range: 200
Charges: 1-3
Other: Damage increases ~50% when using Coral Generators
While Pulse Armor and Terminal Armor are both great choices, this one is my favorite. It’s great for both playing with and punishing aggressive playstyles. The fact it strips Pulse Armor is a nice bonus.
[VVC-770LB]
Designation: Laser Blade
Acquisition: Store- (req. Campaign progress)
Damage: ~1600/1200 x2- High/High
Impact: 1100/750 x 2- High/High
Direct Hit bonus: 195- High
Weight: ~2700- Above Average
EN Load: ~370- High
It’s a little slower in action than the Pulse Blade but it does hurt a bunch while hitting a wide area. I prefer using this for tough or grouped MTs over ACs.
[VP-67LD]
Designation: Laser Dagger
Acquisition: Store (req. Campaign Progress)
Damage: ~750/~1700- Below Average/High
Impact: 310/1100- Low/High
Direct Hit Bonus: 175- Above Average
Consecutive Hits: 3
Weight: 1350- Low
EN Load- 150- Low
Other: Short Cooldown
The basic attacks have a fairly narrow and short reach, the charge attack is a wider swing. It’s a fair choice if you’ve got room for 1 more small weapon in your load-out, or you plan on bullying several smaller MTs in close proximity.
[VP-67EB]
Designation: Stun Baton
Acquisition: Store (req. Campaign Progress)
Damage: ~230/~1200- Low/High
Impact: 215/380- Low/Low
Direct Hit bons: 215- High
Consecutive Hits: 3
Weight: ~1700- Below Average
EN Load: ~200- Below Average
Other: Applies Shock, Short Cooldown
It’s basically the Laser Dagger but the Charged swipe is replaced with a jab and it relies on causing the Shock effect to deal damage. Can serve as part of a Shock build or a low-reqs back-up.
[VE-67LLA]
Designation: Laser Lance
Acquisition: Store (req. Campaign Progress)
Damage: ~1150/~1150- Above-Average
Impact: 800/800- Average
Direct Hit bonus: 195- High
Weight: ~4500- High
EN Load: 460- High
Other: Extra Melee Dash reach on Charge attack, narrow attack area
Even if you don’t find the damage or impact compelling, it’s a great gap-closer. It can serve as a work-around for less-impressive Melee Dash stats. It can also push enemies around which is both fun and practical. Just be warned, it can slide off certain immobile targets like warships.
[44-143 HMMR]
Designation: Plasma Thrower
Acquisition: Hunter Rank
Damage: ~1400/265 x 6 -High/High
Impact: 810/33 x 6- Average/Low
Direct Hit bonus: 165- Low
Consecutive Hits: 2
Weight: ~2400- Average
EN Load: ~310- Above Average
Other: No Melee Dash, Instead jabs forward a short distance (<80), dealing Kinetic damage
Other Cont: Charged Attack drops Plasma Explosives upon release, swings while held
A very awkward weapon I don’t personally enjoy. I guess the Charge attack can clear crowds of light MTs but the Explosive Thrower does that better and with more range. It’s funny to bonk people that are expecting a Melee Dash but otherwise I don’t see the point.
[IA-CO1W2: MOONLIGHT]
Designation: Light Wave Blade
Acquisition: In-Mission crate, Unknown Territory Survey (Look down from the edge of the ruined bridge)
Damage: ~625/~2000- Below Average/High
Impact: ~500/~900- Low/Average
Direct Hit bonus: 175- Average
Consecutive Hits: 2
Weight: 2200- Average
EN Load: ~550- Very High
Other- No Melee Dash, Fires waves a short distance away (<300), Charged attack fires wide wave
I’m glad they didn’t make it a “better than everything” laser blade. The Moonlight behaves differently from most other melee weapons, but as such it’s more approachable for players that don’t like melee weapons or build for melee stats. The basic slash combo comes out quick and can catch enemy ACs between Quick Boosts.
[Vvc-774LS]
Designation: Laser Slicer
Acquisition: Hunter Rank
Damage: ~1600/~1600- High
Impact: 900/900- Above Average
Direct Hit Bonus: 185- High
Weight: ~3330- High
EN Load: ~330- Above-Average
A very showy weapon that deals a lot of smaller hits. I’m guessing this would be better against enemies with low defense.
[NAME HERE] (I haven’t gotten this far yet, gimme time!)
Designation: ???
Acquisition: ???
Kinetic Weapons/Attacks
Designation: Melee Attack
Acquisition: OS Tuning
Damage: ~500, varies by AC Mass, Reverse-Joint deals more.
Impact: Average?Yes, it counts, hush.In fact, it’s one of the easiest ways to add melee to your build, and it works in so many situations! Use it to initiate fights or finish fights without spending ammo. Spam it in mid-air to stall your descent or make the most of a low EN cap. Use it to top out the stagger bar. Use it to follow-up on staggered enemies. Weave it between your weapon reloads and cooldowns. You have options.
Check out this guide by hoimingmissile for more info on the Kick stuff.
Designation: Melee Attack
Acquisition: Empty hand slot
Damage: ~200?
Impact: Low?
Consecutive Hits: 3 before overheatingIt’s a panic option. I much prefer the kick, but the combo potential at least lets you go fairly hard on a single enemy.[WB-0010 DOUBLE TROUBLE]
Designation: Chainsaw
Acquisition: In-Mission Crate- Eliminate “Honest” Brute
Damage: ~1000/~2500- Above Average/Very High
Impact: 750/~1000- Average
Direct Hit Bonus: 270- Very High
Weight: ~5000- Very High
EN Load: ~100- Low
Other: No Melee Dash??, Can hold Charge Attack
A powerful weapon hindered by short reach and slow animations. Also, it flat-out can’t connect with Balteus, and refuses to bite into Enforcer, massively limiting its use cases. If you can set up a chance for it to shine, it will shred.
[PB-033M ASHMEAD]
Designation: Pile Bunker
Acquisition: Campaign Progress
Damage: ~1700/~4600- High/Very High
Impact: ~1200/1800- High/Very High
Direct Hit bonus: 150- Low
Weight: ~4200- High
EN Load: 225- Average
Other: No Melee Dash on Charge Attack
I have repeatedly died trying to set people up for Pile Bunker combos. I don’t even care, this thing is fantastic. It will destroy the health bar of anything it connects with. The only thing I’d suggest is, don’t try to force the Charge attack on staggered enemies if it isn’t working. The Direct Hit bonus isn’t that big, and it does so much damage on its own that it’s fine without it.
Explosive Weapons
Designation: Explosive Thrower
Acquisition: Hunter Rank?
Damage: ~1100- Above Average
Impact: 830- Above Average
Direct Hit bonus: 190- High
Total Ammo: 25
Weight: ~3800- High
EN Load: 160- Low
Other: No Melee Dash, Flings several bomblets on use (range ~80)
Other Cont: Basic attack for horizontal spread, Charged for verticalInstead of smacking people, this weapon swings and throws multiple bomblets a short distance away. This is a solid option for 2 kinds of players: those trying to prepare for a melee follow-up, and those trying to ward off melee attackers. It’s a good way to sneak in some Explosive damage on a build that is otherwise lacking it.
That’s all we are sharing today in ARMORED CORE VI FIRES OF RUBICON Melee Weapon Guide, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author SeekerKath
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