Armored Core 6 Melee Weapons

Dominate in Armored Core 6 with our expert guide on melee weapons. Unleash devastating close combat strategies and crush your foes. Level up now!

Hello from our Armored Core 6 Melee Weapons Guide. 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.

This is the guide SeekerKath it was created by. You can find the author’s link at the end of the guide.

Armored Core 6 Melee Weapons

Welcome to our Armored Core 6 Melee Weapons Guide. This guide will show you detailed information about melee weapons in the game.

Energy Weapons/Attacks

[HI-32: BU-TT/A]

  • 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 Average

It 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

[Assault Boost Kick]

  • 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.

[Unarmed Punch]

  • Designation: Melee Attack
  • Acquisition: Empty hand slot
  • Damage: ~200?
  • Impact: Low?
  • Consecutive Hits: 3 before overheating

It’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

[DF-ET-09 TAI-YANG-SHOU]

  • 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 vertical

Instead 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.

Written by SeekerKath

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