Armored Core VI: Fires of Rubicon: Complete Guide

This guide covers the stagger system, assembly and parts stats, starter and boss-killing builds, the Arena and OS Tuning, the three endings across NG+ and NG++, and 100% completion tips for Armored Core VI.

Researched September 2026 — current as of the May 29, 2025 balance patch (the last gameplay update; it followed App Ver. 80 / Regulation Ver. 1.08.1 from May 21, 2025). A Dec 16, 2025 update touched only pre-order bonuses and the artbook/soundtrack app. Live games change; check the linked sources if something differs.

Quick Start

  1. Stagger is everything. Every enemy has an ACS (Attitude Control System) gauge. Filling it staggers them, and staggered targets take heavily boosted damage. Build to fill the gauge quickly, then hit hard during the stagger window.
  2. Checkpoint retries are free. You can restart from checkpoints and change your build between checkpoint attempts. When you die on a boss, you can re-enter the Assembly screen from the retry menu.
  3. Rebuild for the problem. The game expects you to change builds for bosses. There's no penalty for selling or buying parts: parts sell for their full purchase price.
  4. Always carry a burst weapon for stagger windows. Shotguns, pile bunkers, laser blades, grenade launchers, and charged weapons deal the big hits.
  5. Use your Repair Kits. You get a small number per mission (shown in the HUD). Don't die with kits left over.
  6. Do the Arena as it unlocks. Arena wins give OS Tuning chips, which unlock abilities like Weapon Bay and extra core expansions, plus permanent stat boosts.
  7. Scan often. The scan button shows items, enemies, and hidden part containers.
  8. Ignore lock-on range at first. Watch weight and EN load. Overweight legs make you slow and EN overload stops you from sortieing.

Controls Worth Knowing

Action What it does
Quick Boost Short, fast dodge in any direction; costs EN
Assault Boost Long-range fast charge; good for closing distance and some mobility, burns EN
Hover / Boost Hold jump to rise, boost to glide
Hard Lock Keeps the camera locked on a target; helps with fast bosses
Scan Pings nearby enemies, items, and data logs
Repair Kit Restores AP
Weapon Bay (OS Tuning) Swap back weapons into your hands
Boost Kick A kick performed out of Assault Boost that builds stagger (the Controls screen shows the input)
Core Expansion Assault Armor, Pulse Armor, Pulse Protection, or Terminal Armor

Assembly and Stats

Frame and inner parts

Slot Why it matters
Head Scan, some stability, AP
Core Generator output adjustment, booster efficiency, AP
Arms Arm load limit (how heavy your hand weapons can be), melee specialization, recoil control, firearm specialization
Legs Load limit, AP, Attitude Stability, movement style (bipedal, reverse joint, tetrapod, tank)
Booster Thrust, Quick Boost speed, EN cost
FCS Lock-on speed at close, medium, and long range; missile lock correction
Generator EN capacity, supply recovery, post-recovery EN supply
Expansion One emergency tool (see above)

Key numbers to watch

Leg types

Legs Strengths Weaknesses
Bipedal Balanced, flexible; good for learning Nothing exceptional
Reverse Joint Very high jumps, good aerial mobility Lower stability than tanks
Tetrapod Hover in the air; great for aerial shooting builds Heavy-ish, weaker ground movement
Tank Huge load and stability; wide weapon options Slow turning, no normal jumps

Weapon Categories

Category Role Example parts
Rifles and machine guns Steady damage and impact buildup MG-014 LUDLOW, LR-037 HARRIS
Shotguns Massive close-range impact and direct-hit punish SG-027 ZIMMERMAN
Burst machine gun (energy) Fast damage at close-mid range MA-E-210 ETSUJIN
Melee Enormous stagger punishes Pile bunker PB-033M ASHMEAD, laser blades like Vvc-770LB (Laser Dagger) and IB-C03W2: MOONLIGHT
Grenade launchers and cannons Explosive impact from range DIZZY, SONGBIRDS (back unit)
Missiles Lock-on chip damage and pressure BML-G1/P20MLT-04, BML-G2/P03MLT-06, 45-091 JVLN BETA
Pulse and coral Shield-stripping pulse, experimental coral weapons Pulse blade, IB-C03W1: WLT 011 coral rifle
Stun Stun needle launcher builds impact and briefly stuns VE-60SNA

Recent balance (May 2025): MG-014 LUDLOW got faster projectiles and less weight and recoil. The ETSUJIN burst machine gun had its attack power and direct-hit adjustment reduced. DIZZY, the 44-141 JVLN ALPHA detonating bazooka, and the WS-5000 APERITIF siege missiles reload faster. The WLT 011 coral rifle's normal shots got stronger. The VP-61PS pulse shield now blocks less during its initial guard, and the VE-60SNA stun needle launcher got more attack power and projectile speed. If an older guide calls a part "the best", check it against these changes.

Starter and Boss-Killing Builds

"Stagger punisher" bipedal (general purpose)

Tank "brick"

Aerial tetrapod

Bosses — Key Tips

Boss Where Tip
AH12: HC Helicopter Tutorial Missiles and rifles. Keep moving and use Quick Boost when it fires volleys
HA-T-102 Juggernaut Chapter 1 Its front is heavily armored. Quick Boost past its charge and shoot the back. Stagger opens it up
AAP07: BALTEUS Chapter 1 finale The first skill check. Break its Pulse Armor with pulse or high-impact weapons, stay mid-range, and Quick Boost sideways through missile walls. Shotguns plus SONGBIRDS or dual missiles is a classic answer
EC-0804 Smart Cleaner Chapter 2 Stay behind it and out of the molten spray. Heavy weapons punish its staggers
C-Weapon SEA SPIDER Chapter 2 Handle its leg phase, then its aerial phase. Missiles work well when it flies
IA-02: ICE WORM Chapter 3 Scripted fight: follow the mission's instructions to break its shields with the provided tools, then hit it hard during openings
NIGHTFALL / Raven Chapter 3 Duel against a very aggressive AC. High stability and burst weapons

General boss rules:

Arena and OS Tuning

Story Routes and Endings

The game has three endings across multiple playthroughs:

Ending How to reach it
Fires of Raven Side with Handler Walter's plan at the final branch
Liberator of Rubicon Side with Ayre at the final branch
Alea Iacta Est Only available in NG++, which unlocks new missions and a different final path involving ALLMIND

Collectibles and Completion

Common Mistakes to Avoid

Advanced Tips

FAQ

How long is the story? A first playthrough is roughly 20–30 hours. All three endings need NG+ and NG++, which are shorter because you keep your parts.

Is there a difficulty setting? No. You adjust difficulty by changing your build.

How do I beat Balteus? Use high-impact or pulse weapons to break the Pulse Armor, then shotguns, missiles, and grenades to build stagger, and a close-range punish during stagger. Quick Boost sideways through missile barrages.

Do I keep parts after NG+? Yes. Parts, money, and OS Tuning carry over.

What changed in the latest patch? The May 29, 2025 patch buffed the LUDLOW, DIZZY, JVLN ALPHA, WLT 011 coral rifle, APERITIF, and stun needle launcher, nerfed the ETSUJIN, and toned down the VP-61PS pulse shield, along with other adjustments.

Is Armored Core VI still getting updates? No gameplay changes since May 2025. The Dec 2025 update only affected the extra apps.

Sources